Easy Mobile - Making Your Application Easier To Use - Gravity Switch
1. Easy Mobile
Making Your Application Easier to Use
jason@gravityswitch.com
#jasonNmark
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2. What You’ll Learn Today
‣ Overview of Mobile Usability
‣ Traits of Successful Apps
‣ Tips
‣ Your Applications
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12. Android & Others
Apple only shop
Getting into Android too
We do both
Anything else? HTML5?
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13. What You’re Best At
Programming
Designing
Usability
Other
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14. Your Usability Experience
Want to Learn More
Some Experience
Done Successful Software Testing
Measured Results
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people. Award-winning process. Websites done right.
15. Mobile Usability
Easy t
o use.
Business
Needs
User Brand
Needs
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16. 4 Requirements of Success
You
won'
have t hit
a com the majo
merc rity
ially until
viabl you
e pro
duct
tart it. !
Geeks s
NASA
mmers,
(Progra , etc.)
en gineers
³ Technology · Design » Usability ¿ Business
The Building Blocks of Technology
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17. How is Mobile Usability Different?
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18. How is Mobile Usability Different?
Small
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19. How is Mobile Usability Different?
Small
Portable
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20. How is Mobile Usability Different?
Small
Portable
Personal
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21. How is Mobile Usability Different?
Small
Portable
Personal
Bandwidth Matters
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22. How is Mobile Usability Different?
Small
Portable
Personal
Bandwidth Matters
Interrupted
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23. How is Mobile Usability Different?
Small
Portable
Personal
Bandwidth Matters
Interrupted
Typing Sucks
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29. Top Apps
3% use video
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30. Top Apps
3% use video
3% use the camera meaningfully
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31. Top Apps
3% use video
3% use the camera meaningfully
4% use tilt meaningfully
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32. Top Apps
3% use video
3% use the camera meaningfully
4% use tilt meaningfully
11% use GPS
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33. Top Apps
3% use video
3% use the camera meaningfully
4% use tilt meaningfully
11% use GPS
15% are multiplayer
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34. Top Apps
3% use video
3% use the camera meaningfully
4% use tilt meaningfully
11% use GPS
15% are multiplayer
4% use two of these features
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35. Top Apps
3% use video
3% use the camera meaningfully
4% use tilt meaningfully
11% use GPS
15% are multiplayer
4% use two of these features
0% use three or more
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36. What Don’t You Do?
The most successful companies
have a list of things they DON’T do.
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37. The First Rule of Usability
More Features = Harder To Use
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38. Apps That Get It
Interrupted (2 mins)
No Internet Needed
Uses Touch
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39. Apps That Get It
In 2008, Pandora built an iPhone app
that let people stream music. Almost
immediately, 35,000 new users a day
joined Pandora from their cellphones,
doubling the number of daily signups.
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40. Apps That Get It
Personal
On the Road
Avoids Typing
Works When AT&T Fails
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41. How Focused Are You?
‣ Is your App useful BECAUSE it’s mobile?
‣ Does it use touch to enhance the experience?
‣ How many of the following does it use:
- Camera
- Video
- Tilt
- GPS
- Multiplayer
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56. Once You’ve Stolen All
You Can...
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57. It’s time to get help
A good usability person can spot many holes
and best practices quickly.
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58. Use the Right Screen Types
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60. Screen Types
y all?
’t the
A ren
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61. Screen Types
y all?
’t the
A ren
Main Men
u gravity switch
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62. Screen Types
p
el
o rH
F
y all?
’t the
A ren
Main Men
u gravity switch
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63. Screen Types iPad Always Uses
This
p
el
o rH
F
y all?
’t the
A ren
Main Men
u gravity switch
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64. Screen Types iPad Always Uses
This
a se
p le
el p
o rH Y es
F
y all?
’t the
A ren
Main Men
u gravity switch
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65. Main Menu
Do you have one?
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74. Fitt’s Law
Distance & button size
Corners are infinitely large
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75. It All Changes with Touch
No abstraction (i.e mouse)
Everything is equally close
Corners are HARDER to hit.
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76. Tiff’s Law
How do You Hold It?
• Poke
• Standard
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80. Horizontal vs. Vertical
82% of the top apps are locked
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81. The Third Rule of Usability
You can’t see when you’re too close.
- Jakob Nielsen
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84. The Fourth Rule of Usability
You Don’t Know as Much as You Think You Do.
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85. When to Test?
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86. When to Test?
Unknown Known
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87. When to Test?
Unknown Known
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88. When to Test?
Unknown Known
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89. When to Test?
Unknown Known
Agile Procedural
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90. When to Test?
Unknown Known
Test
Agile Procedural
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91. When to Test?
Unknown Known
Test
Agile Procedural
Steal id
eas!
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92. When to Test?
Wh
Unknown
ere
Known
ar
ey
ou
Tes t ?
Agile Procedural
Steal id
eas!
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93. Four Kinds Of Testing
‣ Focus Groups
‣ Surveys
‣ A/B Testing
‣ User Testing
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94. Focus groups are not
useful for testing
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95. Focus Groups
‣ Set Goals
‣ Get Buy-In (Decision Makers)
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96. Surveys are only useful for
specific questions
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97. Surveys
‣ Do we call it Refresh or Reload?
‣ Does this make us look like hacks?
‣ Which tagline works best?
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98. A/B Testing
Can be Very Helpful
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99. A/B Testing
‣ Sanity Check Big Changes
‣ Fine-Tune Details
‣ Find Problems for User Testing
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100. A/B Testing
How can MOG increase
the number of paid
members?
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101. A/B Testing
How can MOG increase
the number of paid
members?
David Hyman (CEO) of MOG’s
#1 tip for mobile usability
is to “reduce barriers”
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102. A/B Testing
What do users do?
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104. User Testing
‣ Find out where users get lost
‣ Cheep way to sanity check ideas
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105. Let’s Discuss How To Test
Your Apps
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106. Getting Set Up For Testing
‣ Group Up
‣ Pick an App (Longest Name?)
‣ List Questions and Concerns
‣ Decide How To Test
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107. When To Test?
‣ As Needed
‣ Iterate
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