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Mobile User Experience: What Web Designers Need to Know

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Until recently, the mobile internet was a crippled user experience due to product, interface and technical constraints. Recent innovations are causing an inflection point for the mobile internet, enabling new and exciting opportunities for mobile user experience. But how do folks who are well versed in creating PC-based internet experiences begin to engage with mobile?

This presentation is designed to help web design professionals answer that question as well as:

- Provide insight into how web designers can begin to approach mobile user experiences.
- Identify key similarities and differences in designing for PC/mobile experiences.
- Provide frameworks and design principles for creating compelling mobile experiences.

Publicado en: Diseño
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Mobile User Experience: What Web Designers Need to Know

  1. Rachel Hinman Mobile User Experience What Web Designers Need to Know
  2. I used to be a web designer.
  3. How can we streamline the checkout process? How can we streamline the checkout process Q : How can we get community on our site? Q : What can we do with mobile? Q :
  4. How can we streamline the checkout process? How can we streamline the checkout process Q : How can we get community on our site? Q : What can we do with mobile? Q :
  5. Q : Where do I begin?
  6. Our plan for today… Similarities and differences between designing for web and mobile
  7. Our plan for today… Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences
  8. Our plan for today… Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences A set of mobile design principles
  9. Our plan for today… Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences A set of mobile design principles Three mobile design activities
  10. Along the way… Slides Worth Keeping Shameless Opinion Design Activities Design Principles Watch for slides with this orangelabel!
  11. Okay, let’s get started!
  12. A What are the similarities?Q :
  13. Web designers know how to work in a rapidly evolving field 13
  14. Web designers understand how to create experiences within technical constraints 14
  15. Web designers use similar tools and processes 15
  16. AQ : What are the differences?
  17. A mobile phone is not a computer 17
  18. A umm…. duh!
  19. 19 Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input
  20. 20 Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input
  21. 21 Highly variable context and environment Small screen size and limited text input UI takes up the entire screen Difficult to multi-task and easy to get lost
  22. 22
  23. 23
  24. 24
  25. 25
  26. 26 26 Opinion!
  27. 27 Mobile phones aren’t really phones anymore
  28. 28 Mobile presents an opportunity to invent new ways for users to interact with information. Opinion!
  29. 29 Expert to Explorer
  30. 30 Understand your assumptions
  31. are uniquely mobile1 Great Mobile Experiences: are sympathetic to context2 speak their power3 steal thisslide!
  32. are uniquely mobile1 Great Mobile Experiences:
  33. A Do you remember a time when the web was new? Q :
  34. A “We need a web presence!”!
  35. 35 Brochureware
  36. A “We need online commerce!”!
  37. 37 What about shipping?
  38. AA “Let’s make our site like…”!
  39. 39
  40. We confused the solution with the need. Lessons Learned from Web steal thisslide! We borrowed broken models. Too focused on tactics. We didn’t focus on what the web could do well.
  41. AA How do we NOT do that again? Q :
  42. Focus on needs instead of tactics and solutions. Design Principles: Uniquely Mobile Mobile is a different medium - focus on what it can do well. Don’t get hung up on heuristics and technology - they change rapidly. steal thisslide!
  43. Identify your assumptions upfront. Unpack your computer baggage. 1 Three tips for creating uniquely mobile experiences Identify the difference between needs and solutions. 2 Focus on what makes mobile unique.3 steal thisslide!
  44. 44 Unpack your computer and mobile baggage… Activity
  45. 45 What are the needs? Activity What need does this information fill? Frame it as a question from the perspective of a user.
  46. 46 What are the needs? Activity What need does this information fill? Frame it as a question from the perspective of a user. I wonder if this restaurant is popular? What neighborhood is this place in? Public Transport?
  47. 47 What are the needs? Activity
  48. A The web was not a direct translation…
  49. A … mobile won’t be either.
  50. are uniquely mobile1 Great Mobile Experiences: are sympathetic to context2
  51. A What exactly do you mean by mobile “context” ? Q :
  52. A
  53. A Context is complex!!
  54. A Context is about understanding human relationships to the people, places and things in the world.
  55. 57 Context Framework steal thisslide!
  56. 58 Context Framework steal thisslide!
  57. 59 Orchestration and Inflection
  58. QuickTime™ and a TIFF (LZW) decompressor are needed to see this picture. 60
  59. 61 Spatial
  60. 62 Temporal
  61. 63 Social
  62. 64 Semantic
  63. 65 Peanut butter in Denver right now?
  64. A The web is good at people and things. The web is good at semantic relationships. (and okay at social relationships)
  65. 67 Mobile is good at places… steal thisslide!
  66. 68 steal thisslide! Mobile is good at spatial and temporal relationships.
  67. 69
  68. There are currently not many technologies that help us understand place, and temporal and spatial relationships. 70
  69. How do we get that understanding? Q :
  70. Design for partial attention and interruption 1 Design Principles: Sympathy to Context Reduce cognitive load and opportunity cost 2 steal thisslide! Ideate in the wild3
  71. 73 Design for partial attention and interruption
  72. 74 Activity Get sympathetic to the mobile context…
  73. 75 Activity Activity The Kate Rutter Wand in the World Activity
  74. 76 Activity Activity
  75. 77 Activity Activity Then ideate…
  76. 78 Activity Activity Then ideate…
  77. are uniquely mobile1 Great Mobile Experiences: are sympathetic to context2 speak their power3
  78. A Huh?Q :
  79. 81
  80. 82
  81. 83
  82. We can annotate expectations in the web world 84
  83. We can annotate expectations in the web world 85 Add to cart Add to cart Free two- day shipping Free two- day shipping Shipping!Shipping! Collectible!Collectible! Maybe a kindle! Maybe a kindle! Look inside the book Look inside the book REALLY! Look inside the book REALLY! Look inside the book Get it new OR used! Get it new OR used! Sell mine Sell mine
  84. Options in mobile have to be readily apparent 86
  85. A How do I create mobile interfaces that “speak their power”? Q :
  86. Say good-bye to “done”.1 Design Principles: Interfaces that speak their power steal thisslide! Think possibilities, not tasks.2 Dismantle the page metaphor. Boulders to pebbles. 3
  87. 89 This should look familiar…
  88. 90 This should look familiar…
  89. 91 This should look familiar… The web has evolved around a task-efficiency model. Mobile is different.
  90. 92 Mobile is different….
  91. 93 Mobile is different….
  92. 94 Mobile is different…. Mobile is about pivoting people through information quickly. It’s about exposing possibilities.
  93. “What’s the point?” “What can happen?” TASK POSSIBILITIES
  94. 96 Tasks are about completion…
  95. 97 Tasks are about completion… Possibilities are interactions that accrue over time…
  96. … or facilitate exploration… 98 Tasks are about completion… Possibilities are interactions that accrue over time…
  97. … or facilitate exploration… 99 Tasks are about completion… Possibilities are interactions that accrue over time… ..or are about SENSING INTENT!
  98. 100
  99. 101
  100. 102
  101. 103
  102. 104
  103. 105
  104. A How do I design for possibilities? Q :
  105. A 107
  106. A 108
  107. A 109
  108. It’s like a card game… 110
  109. Each card speaks it’s power 111
  110. You win with a good hand 112
  111. 113 Activity Create a winning hand.
  112. 114
  113. 115 Activity Create a winning hand.
  114. 116 Activity Create a winning hand. Allow people to pivot through information quickly Stitch cards together to answer the question
  115. 117 Prototype Prototype Prototype Prototype Prototype Prototype
  116. 118 Can users grok it? Does each card speak it’s power? Can I simplify this? Is this intuitive? Q : Q : Q : Q :
  117. 119 Prototyping “Swirl” Process
  118. 120 Plan for a lot of it!1 Tips for mobile prototyping steal thisslide! Work at scale and print it out!2 Get it on the device as soon as you can. 2
  119. 121 Prototype at every stage Process
  120. 122
  121. Q : Where do I begin?
  122. are uniquely mobile1 Great Mobile Experiences: are sympathetic to context2 speak their power3 steal thisslide!
  123. Everybody starts somewhere….
  124. Good luck!
  125. Thank you! hinman@adaptivepath.com
  126. Resources: MOBILE RESOURCES Ultimate iPhone Stencil for Omnigraffle http://graffletopia.com/stencils/413 mooTools http://mootools.net iUI iPhone navigation (javascript): http://code.google.com/p/iui/ jQuery (javascript): http://jquery.com/ TweenMax (actionscript): http://blog.greensock.com/tweenmaxas3/ Bruce Sterling speaks on the future of mobile http://tinyurl.com/6m7kwc
  127. Q?

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