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Mobile UX EssentialsUX Australia 2010 Rachel Hinman Senior Research Scientist   Nokia Research Lab  Palo Alto, California USA Title
2004 I used to be a web designer, too
Where do I begin? Q: Where do I begin
How can we streamline the checkout process What can we do with mobile? Q: Q:
Where do I begin? Q: Where do I begin
Our plan for today… Our plan for today Similarities and differences between designing for web and mobile
Our plan for today… Our plan for today Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences
Our plan for today… 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
Our plan for today… 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
Along the way… Along the way Watch for slides with this orange label! Slides Worth Keeping Design Principles Design Activities Shameless Opinion
Okay, let’s get started! Okay… let’s get started
A What are the similarities What are the similarities? Q:
UX designers know how to work  in a rapidly evolving field 13 Web designers know how to work in a rapidly evolving field
UX designers understand how to create experiences within technical constraints 14 Ability to work within technical constraints
UX designers use similar tools and processes 15 Similar Tools… Similar processes
What are the differences? What are the differences? A Q:
A mobile phone is not a computer  17 A mobile phone is not a computer
umm…. duh! A Um… duh!
19 Differences in the mobile environment Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input
20 Differences in the mobile environment Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input
Differences in the mobile environment 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 21
22 Mobile phones started out as a one-to-one
They evolved 23
Mobile phones evolved from the landline phone 24
26 Smartphone… added
27 Smartphone… added  Opinion! 27
Hypothesis vs. Agenda The Rearview Mirror
Hypothesis vs. Agenda Even in situations in which a spirit of exploration and freedom exist, where faculty are free to experiment to work beyond physical and social constraints, our cognitive habits often get in the way. Marshall McLuhan called it “the rear-view mirror effect,” noting that “We see the world through a rear-view mirror. We march backwards into the future.” Even in situations in which a spirit of exploration and freedom exist, where faculty are free to experiment to work beyond physical and social constraints, our cognitive habits often get in the way. Marshall McLuhan called it“the rear-view mirror effect,” noting that“We see the world through a rear-view mirror. We march backwards into the future.”
30 Mobile presents an opportunity to invent new ways… Opinion! Mobile presents an opportunity to invent new ways for users to interact with information.
31 iPhone Mobile phones aren’t really phones anymore
Hypothesis vs. Agenda
Hypothesis vs. Agenda
Hypothesis vs. Agenda
Hypothesis vs. Agenda
Hypothesis vs. Agenda
What are the differences? What’s the first step? A Q:
39 Shift your perspective and point of view Step One: Know the medium you’re designing for
40 Shift your perspective and point of view NO EXCUSES! Buy a modern mobile device
41 Shift your perspective and point of view Mobile Culture Indoctrination
42 Shift your perspective and point of view Mobile Culture Indoctrination
43 Shift your perspective and point of view Images needed Step Two: Observe the culture you’re designing for
44 Shift your perspective and point of view Step Three: Brace yourself for a fast and exciting ride
Shift your perspective and point of view “The rapid development of cell phones is killing early cell phones much faster than it's killing any of the early, older legacy technologies. I think that is a real principle... something you have to understand if you're going to be in this line of work. It's very romantic. It's very fast moving. You are building dead lumps of plastic.When people come out and they show you an iPhone, or an Android... they are showing you larval versions of something much more sophisticated. The world you are building right now is the ground floor for something much larger -- and the soil beneath that ground floor is violently unstable.” -- Mobile Monday Amsterdam – November 2008 Rapid Evolution 45
1 are uniquely mobile Great Mobile user experiences steal this slide! Great Mobile Experiences: 2 are sympathetic to context 3 speak their power
Great Mobile Experiences: 1 are uniquely mobile Great Mobile user experiences
Do you remember a time… Do you remember a time when the web was new? Q: A
Do you remember a time… “We need a web presence!” ! A
50 Solution: Brochure - online Brochureware
“we need a web presence” “We need online commerce!” ! A
52 Online commerce What about shipping?
Make it like the world “Let’s make our site like…” ! A A
54 Southwest airlines
What we learned from the web Lessons Learned from Web We borrowed broken models. Too focused on tactics.  We confused the solution with the need. We didn’t focus on what the web could do well.
How do we not do that again? How do we NOT do that again? Q: A A
What we learned from the web steal this slide! Design PrinciplesUniquely Mobile Mobile is a unique & different medium- focus on what it can do well.  Technology can guide, but should not be the focus.  Focus on needs instead of tactics and solutions.
What we learned from the web Design Principle: Uniquely Mobile Focus on what mobile can do well
What we learned from the web Design Principle: Uniquely Mobile Technology can help guide, but should not be the focus
What we learned from the web Design Principle: Uniquely Mobile Need vs. Solution
Identify your assumptions Research Techniques INVASIVE Prototype  Testing Deprivation  Study Contextual interviews  Diary Studies RESEARCHER PRESENT RESEARCHER NOT PRESENT Online Survey Shadowing Shop Alongs Traffic Studies LESS INVASIVE 61
Identify your assumptions Research Techniques INVASIVE Prototype  Testing Deprivation  Study Use Two Techniques Contextual interviews  Diary Studies RESEARCHER PRESENT RESEARCHER NOT PRESENT Online Survey Shadowing Shop Alongs Traffic Studies LESS INVASIVE 62
Identify your assumptions Research Techniques INVASIVE Prototype  Testing Deprivation  Study Contextual interviews  Diary Studies RESEARCHER PRESENT RESEARCHER NOT PRESENT Online Survey Shadowing Shop Alongs Traffic Studies LESS INVASIVE 63
64 Identify your assumptions Your Design Challenge! Step 1: Identifying Mobile Needs Activity Divide into groups Read your design challenge Develop a list of mobile needs Identify top 3-5 mobile needs 20 Minutes
are uniquely mobile 1 Great Mobile user experiences Great Mobile Experiences: are sympathetic to context 2
Pictures of mobile contexts What exactly do you mean by mobile “context” ? Q: A
Pictures of mobile contexts A
More pictures of mobile contexts
Social context
Context is complex Context is complex! ! A
Context is about understanding human relationships to the people,places and things in the world. A Context is about understanding the relationships
72 Context Framework Context Framework steal this slide!
73 Context Framework Context Framework steal this slide!
74 Relationships Chording Orchestration and Inflection
75 Peanut butter
76 Google: Facebook Spatial
77 Temporal Temporal
Spatial - peanut butter Social 78
Google: Facebook Semantic 79
80 Peanut butter in Denver Peanut butter in Melbourne right now?
The web is good at people and things. The web is good at semantic relationships. (and okay at social relationships) A Context is about understanding the relationships
Context Framework Mobile is good at places… steal this slide! 82
Context Framework Mobile is good at spatial and temporal relationships. steal this slide! 83
84 Google maps - PC vs. Mobile
Temporal and spatial relationships are underserved There are currently not many technologiesthat help us understand place, and temporal and spatial relationships. 85
How do you get that understanding? How do we get that understanding? Q:
Design for partial attention and interruption 1 Sympathy to context principles Design Principles: Sympathy to Context steal this slide! 2 Reduce cognitive load and opportunity cost 3 Ideate in the wild
Design for partial attention and interruption 88 Text entry will never be easy
89 Text entry will never be easy Design for partial attention and interruption
Opportunity cost 90
91 Text entry will never be easy Ideate in the wild…
92 Wand in the world Your Design Challenge! Step 2: Sympathy to the mobile context Activity Divide into groups Head to the streets Ideate in the wild – Create 2-3 concepts based on the needs your team identified 20-30 Minutes
93 “in the wild” ideation Activity Go outside and brainstorm ideas
94 “in the wild” ideation Activity 20-30 Minutes
Context Framework Mobile is good at places… steal this slide! 95
Context Framework Mobile is good at places… steal this slide! 96
Great Mobile Experiences: are uniquely mobile 1 Great Mobile user experiences are sympathetic to context 2 speak their power 3
Speak their power? Huh? Q: A
A light switch 99
Shopping cart 100
Shopping cart 101
We can annotate expectations in the web world 102 We can annotate expectations in the web world
We can annotate expectations in the web world Free two-day shipping Look inside the book REALLY!Look inside the book Get it new OR used! Sell mine Add to cart Shipping! Collectible! Maybe a kindle! We can annotate expectations in the web world 103
Options in mobile have to be readily apparent 104 Options have to be apparent and intuitive in mobile for people to
How do you make interfaces that speak their power How do I create mobile interfaces that “speak their power”? Q: A
Say good bye to done steal this slide! Design Principles: Interfaces that speak their power Understand the characteristics of GUI, NUI, OUI interfaces  1 2 Grow ruthless editing skills 3 Say good-bye to done
steal this slide! 107 Wireframe
108 Wireframe We’re reaching the edges of what GUI can do
109 Wireframe It’s not longer “what you see it what you get…”
110 Wireframe …now it’s “what you do is what you get”
111 Wireframe Different platforms express characteristics differently
steal this slide! 112 Wireframe
113 Wireframe Ruthless editing is part of the NUI design process
Say Goodbye do done 114 Wireframe
This should look familiar… 115 Wireframe
116 Wireframe This should look familiar… The web has evolved around a task-efficiency model. Mobile is different.
Mobile is different…. 117 Mobile is different
Mobile is different…. 118 Mobile is different
119 Mobile is different Mobile is different…. Mobile is about pivoting people through information quickly. It’s about exposing possibilities.
What’s the point? “What can happen?” “What’s the point?” TASK POSSIBILITIES
Tasks are about completion… 121 Tasks are about completion
122 Tasks are about completion Tasks are about completion… Possibilities are interactions that accrue over time…
Tasks are about completion Tasks are about completion… Possibilities are interactions that accrue over time… … or facilitate exploration… 123
… or facilitate exploration… 124 Tasks are about completion Tasks are about completion… Possibilities are interactions that accrue over time… ..or are about SENSING INTENT!
125 Example -
126 Example -
127 Example -
128 Example -
129 Example -
130 Example -
How do you make interfaces that speak their power How do I design for possibilities? Q: A
How do you make interfaces that speak their power A 132
How do you make interfaces that speak their power A 133
How do you make interfaces that speak their power A 134
It’s like a card game… 135 It’s like a game of cards
Each card speaks it’s power 136 It’s like a game of cards
You win with a good hand 137 It’s like a game of cards
Pivoting people through information Your Design Challenge! Step 3: Creating a good hand Activity 138
Pivoting people through information 139
Pivoting people through information Create a winning hand. Activity 140
Pivoting people through information Create a winning hand. Activity Stitch cards together to answer the question Allow people to pivot through information quickly 141
Prototype Prototype Prototype Prototype Prototype Prototype 142 Prototype
143 Analogy of cards Process Prototype at every stage
144 Analogy of cards Process Prototyping “Swirl”
Pivoting people through information 145
Pivoting people through information 146
Paper Prototype example 147
Pivoting people through information 148
High fidelity prototype example
Can users grok it? Can users grok it? Does each screen speak it’s power? Can I simplify this? Is this intuitive? Q: Q: Q: Q: 150
Analogy of cards steal this slide! Tips for mobile prototyping Plan for a lot of it! 1 Work at scale and print it out! 2 Get it on the device as soon as you can. 2 151
Analogy of cards Some info about mobile web/ and app programming: iPhone Apps = Xcode 1 Android Apps = Java (managed code)  2 Mobile Web Sites = Mobile Design and Development: Practical Concepts and Techniques for Creating Mobile Sites andWeb Apps by Brian Fling 152
Where do I begin? Where do I begin? Q:
are uniquely mobile 1 Great Mobile user experiences steal this slide! Great Mobile Experiences: are sympathetic to context 2 speak their power 3
Everybody starts somewhere Everybody starts somewhere….
Good luck Good luck!
Thank you! Email: rachel.hinman@nokia.com Thanks, and next up…
Resources: MOBILE RESOURCESUltimate iPhone Stencil for Omnigrafflehttp://graffletopia.com/stencils/413 mooTools http://mootools.netiUI 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 mobilehttp://tinyurl.com/6m7kwc RESOURCES
Q? Q&A: final break

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Mobile UX Essentials

  • 1. Mobile UX EssentialsUX Australia 2010 Rachel Hinman Senior Research Scientist Nokia Research Lab Palo Alto, California USA Title
  • 2. 2004 I used to be a web designer, too
  • 3. Where do I begin? Q: Where do I begin
  • 4. How can we streamline the checkout process What can we do with mobile? Q: Q:
  • 5. Where do I begin? Q: Where do I begin
  • 6. Our plan for today… Our plan for today Similarities and differences between designing for web and mobile
  • 7. Our plan for today… 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… 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… 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… Along the way Watch for slides with this orange label! Slides Worth Keeping Design Principles Design Activities Shameless Opinion
  • 11. Okay, let’s get started! Okay… let’s get started
  • 12. A What are the similarities What are the similarities? Q:
  • 13. UX designers know how to work in a rapidly evolving field 13 Web designers know how to work in a rapidly evolving field
  • 14. UX designers understand how to create experiences within technical constraints 14 Ability to work within technical constraints
  • 15. UX designers use similar tools and processes 15 Similar Tools… Similar processes
  • 16. What are the differences? What are the differences? A Q:
  • 17. A mobile phone is not a computer 17 A mobile phone is not a computer
  • 18. umm…. duh! A Um… duh!
  • 19. 19 Differences in the mobile environment Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input
  • 20. 20 Differences in the mobile environment Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input
  • 21. Differences in the mobile environment 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 21
  • 22. 22 Mobile phones started out as a one-to-one
  • 24. Mobile phones evolved from the landline phone 24
  • 25.
  • 27. 27 Smartphone… added Opinion! 27
  • 28. Hypothesis vs. Agenda The Rearview Mirror
  • 29. Hypothesis vs. Agenda Even in situations in which a spirit of exploration and freedom exist, where faculty are free to experiment to work beyond physical and social constraints, our cognitive habits often get in the way. Marshall McLuhan called it “the rear-view mirror effect,” noting that “We see the world through a rear-view mirror. We march backwards into the future.” Even in situations in which a spirit of exploration and freedom exist, where faculty are free to experiment to work beyond physical and social constraints, our cognitive habits often get in the way. Marshall McLuhan called it“the rear-view mirror effect,” noting that“We see the world through a rear-view mirror. We march backwards into the future.”
  • 30. 30 Mobile presents an opportunity to invent new ways… Opinion! Mobile presents an opportunity to invent new ways for users to interact with information.
  • 31. 31 iPhone Mobile phones aren’t really phones anymore
  • 35.
  • 38. What are the differences? What’s the first step? A Q:
  • 39. 39 Shift your perspective and point of view Step One: Know the medium you’re designing for
  • 40. 40 Shift your perspective and point of view NO EXCUSES! Buy a modern mobile device
  • 41. 41 Shift your perspective and point of view Mobile Culture Indoctrination
  • 42. 42 Shift your perspective and point of view Mobile Culture Indoctrination
  • 43. 43 Shift your perspective and point of view Images needed Step Two: Observe the culture you’re designing for
  • 44. 44 Shift your perspective and point of view Step Three: Brace yourself for a fast and exciting ride
  • 45. Shift your perspective and point of view “The rapid development of cell phones is killing early cell phones much faster than it's killing any of the early, older legacy technologies. I think that is a real principle... something you have to understand if you're going to be in this line of work. It's very romantic. It's very fast moving. You are building dead lumps of plastic.When people come out and they show you an iPhone, or an Android... they are showing you larval versions of something much more sophisticated. The world you are building right now is the ground floor for something much larger -- and the soil beneath that ground floor is violently unstable.” -- Mobile Monday Amsterdam – November 2008 Rapid Evolution 45
  • 46. 1 are uniquely mobile Great Mobile user experiences steal this slide! Great Mobile Experiences: 2 are sympathetic to context 3 speak their power
  • 47. Great Mobile Experiences: 1 are uniquely mobile Great Mobile user experiences
  • 48. Do you remember a time… Do you remember a time when the web was new? Q: A
  • 49. Do you remember a time… “We need a web presence!” ! A
  • 50. 50 Solution: Brochure - online Brochureware
  • 51. “we need a web presence” “We need online commerce!” ! A
  • 52. 52 Online commerce What about shipping?
  • 53. Make it like the world “Let’s make our site like…” ! A A
  • 55. What we learned from the web Lessons Learned from Web We borrowed broken models. Too focused on tactics. We confused the solution with the need. We didn’t focus on what the web could do well.
  • 56. How do we not do that again? How do we NOT do that again? Q: A A
  • 57. What we learned from the web steal this slide! Design PrinciplesUniquely Mobile Mobile is a unique & different medium- focus on what it can do well. Technology can guide, but should not be the focus. Focus on needs instead of tactics and solutions.
  • 58. What we learned from the web Design Principle: Uniquely Mobile Focus on what mobile can do well
  • 59. What we learned from the web Design Principle: Uniquely Mobile Technology can help guide, but should not be the focus
  • 60. What we learned from the web Design Principle: Uniquely Mobile Need vs. Solution
  • 61. Identify your assumptions Research Techniques INVASIVE Prototype Testing Deprivation Study Contextual interviews Diary Studies RESEARCHER PRESENT RESEARCHER NOT PRESENT Online Survey Shadowing Shop Alongs Traffic Studies LESS INVASIVE 61
  • 62. Identify your assumptions Research Techniques INVASIVE Prototype Testing Deprivation Study Use Two Techniques Contextual interviews Diary Studies RESEARCHER PRESENT RESEARCHER NOT PRESENT Online Survey Shadowing Shop Alongs Traffic Studies LESS INVASIVE 62
  • 63. Identify your assumptions Research Techniques INVASIVE Prototype Testing Deprivation Study Contextual interviews Diary Studies RESEARCHER PRESENT RESEARCHER NOT PRESENT Online Survey Shadowing Shop Alongs Traffic Studies LESS INVASIVE 63
  • 64. 64 Identify your assumptions Your Design Challenge! Step 1: Identifying Mobile Needs Activity Divide into groups Read your design challenge Develop a list of mobile needs Identify top 3-5 mobile needs 20 Minutes
  • 65. are uniquely mobile 1 Great Mobile user experiences Great Mobile Experiences: are sympathetic to context 2
  • 66. Pictures of mobile contexts What exactly do you mean by mobile “context” ? Q: A
  • 67. Pictures of mobile contexts A
  • 68. More pictures of mobile contexts
  • 70. Context is complex Context is complex! ! A
  • 71. Context is about understanding human relationships to the people,places and things in the world. A Context is about understanding the relationships
  • 72. 72 Context Framework Context Framework steal this slide!
  • 73. 73 Context Framework Context Framework steal this slide!
  • 74. 74 Relationships Chording Orchestration and Inflection
  • 78. Spatial - peanut butter Social 78
  • 80. 80 Peanut butter in Denver Peanut butter in Melbourne right now?
  • 81. The web is good at people and things. The web is good at semantic relationships. (and okay at social relationships) A Context is about understanding the relationships
  • 82. Context Framework Mobile is good at places… steal this slide! 82
  • 83. Context Framework Mobile is good at spatial and temporal relationships. steal this slide! 83
  • 84. 84 Google maps - PC vs. Mobile
  • 85. Temporal and spatial relationships are underserved There are currently not many technologiesthat help us understand place, and temporal and spatial relationships. 85
  • 86. How do you get that understanding? How do we get that understanding? Q:
  • 87. Design for partial attention and interruption 1 Sympathy to context principles Design Principles: Sympathy to Context steal this slide! 2 Reduce cognitive load and opportunity cost 3 Ideate in the wild
  • 88. Design for partial attention and interruption 88 Text entry will never be easy
  • 89. 89 Text entry will never be easy Design for partial attention and interruption
  • 91. 91 Text entry will never be easy Ideate in the wild…
  • 92. 92 Wand in the world Your Design Challenge! Step 2: Sympathy to the mobile context Activity Divide into groups Head to the streets Ideate in the wild – Create 2-3 concepts based on the needs your team identified 20-30 Minutes
  • 93. 93 “in the wild” ideation Activity Go outside and brainstorm ideas
  • 94. 94 “in the wild” ideation Activity 20-30 Minutes
  • 95. Context Framework Mobile is good at places… steal this slide! 95
  • 96. Context Framework Mobile is good at places… steal this slide! 96
  • 97. Great Mobile Experiences: are uniquely mobile 1 Great Mobile user experiences are sympathetic to context 2 speak their power 3
  • 98. Speak their power? Huh? Q: A
  • 102. We can annotate expectations in the web world 102 We can annotate expectations in the web world
  • 103. We can annotate expectations in the web world Free two-day shipping Look inside the book REALLY!Look inside the book Get it new OR used! Sell mine Add to cart Shipping! Collectible! Maybe a kindle! We can annotate expectations in the web world 103
  • 104. Options in mobile have to be readily apparent 104 Options have to be apparent and intuitive in mobile for people to
  • 105. How do you make interfaces that speak their power How do I create mobile interfaces that “speak their power”? Q: A
  • 106. Say good bye to done steal this slide! Design Principles: Interfaces that speak their power Understand the characteristics of GUI, NUI, OUI interfaces 1 2 Grow ruthless editing skills 3 Say good-bye to done
  • 107. steal this slide! 107 Wireframe
  • 108. 108 Wireframe We’re reaching the edges of what GUI can do
  • 109. 109 Wireframe It’s not longer “what you see it what you get…”
  • 110. 110 Wireframe …now it’s “what you do is what you get”
  • 111. 111 Wireframe Different platforms express characteristics differently
  • 112. steal this slide! 112 Wireframe
  • 113. 113 Wireframe Ruthless editing is part of the NUI design process
  • 114. Say Goodbye do done 114 Wireframe
  • 115. This should look familiar… 115 Wireframe
  • 116. 116 Wireframe This should look familiar… The web has evolved around a task-efficiency model. Mobile is different.
  • 117. Mobile is different…. 117 Mobile is different
  • 118. Mobile is different…. 118 Mobile is different
  • 119. 119 Mobile is different Mobile is different…. Mobile is about pivoting people through information quickly. It’s about exposing possibilities.
  • 120. What’s the point? “What can happen?” “What’s the point?” TASK POSSIBILITIES
  • 121. Tasks are about completion… 121 Tasks are about completion
  • 122. 122 Tasks are about completion Tasks are about completion… Possibilities are interactions that accrue over time…
  • 123. Tasks are about completion Tasks are about completion… Possibilities are interactions that accrue over time… … or facilitate exploration… 123
  • 124. … or facilitate exploration… 124 Tasks are about completion Tasks are about completion… Possibilities are interactions that accrue over time… ..or are about SENSING INTENT!
  • 131. How do you make interfaces that speak their power How do I design for possibilities? Q: A
  • 132. How do you make interfaces that speak their power A 132
  • 133. How do you make interfaces that speak their power A 133
  • 134. How do you make interfaces that speak their power A 134
  • 135. It’s like a card game… 135 It’s like a game of cards
  • 136. Each card speaks it’s power 136 It’s like a game of cards
  • 137. You win with a good hand 137 It’s like a game of cards
  • 138. Pivoting people through information Your Design Challenge! Step 3: Creating a good hand Activity 138
  • 139. Pivoting people through information 139
  • 140. Pivoting people through information Create a winning hand. Activity 140
  • 141. Pivoting people through information Create a winning hand. Activity Stitch cards together to answer the question Allow people to pivot through information quickly 141
  • 142. Prototype Prototype Prototype Prototype Prototype Prototype 142 Prototype
  • 143. 143 Analogy of cards Process Prototype at every stage
  • 144. 144 Analogy of cards Process Prototyping “Swirl”
  • 145. Pivoting people through information 145
  • 146. Pivoting people through information 146
  • 148. Pivoting people through information 148
  • 150. Can users grok it? Can users grok it? Does each screen speak it’s power? Can I simplify this? Is this intuitive? Q: Q: Q: Q: 150
  • 151. Analogy of cards steal this slide! Tips for mobile prototyping Plan for a lot of it! 1 Work at scale and print it out! 2 Get it on the device as soon as you can. 2 151
  • 152. Analogy of cards Some info about mobile web/ and app programming: iPhone Apps = Xcode 1 Android Apps = Java (managed code) 2 Mobile Web Sites = Mobile Design and Development: Practical Concepts and Techniques for Creating Mobile Sites andWeb Apps by Brian Fling 152
  • 153. Where do I begin? Where do I begin? Q:
  • 154. are uniquely mobile 1 Great Mobile user experiences steal this slide! Great Mobile Experiences: are sympathetic to context 2 speak their power 3
  • 155. Everybody starts somewhere Everybody starts somewhere….
  • 156. Good luck Good luck!
  • 157. Thank you! Email: rachel.hinman@nokia.com Thanks, and next up…
  • 158. Resources: MOBILE RESOURCESUltimate iPhone Stencil for Omnigrafflehttp://graffletopia.com/stencils/413 mooTools http://mootools.netiUI 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 mobilehttp://tinyurl.com/6m7kwc RESOURCES
  • 159. Q? Q&A: final break