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Mobile Clients : Adidas, AOL, Audi, Axe, Best Buy, Carnival Cruiseline, Citi,
Dow Jones, eBay, Godiva, JC Penney, Nike, Ralph Lauren, Visa, XM Radio
and others
Platforms: Mobile web, iPhone OS, Android
Razorfish + Mobile
Photo by DJ-Nike on Flickr
prologue
For the past several years our clients in Europe
and Asia have been embracing mobile….
Europe - Adidas
Europe - AXE
Asia - Nike
But in the U.S. there wasn’t much demand for
mobile, until….
Photo by Vedia on Flickr
All of a sudden, clients are interested in mobile
(particularly iPhone) and are beginning to ask us a
lot of (the same) questions…
… so here are 5 principles to address the
questions that clients are asking us.
5 principles
For mobile UX
Principle no. 1 – Get your hands dirty
 Invest in innovation
 Build skills, learn by doing
 Ideally give money, or time
 Freedom to fail
 Share knowledge, archive experiments
Principle no. 1 – Get your hands dirty
Principle no. 2 – Choose your platform carefully
 Know the target audience: what phones, OS, carriers customers are using
 Device agnostic or native application (or hybrid)?
 iPhone is probably the best bang for the buck (stability, exposure in iTunes)
Principle no. 2 – Choose your platform carefully
Sometimes mobile web makes more sense…
Principle no. 3 – Embrace “mo-jile”
Photo source: w3.org
 Agile development seems particularly suited for mobile.
 Cross-functional disciplines (creative, ux, tech)
 Control of feature set
 Rapid development process
 Test early and often
 Hybrid process – “mo-jile”?
-
Principle no. 3 – Embrace “mo-jile”
A hybrid agile approach for mobile ux
• High-Level
Functionality
• Contract
• ProductBrief
• Prioritized Features
/Functions
• High-level App
Architecture & Roadmap
• Prototype (key
functionality)
• Businessrules
• Visual styleguide
• Visual comps
• Wireframes
• Task flow diagrams
• Code production
• Supporting
infrastructure Set-Up
• Rapid User Testing
• Release
SOW > Visioning Phase >
Agile Build Phase
Sprint1 > Sprint2 > Sprint3 > Sprint4 >
Core team snapshotFA
• Supports Management of
the Backlog
• Explains functionality
between the prototype
and the real site
• Attends both the Tech and
UX scrums
PM
• Ensures alignment with
business objectives and
throughout process
• Keeps project on track
(timing and budget)
Developer
• Building the prototype
into a real site
• Bug fix of the real site
• Launch Support
Designer
• Partnering with UX to
fulfill the early
development of comps,
wireframes and copy
decks that enable
prototype development
Experience
• Creates a draft of stories
for the planning meeting
• Creates work flow through
prototype
• Leads Consumer Testing
ContentandCopy
• Validates that evolution of
the prototype can be
supported from a content
feed perspective.
v v v
Principle no. 4 – Sweat the details
 Don’t throw out the standard experience deliverables just yet
 Application architecture diagram, wireframes, task flows, feature matrix
 Gestural methods, sound, microphone, camera, accelerometer
 UX suddenly got a lot more complicated
-
Principle no. 4 – Sweat the details
Principle no. 4 – Sweat the details
Principle no. 4 – Sweat the details
Principle no. 5 – Be Unique
 Difficult to stand out from the crowd
 Take risks
 Push the envelope technologically
 Focus only on core features (strengths)
-
Principle no. 5 – Be Unique
Principle no. 5 – Be Unique
Principle no. 5 – Be Unique
Principle no. 5 – Be Unique
Principle no. 5 – Be Unique
Principle no. 5 – Be Unique
Principle no. 5 – Be Unique
1. Get your hands dirty
2. Choose your platform carefully
3. Embrace “mo-jile”
4. Sweat the details
5. Be unique
Rinse + repeat
5 principles recap
epilogue
The iPhone has set a new benchmark for user
experience
Photo by duncandavidson on Flickr
But is it just the tip of the iceberg?
Photo source: Slashgear.com
Augmented reality was available first on Android…
Photo Source: Mobilizy.com
Advanced telecommunications services on iPhone
have been problematic…
Photo source: Techcrunch.com
PCs and Phones continue to converge
New devices and platforms bring enormous
possibilities coupled with potentially huge
usability headaches.
Welcome to the golden age of mobile usability…
e: kyle.outlaw@razorfish.com
t: @koutlaw

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Design Matters: A Mobile UX Manifesto

  • 1.
  • 2. Mobile Clients : Adidas, AOL, Audi, Axe, Best Buy, Carnival Cruiseline, Citi, Dow Jones, eBay, Godiva, JC Penney, Nike, Ralph Lauren, Visa, XM Radio and others Platforms: Mobile web, iPhone OS, Android Razorfish + Mobile Photo by DJ-Nike on Flickr
  • 4. For the past several years our clients in Europe and Asia have been embracing mobile….
  • 8. But in the U.S. there wasn’t much demand for mobile, until….
  • 9. Photo by Vedia on Flickr
  • 10. All of a sudden, clients are interested in mobile (particularly iPhone) and are beginning to ask us a lot of (the same) questions…
  • 11. … so here are 5 principles to address the questions that clients are asking us.
  • 13.
  • 14. Principle no. 1 – Get your hands dirty
  • 15.  Invest in innovation  Build skills, learn by doing  Ideally give money, or time  Freedom to fail  Share knowledge, archive experiments Principle no. 1 – Get your hands dirty
  • 16.
  • 17. Principle no. 2 – Choose your platform carefully
  • 18.  Know the target audience: what phones, OS, carriers customers are using  Device agnostic or native application (or hybrid)?  iPhone is probably the best bang for the buck (stability, exposure in iTunes) Principle no. 2 – Choose your platform carefully
  • 19. Sometimes mobile web makes more sense…
  • 20.
  • 21. Principle no. 3 – Embrace “mo-jile” Photo source: w3.org
  • 22.  Agile development seems particularly suited for mobile.  Cross-functional disciplines (creative, ux, tech)  Control of feature set  Rapid development process  Test early and often  Hybrid process – “mo-jile”? - Principle no. 3 – Embrace “mo-jile”
  • 23. A hybrid agile approach for mobile ux • High-Level Functionality • Contract • ProductBrief • Prioritized Features /Functions • High-level App Architecture & Roadmap • Prototype (key functionality) • Businessrules • Visual styleguide • Visual comps • Wireframes • Task flow diagrams • Code production • Supporting infrastructure Set-Up • Rapid User Testing • Release SOW > Visioning Phase > Agile Build Phase Sprint1 > Sprint2 > Sprint3 > Sprint4 >
  • 24. Core team snapshotFA • Supports Management of the Backlog • Explains functionality between the prototype and the real site • Attends both the Tech and UX scrums PM • Ensures alignment with business objectives and throughout process • Keeps project on track (timing and budget) Developer • Building the prototype into a real site • Bug fix of the real site • Launch Support Designer • Partnering with UX to fulfill the early development of comps, wireframes and copy decks that enable prototype development Experience • Creates a draft of stories for the planning meeting • Creates work flow through prototype • Leads Consumer Testing ContentandCopy • Validates that evolution of the prototype can be supported from a content feed perspective.
  • 25.
  • 26. v v v Principle no. 4 – Sweat the details
  • 27.  Don’t throw out the standard experience deliverables just yet  Application architecture diagram, wireframes, task flows, feature matrix  Gestural methods, sound, microphone, camera, accelerometer  UX suddenly got a lot more complicated - Principle no. 4 – Sweat the details
  • 28. Principle no. 4 – Sweat the details
  • 29. Principle no. 4 – Sweat the details
  • 30.
  • 31. Principle no. 5 – Be Unique
  • 32.  Difficult to stand out from the crowd  Take risks  Push the envelope technologically  Focus only on core features (strengths) - Principle no. 5 – Be Unique
  • 33. Principle no. 5 – Be Unique
  • 34. Principle no. 5 – Be Unique
  • 35. Principle no. 5 – Be Unique
  • 36. Principle no. 5 – Be Unique
  • 37. Principle no. 5 – Be Unique
  • 38. Principle no. 5 – Be Unique
  • 39. 1. Get your hands dirty 2. Choose your platform carefully 3. Embrace “mo-jile” 4. Sweat the details 5. Be unique Rinse + repeat 5 principles recap
  • 41. The iPhone has set a new benchmark for user experience Photo by duncandavidson on Flickr
  • 42. But is it just the tip of the iceberg? Photo source: Slashgear.com
  • 43. Augmented reality was available first on Android… Photo Source: Mobilizy.com
  • 44. Advanced telecommunications services on iPhone have been problematic… Photo source: Techcrunch.com
  • 45. PCs and Phones continue to converge
  • 46. New devices and platforms bring enormous possibilities coupled with potentially huge usability headaches.
  • 47. Welcome to the golden age of mobile usability…