Ian Huckvale, Head of User Engagement at Reading Room Studio tells us about the simple truths that befall us when we're working with mobile devices, how to design for them while keeping in mind that designing for a human being is the end goal.
3. Mobile Bootcamp
We’re still human: understanding
the people behind the screen
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4. Experience: noun, verb
A particular instance of personally
encountering or undergoing something
Philosophy. the totality of the cognitions given
by perception; all that is perceived,
understood, and remembered.
9. How many can you spot?
Sat down in a familiar location Stood up – and on the move
Alone in a quiet room Surrounded by other people
Concentrating hard Lots of sensory distractions
Plenty of time to do what she wants Concentrating on something else (not missing
his train)
Typing with both hands
Fitting what he’s doing into an idle moment
Has full access to everything in her office and
on her computer Holding the device with one hand
Only has access to what he is carrying
19. Our new friend is not complicated
“At 18 months old, my son already
knows how to do the iPhone
swipe. Luckily he doesn't know the
password to unlock my phone just
yet.”
Kari Aakre, Intel employee
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34. Stop and think how it all fits together
There was a better way:
Stop emailing people about every
single interaction.
Implement an undo feature (unlike).
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35. Takeaway
It’s about the users’ hands, eyes and ears – not size of the screen
Make it tactile, support experimentation, give constant feedback
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41. Takeaway
“Memetic” interfaces are more important on mobile
No space to explain functions with labels, no hover states – evolve from learned behaviours
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42. Closing thought – mobile is just a tool to
allow humans to do something
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44. Questions?
Ian Huckvale – Head of user engagement
Email: ian.huckvale@readingroom.com
Twitter: @IanHux
Tel: +44 20 7173 2881
Reading Room Studio
65-66 Frith Street
Soho
London
W1D 3JR
http://www.readingroom.com