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Introduction to Mobile User Interface Design Selma Zafar OpenRoad Communications selma@openroad.ca
About me Senior User Experience Designer, OpenRoad Communications Instructor: Human Factors and Information Design Classes Langara College – CID Program My background: Degree in Human Kinetics from University of Windsor Specializing in Movement Science (Human Factors & Cog Sci) Have worked with: Nokia Microsoft YVR Mountain Equipment Co-op Ronald McDonald House Charities Telus Ontario Power Generation
Topics Covered Introduction User Centered Design principles Interaction Design Principles Design Guidelines Usability testing
User Centered Design
User Requirements Analysis  Decide on product goals Determine the user needs Conduct one of many usability evaluations: Heuristic evaluation Competitive analysis User interviews and surveys
Conceptual Design, Prototypes, and Evaluation  Sketch out a high-level product design Rapidly create visual representations (mockups) or interactive representations (prototypes) of the product. Evaluate usability through: Heuristic evaluation Focus groups Usability Testing Iterate design with evaluation results
Design and Implementation  ,[object Object]
Apply style and look and feel to design
Create the user interface using standards-compliant code
Design for accessibility,[object Object]
Launch and Maintenance Document everything Continue to collect feedback from users/customers to improve the product in future releases Surveys Focus Groups
You have an idea! Now what? Two toughest questions: Who are you designing for? What do you want them to do?
Understanding the Contexts of Use Think of the whole experience: Environment Time Device Culture
Interaction Design Principles
Interaction Design Principles Learnability Efficiency Memorability Error Recovery Simplicity Mapping Visibility Feedback Consistency Satisfaction
Learnability An interface should be easy to use from the first time the user interacts with it. Amount of functionality presented to the user should be limited to exactly what the user requires to get to their goal
Efficiency Number of steps it takes for a user to complete a task Key tasks should be made as efficient as possible
Memorability Interface should be easier to use each time the user interacts with it.  Frequency of use is the key factor in memorability
Error Recovery In a perfect user interface, users should never be allowed to make a mistake http://www.flickr.com/photos/jamescridland/346988504/
Simplicity Usual tasks should be easy and less common tasks should be possible.  Avoid unnecessary functionality and keep the visual design and layout uncluttered
Mapping What the user expects to happen when they interact with the interface is exactly what should happen
Visibility Important information should be the most visible and less important information should be less visible Understanding the users goals is critical
Feedback User should always be in control of the interface and not the other way around
Consistency Like-items should always be displayed and act the same way across the entire application (and even between applications).  UI standards
Satisfaction How much the user enjoys or dislikes using the software http://www.flickr.com/photos/adunne/286285676/ http://www.flickr.com/photos/cmbellman/2349786756/ http://www.flickr.com/photos/hamster95/2178602835/ http://www.flickr.com/photos/torquil/3609784146/
Design Guidelines
1. Design for Simplicity Relate visual precedence to task importance Reduce functionality Keep navigation narrow and shallow Avoid extraneous information on each screen Reduce or remove preferences Use Progressive Disclosure
2. Design with Small Screen in Mind Minimize user input Minimize vertical scrolling and avoid horizontal scrolling Use hyperlinking effectively Provide Useful Error Messages Prioritize the information on each screen
3. Provide Useful Feedback Identify critical feedback Employ alternative feedback modalities intelligently Ensure quick system response time
4. Maintain Existing Design Standards Use Existing Standards Use Real World Metaphors
5. Respect both the physical and mental effort Use wizards to simplify complex interactions Design for efficiency
Meeting Universal Design Challenges Device Usability Discoverability of application Annoyances imposed on others Part of a larger system (that has higher priority functions)
Context of Use http://www.giantant.com/publications/mobile_context_model.pdf
Mobile UI Standards Apple iPhone http://tuvix.apple.com/iphone/library/documentation/UserExperience/Conceptual/MobileHIG/Introduction/Introduction.html Nokia http://www.forum.nokia.com/Tools_Docs_and_Code/Documentation/Usability/UI_Style_and_Visual_Guidelines.xhtml
Usability Testing
Heuristic Evaluation Systematic evaluation of an interface against a standard set of usability rules (heuristics) Completed by one or more usability professionals Findings are given a severity ranking and recommendations
Interface Design Heuristics Visibility of system status Match between system and the real world  User control and freedom  Consistency and standards  Error prevention  Recognition rather than recall  Flexibility and efficiency of use  Aesthetic and minimalist design  Help users recognize, diagnose, and recover from errors  Help and documentation
Usability Testing in a Lab Scenario Based testing Participants are recruited (7 – 9) Up to 1.5 hours per session Benefits Observe sessions to get first hand feedback Helps to vet design concepts with target users

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Mobile UI Design – User Centered Design and UI Best Practices

  • 1. Introduction to Mobile User Interface Design Selma Zafar OpenRoad Communications selma@openroad.ca
  • 2. About me Senior User Experience Designer, OpenRoad Communications Instructor: Human Factors and Information Design Classes Langara College – CID Program My background: Degree in Human Kinetics from University of Windsor Specializing in Movement Science (Human Factors & Cog Sci) Have worked with: Nokia Microsoft YVR Mountain Equipment Co-op Ronald McDonald House Charities Telus Ontario Power Generation
  • 3. Topics Covered Introduction User Centered Design principles Interaction Design Principles Design Guidelines Usability testing
  • 5. User Requirements Analysis Decide on product goals Determine the user needs Conduct one of many usability evaluations: Heuristic evaluation Competitive analysis User interviews and surveys
  • 6. Conceptual Design, Prototypes, and Evaluation Sketch out a high-level product design Rapidly create visual representations (mockups) or interactive representations (prototypes) of the product. Evaluate usability through: Heuristic evaluation Focus groups Usability Testing Iterate design with evaluation results
  • 7.
  • 8. Apply style and look and feel to design
  • 9. Create the user interface using standards-compliant code
  • 10.
  • 11. Launch and Maintenance Document everything Continue to collect feedback from users/customers to improve the product in future releases Surveys Focus Groups
  • 12. You have an idea! Now what? Two toughest questions: Who are you designing for? What do you want them to do?
  • 13. Understanding the Contexts of Use Think of the whole experience: Environment Time Device Culture
  • 15. Interaction Design Principles Learnability Efficiency Memorability Error Recovery Simplicity Mapping Visibility Feedback Consistency Satisfaction
  • 16. Learnability An interface should be easy to use from the first time the user interacts with it. Amount of functionality presented to the user should be limited to exactly what the user requires to get to their goal
  • 17. Efficiency Number of steps it takes for a user to complete a task Key tasks should be made as efficient as possible
  • 18. Memorability Interface should be easier to use each time the user interacts with it. Frequency of use is the key factor in memorability
  • 19. Error Recovery In a perfect user interface, users should never be allowed to make a mistake http://www.flickr.com/photos/jamescridland/346988504/
  • 20. Simplicity Usual tasks should be easy and less common tasks should be possible. Avoid unnecessary functionality and keep the visual design and layout uncluttered
  • 21. Mapping What the user expects to happen when they interact with the interface is exactly what should happen
  • 22. Visibility Important information should be the most visible and less important information should be less visible Understanding the users goals is critical
  • 23. Feedback User should always be in control of the interface and not the other way around
  • 24. Consistency Like-items should always be displayed and act the same way across the entire application (and even between applications). UI standards
  • 25. Satisfaction How much the user enjoys or dislikes using the software http://www.flickr.com/photos/adunne/286285676/ http://www.flickr.com/photos/cmbellman/2349786756/ http://www.flickr.com/photos/hamster95/2178602835/ http://www.flickr.com/photos/torquil/3609784146/
  • 27. 1. Design for Simplicity Relate visual precedence to task importance Reduce functionality Keep navigation narrow and shallow Avoid extraneous information on each screen Reduce or remove preferences Use Progressive Disclosure
  • 28. 2. Design with Small Screen in Mind Minimize user input Minimize vertical scrolling and avoid horizontal scrolling Use hyperlinking effectively Provide Useful Error Messages Prioritize the information on each screen
  • 29. 3. Provide Useful Feedback Identify critical feedback Employ alternative feedback modalities intelligently Ensure quick system response time
  • 30. 4. Maintain Existing Design Standards Use Existing Standards Use Real World Metaphors
  • 31. 5. Respect both the physical and mental effort Use wizards to simplify complex interactions Design for efficiency
  • 32. Meeting Universal Design Challenges Device Usability Discoverability of application Annoyances imposed on others Part of a larger system (that has higher priority functions)
  • 33. Context of Use http://www.giantant.com/publications/mobile_context_model.pdf
  • 34. Mobile UI Standards Apple iPhone http://tuvix.apple.com/iphone/library/documentation/UserExperience/Conceptual/MobileHIG/Introduction/Introduction.html Nokia http://www.forum.nokia.com/Tools_Docs_and_Code/Documentation/Usability/UI_Style_and_Visual_Guidelines.xhtml
  • 36. Heuristic Evaluation Systematic evaluation of an interface against a standard set of usability rules (heuristics) Completed by one or more usability professionals Findings are given a severity ranking and recommendations
  • 37. Interface Design Heuristics Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation
  • 38. Usability Testing in a Lab Scenario Based testing Participants are recruited (7 – 9) Up to 1.5 hours per session Benefits Observe sessions to get first hand feedback Helps to vet design concepts with target users
  • 39.
  • 40. Tour of Wavefront Usability Lab 14th floor
  • 41. References Masterton, C; Mauney, D "Small Screen Interfaces" in Beyond The GUI edited by Philip Kortum (Morgan Kaufmann, 2008). Mayhew, D. The Usability Engineering Lifecycle: A Practitioner's Handbook for User Interface Design (Morgan Kaufmann, 1999)