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Mobile Prototyping Essentials
                                                     Part I




Rachel Hinman
Senior Research Scientist
Nokia Research Lab
Palo Alto, California USA
   Hinman
2004
Q:
     Where do I begin?
Q:
      What can we do with
Q:
      mobile?
Q:
     Where do I begin?
Our plan for today…
8:30am - Noon
What makes mobile UX different?
Two Design/Mobile UX Exercises:
• Identifying Mobile Needs
• Ideating in the Wild

Noon – 1:30pm - LUNCH

1:30pm – 5:30pm
Mobile prototyping essentials
Three Mobile Prototyping Exercises
• Storyboarding
• Practice Ruthless Editing/Translating GUI to NUI
• Creating an In-Screen Prototype
8:30am - Noon

What makes mobile UX different?

   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
8:30am - Noon

What makes mobile UX different?

   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
8:30am - Noon

What makes mobile UX different?

   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
8:30am - Noon

What makes mobile UX different?

   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
Okay, let’s get started!
A
    Q:
         What are the similarities?
UX designers know how to work
      in a rapidly evolving field

                               13
UX designers understand how to create
experiences within technical constraints
                                      14
UX designers use similar
    tools and processes
                      15
QQ:
A:
      What are the differences?
A mobile phone is not a computer

                              17
A
    umm…. duh!
Seated in a relatively predictable environment


          Large screen enables multi-tasking

             Keyboard and a mouse for input




                                            19
Seated in a relatively predictable environment


          Large screen enables multi-tasking

             Keyboard and a mouse for input




                                            20
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
23
24
26
27
27
The Rearview Mirror Effect
Even in situations in which aa spirit of
       Even in situations in which spirit of
exploration and freedom exist, where we are
  exploration and freedom exist, where faculty
free free to experiment to work beyond physical
are to experiment and work beyond physical
   and social constraints, our cognitive habits
             and social constraints,
 our cognitive habits often get in the way.
               often get in the way.

   Marshall McLuhan called called it
          Marshall McLuhan it “the rear-view
  mirrorrear-view mirror effect,” noting that
   “the effect,” noting that “We see the world
“We see the world through a rear-view mirror.
      through a rear-view mirror. We march
    We march backwards into future.”
           backwards into the the future.”
Mobile presents an
opportunity to invent new
ways for users to interact
with information.


                             30
Mobile phones aren’t really phones anymore
                                        31
AQ:
      What’s the first step?
3
Steps


        37
Step One: Become familiar
with the medium you’re designing for

                                   38
NO
EXCUSES!
   Buy a modern mobile devices

                             39
Step Two: Mobile culture indoctrination
                                     40
Images needed




Observe the culture you’re designing for


                                      41
Step Three: Brace yourself
 for a fast and exciting ride
                           42
“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.”
                                                        Rapid Evolution
-- Mobile Monday Amsterdam – November 2008

                                                                          43
Great Mobile Experiences:
1 are uniquely mobile

2 are sympathetic to context

3 speak their power
3
Great Mobile Experiences:
1 are uniquely mobile

2 are sympathetic to context

3 speak their power
3
Q:
A
     Do you remember a time
     when the web was new?
!
A
    “We need a web presence!”
Brochureware

           48
!
A
    “We need online commerce!”
What about shipping?

                  50
!
A
    “Let’s make our site like…”
52
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.
Q:
A
     How do we NOT
     do that again?
Design Principles
Uniquely 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.
Design Principle: Uniquely Mobile
Focus on what mobile can do well
A mobile phone is not a computer

                              57
60
Design Principle: Uniquely Mobile

Focus on what mobile can do well

• Small form factor      • Gesture
• Limited battery        • Sound/Voice
• Inconsistent network   • Image/Video
access                   • GPS
• Vast and unpredictable • Animation
contexts of use          • Facial Recognition
• Highly personal        • Sensors
                         • Microphone and
• Touchscreen
                         Speaker
VS.
vs




     64
vs




     65
Design Principle: Uniquely Mobile

Technology can help guide,
but should not be the focus
Design Principle: Uniquely Mobile

Need vs. Solution
Research Techniques
                             INVASIVE

                                           Prototype
               Deprivation
                                            Testing
                 Study


           Diary Studies                      Contextual
                                              interviews
 RESEARCHER                                                RESEARCHER
 NOT PRESENT                                                 PRESENT
                   Online
                   Survey                  Shadowing


               Traffic                  Shop Alongs
               Studies

                           LESS INVASIVE

                                                                        68
Research Techniques
                             INVASIVE

                                           Prototype
               Deprivation
                                            Testing
                 Study



          Use Two Techniques
 RESEARCHER
           Diary Studies                      Contextual
                                              interviews
                                                           RESEARCHER
 NOT PRESENT                                                 PRESENT
                   Online
                   Survey                  Shadowing


               Traffic                  Shop Alongs
               Studies

                           LESS INVASIVE

                                                                        69
Solution Speak…
Solution                                  Need
Database of Dr. Names             Find a Doctor near me

Map                                                     Get from point
A to Point B

Calendar                                         I need to know what
may happen

Email                                                   I need to
communicate

Facebook Updates                          I need to feel connected

LinkedIn           I need to manage my identit

Search             I need to find information
                                                                     70
Great Mobile Experiences:
1 are uniquely mobile

2 are sympathetic to context

3 speak their power
3
Q:
     What exactly do you mean by
A
     mobile “context” ?
A
!
A
    Context is complex!
Context Matters




                  77
Context will likely be
  your blindside




                         78
Context is about
A
    understanding
    human relationships to the
    people, places and
    thingsin the world.
Context Framework




                    80
Context Framework




                    81
Orchestration and Inflection

                          82
83
Spatial

     84
Temporal

       85
Social

     86
Semantic

       87
Peanut butter in Melbourne right now?

                                    88
The web is good at people
and things.
A




The web is really good at
semantic relationships.
(and okay at social relationships)
Mobile is good at places…




                            90
Mobile is good at spatial
and temporal relationships.




                              91
92
There are currently not
many technologies
that help us understand
place, and temporal and
spatial relationships.


                          93
Q:
     How do we get that
     understanding?
A
A
    Throughout the design process,
    our work should be situated in
    the contexts where it will be used.
Go to the Gemba
Go to the Gemba
Go to the Gemba
Ideate in the wild…

                  106
Your Design Challenge!




How might Starbucks use mobile devices to
   improve their customer experience?
                                        107
Your Design Challenge!
Step 1: Identifying Needs

1. Divide into groups
2. Head to the nearest
   Starbucks.
3. Observe mobile users in a
   mobile context
4. Develop a list of
   customer needs based on
   your observations using the
   needs worksheet.



30 Minutes
                                 108
Your Design Challenge!
Step 2: Sympathy to the mobile context

1. Head to the streets

2. Ideate in the wild –
   Create 2-3 concepts
   based on the needs
   your team identified



30 Minutes

                                         109
Go outside and brainstorm ideas

                             110
25 Minutes




             111
112
Mobile is good at places…




                            113
Mobile is good at places…




                            114
One Hour!



            115
Great Mobile Experiences:
1 are uniquely mobile

2 are sympathetic to context

3 speak their power
3
Q:
A
     Huh?
118
119
120
We can annotate expectations
            in the web world



                          121
Look inside
the book
                                                         Add to cart

                                  Shipping!       Free two-day
                                                  shipping

REALLY!              Get it new
Look inside          OR used!           Collectible!
the book
                                                         Sell mine
              Maybe a kindle!




                                                                       122
123
Q:
A
     How do I create
     mobile interfaces that
     “speak their power”?
Edit!!!


          125
Ruthless
 Editing

           126
“We made the web
in the image of
ourselves, and in
the U.S., that
means OBESE.”

~Jason Grigsby
A




    128
129
131
A




    132
A




    133
A




    134
Josh Clark Example
                 139
Josh Clark Example
                 140
Historically, we start with structure…
Try hiding the structure…
Try starting with instinct and intuition
More on this after lunch…
Great Mobile Experiences:
1 are uniquely mobile

2 are sympathetic to context

3 speak their power
3
LUNCH!
 12 – 1pm

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Mobile Prototyping Essentials Workshop: Part 1

  • 1. Mobile Prototyping Essentials Part I Rachel Hinman Senior Research Scientist Nokia Research Lab Palo Alto, California USA Hinman
  • 3. Q: Where do I begin?
  • 4. Q: What can we do with Q: mobile?
  • 5. Q: Where do I begin?
  • 6. Our plan for today… 8:30am - Noon What makes mobile UX different? Two Design/Mobile UX Exercises: • Identifying Mobile Needs • Ideating in the Wild Noon – 1:30pm - LUNCH 1:30pm – 5:30pm Mobile prototyping essentials Three Mobile Prototyping Exercises • Storyboarding • Practice Ruthless Editing/Translating GUI to NUI • Creating an In-Screen Prototype
  • 7. 8:30am - Noon What makes mobile UX different? 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
  • 8. 8:30am - Noon What makes mobile UX different? 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
  • 9. 8:30am - Noon What makes mobile UX different? 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. 8:30am - Noon What makes mobile UX different? 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
  • 11. Okay, let’s get started!
  • 12. A Q: What are the similarities?
  • 13. UX designers know how to work in a rapidly evolving field 13
  • 14. UX designers understand how to create experiences within technical constraints 14
  • 15. UX designers use similar tools and processes 15
  • 16. QQ: A: What are the differences?
  • 17. A mobile phone is not a computer 17
  • 18. A umm…. duh!
  • 19. Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input 19
  • 20. Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input 20
  • 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 21
  • 22. 22
  • 23. 23
  • 24. 24
  • 25.
  • 26. 26
  • 27. 27 27
  • 29. Even in situations in which aa spirit of Even in situations in which spirit of exploration and freedom exist, where we are exploration and freedom exist, where faculty free free to experiment to work beyond physical are to experiment and work beyond physical and social constraints, our cognitive habits and social constraints, our cognitive habits often get in the way. often get in the way. Marshall McLuhan called called it Marshall McLuhan it “the rear-view mirrorrear-view mirror effect,” noting that “the effect,” noting that “We see the world “We see the world through a rear-view mirror. through a rear-view mirror. We march We march backwards into future.” backwards into the the future.”
  • 30. Mobile presents an opportunity to invent new ways for users to interact with information. 30
  • 31. Mobile phones aren’t really phones anymore 31
  • 32.
  • 33.
  • 34.
  • 35.
  • 36. AQ: What’s the first step?
  • 37. 3 Steps 37
  • 38. Step One: Become familiar with the medium you’re designing for 38
  • 39. NO EXCUSES! Buy a modern mobile devices 39
  • 40. Step Two: Mobile culture indoctrination 40
  • 41. Images needed Observe the culture you’re designing for 41
  • 42. Step Three: Brace yourself for a fast and exciting ride 42
  • 43. “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.” Rapid Evolution -- Mobile Monday Amsterdam – November 2008 43
  • 44. Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 speak their power 3
  • 45. Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 speak their power 3
  • 46. Q: A Do you remember a time when the web was new?
  • 47. ! A “We need a web presence!”
  • 49. ! A “We need online commerce!”
  • 51. ! A “Let’s make our site like…”
  • 52. 52
  • 53. 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.
  • 54. Q: A How do we NOT do that again?
  • 55. Design Principles Uniquely 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.
  • 56. Design Principle: Uniquely Mobile Focus on what mobile can do well
  • 57. A mobile phone is not a computer 57
  • 58.
  • 59.
  • 60. 60
  • 61.
  • 62. Design Principle: Uniquely Mobile Focus on what mobile can do well • Small form factor • Gesture • Limited battery • Sound/Voice • Inconsistent network • Image/Video access • GPS • Vast and unpredictable • Animation contexts of use • Facial Recognition • Highly personal • Sensors • Microphone and • Touchscreen Speaker
  • 63. VS.
  • 64. vs 64
  • 65. vs 65
  • 66. Design Principle: Uniquely Mobile Technology can help guide, but should not be the focus
  • 67. Design Principle: Uniquely Mobile Need vs. Solution
  • 68. Research Techniques INVASIVE Prototype Deprivation Testing Study Diary Studies Contextual interviews RESEARCHER RESEARCHER NOT PRESENT PRESENT Online Survey Shadowing Traffic Shop Alongs Studies LESS INVASIVE 68
  • 69. Research Techniques INVASIVE Prototype Deprivation Testing Study Use Two Techniques RESEARCHER Diary Studies Contextual interviews RESEARCHER NOT PRESENT PRESENT Online Survey Shadowing Traffic Shop Alongs Studies LESS INVASIVE 69
  • 70. Solution Speak… Solution Need Database of Dr. Names Find a Doctor near me Map Get from point A to Point B Calendar I need to know what may happen Email I need to communicate Facebook Updates I need to feel connected LinkedIn I need to manage my identit Search I need to find information 70
  • 71. Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 speak their power 3
  • 72. Q: What exactly do you mean by A mobile “context” ?
  • 73. A
  • 74.
  • 75.
  • 76. ! A Context is complex!
  • 78. Context will likely be your blindside 78
  • 79. Context is about A understanding human relationships to the people, places and thingsin the world.
  • 83. 83
  • 84. Spatial 84
  • 85. Temporal 85
  • 86. Social 86
  • 87. Semantic 87
  • 88. Peanut butter in Melbourne right now? 88
  • 89. The web is good at people and things. A The web is really good at semantic relationships. (and okay at social relationships)
  • 90. Mobile is good at places… 90
  • 91. Mobile is good at spatial and temporal relationships. 91
  • 92. 92
  • 93. There are currently not many technologies that help us understand place, and temporal and spatial relationships. 93
  • 94. Q: How do we get that understanding?
  • 95.
  • 96.
  • 97.
  • 98.
  • 99.
  • 100.
  • 101. A
  • 102. A Throughout the design process, our work should be situated in the contexts where it will be used.
  • 103. Go to the Gemba
  • 104. Go to the Gemba
  • 105. Go to the Gemba
  • 106. Ideate in the wild… 106
  • 107. Your Design Challenge! How might Starbucks use mobile devices to improve their customer experience? 107
  • 108. Your Design Challenge! Step 1: Identifying Needs 1. Divide into groups 2. Head to the nearest Starbucks. 3. Observe mobile users in a mobile context 4. Develop a list of customer needs based on your observations using the needs worksheet. 30 Minutes 108
  • 109. Your Design Challenge! Step 2: Sympathy to the mobile context 1. Head to the streets 2. Ideate in the wild – Create 2-3 concepts based on the needs your team identified 30 Minutes 109
  • 110. Go outside and brainstorm ideas 110
  • 111. 25 Minutes 111
  • 112. 112
  • 113. Mobile is good at places… 113
  • 114. Mobile is good at places… 114
  • 115. One Hour! 115
  • 116. Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 speak their power 3
  • 117. Q: A Huh?
  • 118. 118
  • 119. 119
  • 120. 120
  • 121. We can annotate expectations in the web world 121
  • 122. Look inside the book Add to cart Shipping! Free two-day shipping REALLY! Get it new Look inside OR used! Collectible! the book Sell mine Maybe a kindle! 122
  • 123. 123
  • 124. Q: A How do I create mobile interfaces that “speak their power”?
  • 125. Edit!!! 125
  • 127. “We made the web in the image of ourselves, and in the U.S., that means OBESE.” ~Jason Grigsby
  • 128. A 128
  • 129. 129
  • 130.
  • 131. 131
  • 132. A 132
  • 133. A 133
  • 134. A 134
  • 135.
  • 136.
  • 137.
  • 138.
  • 141. Historically, we start with structure…
  • 142. Try hiding the structure…
  • 143. Try starting with instinct and intuition
  • 144. More on this after lunch…
  • 145. Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 speak their power 3

Hinweis der Redaktion

  1. Instead, the web was built upon a static model – the web page. And we’ve allowed those pages to become bloated and unweildy…