I start this talk by exploring how humans gathered and shared knowledge in ancient times only for it to be lost during the dark ages. Not unlike the information overload of today, making knowledge a commodity for the first time in human history.
I follow these concepts with the closely interconnected "6 Rules for Building Amazing Apps for Mobile & Tablet Devices" including how to look at your data, how context influences the users interactions, how to influence users behavior and how to use design to create touchable, almost real life product experiences. Concluded with resetting peoples expectations of how to build mobile apps, making sure they account for a lot more time than other projects.
32. ABACUS AMPHITHEATER AQUEDUCT ARCH
BOOK BRASS BRIDGE CAMEOS CAST_IRON
CEMENT CRANE DAM DOME LOOM
FLAMETHROWER GLASS BLOWING
HAND_SOAP HYDRAULICS HYDROMETER
KNIFE LIGHTHOUSES LEATHER MILLS
STEAM_ENGINE NEWSPAPER ODOMETER
PADDLE_WHEEL PEWTER POTTERY
REAPER SAILS RUDDER SAUSAGE SEWERS
SPIRAL_STAIRCASE STENOGRAPHY
STREET_MAPS SURGICAL_INSTRUMENTS
Some Innovations from the Roman Empire
33.
34.
35.
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37.
38.
39.
40.
41.
42.
43.
44. âIn an economy where the only certainty is
uncertainty, the one source of lasting
competitive advantage is knowledge. When
markets shift, technologies proliferate, and
products become obsolete almost overnight,
successful companies are those that
consistently create new knowledge,
disseminate it widely throughout the
organization and quickly embody it in new
technologies and productsâ
45.
46.
47.
48.
49.
50.
51.
52.
53.
54.
55. with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are youâve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#1
62. with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are youâve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#2
63. 1 out of 3 projects
gosidewaysbecauseof
BAD DATA
76. Figure out how your app
will Push & Pull data
before you begin.
77. with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are youâve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#3
78. JARGON ALERT
Context
The circumstances that form
the setting for an event,
statement, or idea, and in
terms of which it can be fully
understood and assessed.
89. Always add value to the
users context*
*Doing so requires a little Psych 101
90. with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are youâve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#4
96. Abraham Harold Maslow
(April 1, 1908 â June 8, 1970)
was an American psychologist.
He is noted for his concept-
ualization of a "hierarchy of
human needs", and is
considered the founder of
humanistic psychology.
119. with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are youâve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#5
120.
121.
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127.
128.
129. with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are youâve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#6
135. The Elements of User Experience
A basic duality: The Web was originally conceived as a hypertextual information space;
but the development of increasingly sophisticated front- and back-end technologies has
fostered its use as a remote software interface. This dual nature has led to much confusion,
as user experience practitioners have attempted to adapt their terminology to cases beyond
the scope of its original application. The goal of this document is to define some of these
terms within their appropriate contexts, and to clarify the underlying relationships among
these various elements.
Jesse James Garrett
jjg@jjg.net
Visual Design: graphic treatment of interface
elements (the "look" in "look-and-feel")
Information Architecture: structural design
of the information space to facilitate
intuitive access to content
Interaction Design: development of
application flows to facilitate user tasks,
defining how the user interacts with
site functionality
Navigation Design: design of interface
elements to facilitate the user's movement
through the information architecture
Information Design: in the Tuftean sense:
designing the presentation of information
to facilitate understanding
Functional Specifications: "feature set":
detailed descriptions of functionality the site
must include in order to meet user needs
User Needs: externally derived goals
for the site; identified through user research,
ethno/techno/psychographics, etc.
Site Objectives: business, creative, or other
internally derived goals for the site
Content Requirements: definition of
content elements required in the site
in order to meet user needs
Interface Design: as in traditional HCI:
design of interface elements to facilitate
user interaction with functionality
Information Design: in the Tuftean sense:
designing the presentation of information
to facilitate understanding
Web as software interface Web as hypertext system
Visual Design: visual treatment of text,
graphic page elements and navigational
components
Concrete
Abstract
time
Conception
Completion
Functional
Specifications
Content
Requirements
Interaction
Design
Information
Architecture
Visual Design
Information Design
Interface Design Navigation Design
Site Objectives
User Needs
User Needs: externally derived goals
for the site; identified through user research,
ethno/techno/psychographics, etc.
Site Objectives: business, creative, or other
internally derived goals for the site
This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development)
that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a
user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today.
task-oriented information-oriented
30 March 2000
Š 2000 Jesse James Garrett http://www.jjg.net/ia/
146. Get in Touch
Find Out How We Can Help You.
Brian Fling
Founder & President
brian@pinchzoom.com
+1 206 351-6060
Charlie Barr
Client Director
charlie@pinchzoom.com
+1 206 395-5085
My name is Brian Fling and
IĘźm a Mobile Designer
twitter.com/fling
bookmobiledesign.org
companypinchzoom.com
blogflingmedia.com
THANK YOU