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Mobile UX
A contextual design
perspective
For Titanium User Group
Jen Shurley. 9.23.2013. jenshurley@gmail.com @jens_cam
A user experience
perspective
Mobile as a part of someone’s life and
environment
Structure of talk: iceberg
• App show
(concrete first)
• A contextual
perspective on UX
design
• Conversation
about design
patterns
Webb et al 2008
Starting point: black hole to do list.
David Allen - GTD
Life Hacker
18 Minutes
Real Simple Magazine
Family art night
cards
App goals
• Reduce cognitive and emotional load
induced by long lists of cleaning tasks
• Provide randomly selected, limited
choice of ridiculously easy goals
• Timebox
• Don’t optimize everything; choose.
Tools used
• Initial Design – Mocks and Wireframes
– Pen and paper.
– Google docs for user stories
– Adobe Illustrator – (b/c you can build mocks right
on wireframes)
• Moving forward
– TFS for ALM (show user stories)
– C#, ASP.NET, host in Azure
Tap Flow,
Wireframe
Low High
fidelity
Sketch Mockup
Visual Skins
This is kind of like using design patterns…
TFS is the ALM
“don’t design [just] for yourself”
• You - Your felt experience, as a
human, can provide valuable
information
• Users – empathetic observations,
interviews, usability tests
• Experts – design patterns, design
libraries, large usability studies
Suspending bias, generating
empathy
What??
HOW
FASCINATING!
Huh?
Learning about a user’s
experience
• Go beyond asking users “what do you
want us to build?”
• Notice: watch how users interact with
prototypes, paper prototypes,
competing products
• Ask: discover their goals, values, the
way they organize their thoughts on
something.
Go-to questions
As a Contextual
Researcher
• Under what conditions?
• What are the different
ways that people see
this problem?
• “Tell me more about
that” (suspend bias)
As a Designer
• Does is make sense for
this app to be simple,
or should we provide a
richer experience?
• Is there hierarchy and
differentiation?
• How does the design
support the function?
• How do visual elements
relate and work
together?
Learning Resources I have found
helpful
• Usability.gov
• Smashing magazine and ebooks
• Lean UX and Lean UX for startups
• Josh Clark’s Myths in Mobile
presentation
http://globalmoxie.com/jhc/prez/mob
ile-context-myth-fowd.pdf
• A List Apart books
Questions - design patterns
• Your take on x design pattern
• Others that are really important
• Things you wish designers would take
into consideration when designing for
mobile
Android design guidelines
http://developer.android.com/design/get-started/principles.html
• https://developer.apple.com/library/ios/document
ation/userexperience/conceptual/mobilehig/index.
html#//apple_ref/doc/uid/TP40006556-CH66-SW1
iOS design guidelines
Other pattern resources & lists
• http://pttrns.com/categories/25-about
• http://www.youthedesigner.com/2013/01/09/10-useful-resources-where-
you-can-get-best-mobile-ui-design-patterns/
• http://blog.mariuszwozniak.com/post/40090655756/top-10-mobile-ui-
design-and-interaction-patterns
• http://www.androidpatterns.com/
• http://www.flickr.com/photos/mobiledesignpatterngallery/collections/
Josh Clark
• Mobile Context Recap:
• Mobile is not rushed or less.
• Complex is not complicated.
• Tap quality not tap quantity.
• Focus for all platforms.
• No such thing as mobile web.
• Don’t think app: think service.
• Metadata is the new art direction.
http://justcreative.com/2011/11/07/future-of-web-design-conference-
day-1-review/
Android Design Principles
•
–
–
–
–
•
–
–
–
–
–
–
–
–
•
–
–
–
–
–
iOS Design Principles
Aesthetic Integrity
• how well an app’s appearance and behavior
integrates with its function to send a coherent
message.
Consistency
• pays attention to the standards and paradigms
people are comfortable with and it provides
an internally consistent experience
Direct Manipulation
• When people directly manipulate onscreen
objects instead of using separate controls to
manipulate them, they're more engaged with
their task and it’s easier for them to understand
the results of their actions.
Feedback
• Feedback acknowledges people’s actions,
shows them the results, and updates them on
the progress of their task.
Metaphors
• When virtual objects and actions in an app are
metaphors for familiar experiences—whether
these experiences are rooted in the real world
or the digital world—users quickly grasp how to
use the app.
User Control
• People—not apps—should initiate and control
actions. An app can suggest a course of
action or warn about dangerous
consequences, but it’s usually a mistake for the
app to take decision-making away from the
user.
patterns http://uxdesign.smashingmaga
zine.com/2012/04/10/ui-
patterns-for-mobile-apps-
search-sort-filter/
Great article about
search, sort and filter
with lots of examples
http://uxdesign.smashingmaga
zine.com/2012/06/06/design-
patterns-when-breaking-rules-
ok/
If I wanted to give a
talk on design patterns,
I would base it heavily
on this!
Mobile design
principles
http://alistapart.com/topic/mo
bile-multidevice
Collection of articles
from respected
thought leaders
http://alistapart.com/article/or
ganizing-mobile
Luke Wroblewski’s
principles for mobile

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Mobile User Experience - Inductive Design Process

  • 1. Mobile UX A contextual design perspective For Titanium User Group Jen Shurley. 9.23.2013. jenshurley@gmail.com @jens_cam
  • 3. Mobile as a part of someone’s life and environment
  • 4. Structure of talk: iceberg • App show (concrete first) • A contextual perspective on UX design • Conversation about design patterns Webb et al 2008
  • 5. Starting point: black hole to do list. David Allen - GTD Life Hacker 18 Minutes Real Simple Magazine Family art night cards
  • 6. App goals • Reduce cognitive and emotional load induced by long lists of cleaning tasks • Provide randomly selected, limited choice of ridiculously easy goals • Timebox • Don’t optimize everything; choose.
  • 7. Tools used • Initial Design – Mocks and Wireframes – Pen and paper. – Google docs for user stories – Adobe Illustrator – (b/c you can build mocks right on wireframes) • Moving forward – TFS for ALM (show user stories) – C#, ASP.NET, host in Azure
  • 9. This is kind of like using design patterns…
  • 10. TFS is the ALM
  • 11. “don’t design [just] for yourself” • You - Your felt experience, as a human, can provide valuable information • Users – empathetic observations, interviews, usability tests • Experts – design patterns, design libraries, large usability studies
  • 13. Learning about a user’s experience • Go beyond asking users “what do you want us to build?” • Notice: watch how users interact with prototypes, paper prototypes, competing products • Ask: discover their goals, values, the way they organize their thoughts on something.
  • 14. Go-to questions As a Contextual Researcher • Under what conditions? • What are the different ways that people see this problem? • “Tell me more about that” (suspend bias) As a Designer • Does is make sense for this app to be simple, or should we provide a richer experience? • Is there hierarchy and differentiation? • How does the design support the function? • How do visual elements relate and work together?
  • 15. Learning Resources I have found helpful • Usability.gov • Smashing magazine and ebooks • Lean UX and Lean UX for startups • Josh Clark’s Myths in Mobile presentation http://globalmoxie.com/jhc/prez/mob ile-context-myth-fowd.pdf • A List Apart books
  • 16. Questions - design patterns • Your take on x design pattern • Others that are really important • Things you wish designers would take into consideration when designing for mobile
  • 18. • https://developer.apple.com/library/ios/document ation/userexperience/conceptual/mobilehig/index. html#//apple_ref/doc/uid/TP40006556-CH66-SW1 iOS design guidelines Other pattern resources & lists • http://pttrns.com/categories/25-about • http://www.youthedesigner.com/2013/01/09/10-useful-resources-where- you-can-get-best-mobile-ui-design-patterns/ • http://blog.mariuszwozniak.com/post/40090655756/top-10-mobile-ui- design-and-interaction-patterns • http://www.androidpatterns.com/ • http://www.flickr.com/photos/mobiledesignpatterngallery/collections/
  • 19. Josh Clark • Mobile Context Recap: • Mobile is not rushed or less. • Complex is not complicated. • Tap quality not tap quantity. • Focus for all platforms. • No such thing as mobile web. • Don’t think app: think service. • Metadata is the new art direction. http://justcreative.com/2011/11/07/future-of-web-design-conference- day-1-review/
  • 20. Android Design Principles • – – – – • – – – – – – – – • – – – – – iOS Design Principles Aesthetic Integrity • how well an app’s appearance and behavior integrates with its function to send a coherent message. Consistency • pays attention to the standards and paradigms people are comfortable with and it provides an internally consistent experience Direct Manipulation • When people directly manipulate onscreen objects instead of using separate controls to manipulate them, they're more engaged with their task and it’s easier for them to understand the results of their actions. Feedback • Feedback acknowledges people’s actions, shows them the results, and updates them on the progress of their task. Metaphors • When virtual objects and actions in an app are metaphors for familiar experiences—whether these experiences are rooted in the real world or the digital world—users quickly grasp how to use the app. User Control • People—not apps—should initiate and control actions. An app can suggest a course of action or warn about dangerous consequences, but it’s usually a mistake for the app to take decision-making away from the user.
  • 21. patterns http://uxdesign.smashingmaga zine.com/2012/04/10/ui- patterns-for-mobile-apps- search-sort-filter/ Great article about search, sort and filter with lots of examples http://uxdesign.smashingmaga zine.com/2012/06/06/design- patterns-when-breaking-rules- ok/ If I wanted to give a talk on design patterns, I would base it heavily on this! Mobile design principles http://alistapart.com/topic/mo bile-multidevice Collection of articles from respected thought leaders http://alistapart.com/article/or ganizing-mobile Luke Wroblewski’s principles for mobile