3. MOBILE APPS’ UX
The Lifecycle of a Mobile App, a User’s Perspective
By Michael Griffith , Ex UX Director, HP
1. Stage One:
The App Store Experience
2. Stage Two:
The First-Open Experience
3. Stage Three:
Attempting Simple Tasks
4. Stage Four:
Attempting Complex
Tasks
4. 5 QUICK TIPS FOR GOOD
MOBILE APPS’ UX:
Sources: http://www.nngroup.com/topic/mobile-and-tablet-design/ (mostly)
1. As few features as possible
2. Small Screen – Bigger touch targets
3. As less User Input as possible …
4. Easy Readability + interactions
5. Minimize texts and instructions.
5. QUICK TIP FOR GOOD
MOBILE APPS’ UX: 1
Sources: http://www.nngroup.com/topic/mobile-and-tablet-design/ (mostly)
1 . As few features
as possible
limit the number of
features!
6. QUICK TIP FOR GOOD
MOBILE APPS’ UX: 2
Sources: http://www.nngroup.com/topic/mobile-and-tablet-design/ (mostly)
2 . Small Screen –
Bigger touch targets
lesser options to click
in 1 screen
7. QUICK TIP FOR GOOD
MOBILE APPS’ UX: 3
Sources: http://www.nngroup.com/topic/mobile-and-tablet-design/ (mostly)
3 . As less User Input
as possible …
Avoid requiring use of
both hands for inputs.
8. QUICK TIP FOR GOOD
MOBILE APPS’ UX: 4
Sources: http://www.nngroup.com/topic/mobile-and-tablet-design/ (mostly)
4 . Easy Readability +
interactions
Desktop copywriting
must be concise; mobile
copywriting must be
even more concise.
9. QUICK TIP FOR GOOD
MOBILE APPS’ UX: 5
Sources: http://www.nngroup.com/topic/mobile-and-tablet-design/ (mostly)
5 . Minimize texts and
instructions.
Instructions may
actually hamper
interactions
10. SOME BAD MOBILE UX EXAMPLES
Source: http://mobiledesignpatterngallery.com/mobile-patterns.php
11. ELEMENTS OF MOBILE APPS’ UX
Source: http://mobile.smashingmagazine.com/2012/07/12/elements-mobile-user-experience
By Lyndon Cerejo; UX professional, Clients include: American Express, Coca-Cola etc.
12. ELEMENTS OF MOBILE APPS’ UX
Source: http://mobile.smashingmagazine.com/2012/07/12/elements-mobile-user-experience
By Lyndon Cerejo; UX professional, Clients include: American Express, Coca-Cola etc.
1.Functionality
2.Information Architecture
3.Content
4.Design
5.User Input
6.Mobile Context
7.Usability
8.Trustworthiness
9.Feedback
10.Help
11.Social
12.Marketing
20. THE ULTIMATE USER EXPERIENCE
Donald A. Norman (often called father of
UX) believes that the best computer
program is the one in which the computer
'disappears' and the user seems to be
working directly on the problem.
21. HOW TO DESIGN GOOD UX?
The User Experience Honeycomb – Peter Morville
22. HOW TO DESIGN GOOD UX?
Books:
Articles and publishing:
Online courses:
Human-Computer
Interaction
coursera.org
23. BONOLOTA’S 7 STEPS FOR DESIGNING
GOOD UX
1.
Research
2.
Information design
3.
Prototyping
4.
Heuristic evaluation
5.
Iterative development
6.
User testing
7.
Post-launch yada-yada(?)
24. 1. RESEARCH …
(MANAGED INNOVATION!)
Information Ecology
Needfinding Interviews
Storyboarding
Inspiration Search
26. 3. PROTOTYPING …
SANTA CLARA, California -- People
thought Jeff Hawkins was crazy when
they saw him taking notes, checking
appointments, and synchronizing a
small block of wood with his PC,
pretending all the while that the block
was a handheld computer. “If I
wanted to check the calendar I'd take
it out and press the wooden button.”
Source: “The Philosophy of the
Handheld.” Wired Magazine,
October 1999.