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Google Cloud Developer Challenge
9 November, 2013
At BUET, Dhaka.

UX
User Experience (UX) for Apps
a quick talk!
MASRUR HANNAN

Founder and Lead UX Consultant,
Bonolota Designs.
www.bonolota.com (coming soon)

SHADMAN RAHMAN

Co- Founder, Bonolota Designs.
Sr. UX Specialist, CellBazaar.com
UX Lead, Beshto.com
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
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.
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!
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
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.
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.
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
SOME BAD MOBILE UX EXAMPLES
Source: http://mobiledesignpatterngallery.com/mobile-patterns.php
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.
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
WHAT IS USER EXPERIENCE?
WHAT IS USER EXPERIENCE?
DESIGNING USER’S EXPERIENCE (UX)
UX DESIGN OBJECTIVE
WHO DESIGNS UX?
WHO DESIGNS UX? ... IDEAL SCENARIO

http://www.slideshare.net/nickf/user-experience-best-practices
WHO DESIGNS UX? … REALITY!
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.
HOW TO DESIGN GOOD UX?

The User Experience Honeycomb – Peter Morville
HOW TO DESIGN GOOD UX?
Books:

Articles and publishing:

Online courses:

Human-Computer
Interaction
coursera.org
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(?)
1. RESEARCH …

(MANAGED INNOVATION!)

Information Ecology

Needfinding Interviews

Storyboarding

Inspiration Search
2. INFORMATION DESIGN INFORMATION ARCHITECTURE
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.
3. PROTOTYPING
3. PROTOTYPING … WIREFRAMES
4. HEURISTIC EVALUATION
5. ITERATIVE DESIGN AND
DEVELOPMENT
Source: http://www.nngroup.com/articles/parallel-and-iterative-design/
6. USER TESTING
ď‚„ Task

Oriented

ď‚„ Thoughts
ď‚„ Simple

spoken out loud

pencil-paper notes
7. POST LAUNCH YADA YDA :)
Q&A
THANKS … :)
www.bonolota.com
www.facebook.com/bonolotadesigns

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UX for Apps - GDG at BUET 9 Nov 2013 Masrur Hannan and Shadman Rahman

  • 1. Google Cloud Developer Challenge 9 November, 2013 At BUET, Dhaka. UX User Experience (UX) for Apps a quick talk!
  • 2. MASRUR HANNAN Founder and Lead UX Consultant, Bonolota Designs. www.bonolota.com (coming soon) SHADMAN RAHMAN Co- Founder, Bonolota Designs. Sr. UX Specialist, CellBazaar.com UX Lead, Beshto.com
  • 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
  • 13. WHAT IS USER EXPERIENCE?
  • 14. WHAT IS USER EXPERIENCE?
  • 18. WHO DESIGNS UX? ... IDEAL SCENARIO http://www.slideshare.net/nickf/user-experience-best-practices
  • 19. WHO DESIGNS UX? … REALITY!
  • 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
  • 25. 2. INFORMATION DESIGN INFORMATION ARCHITECTURE
  • 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.
  • 30. 5. ITERATIVE DESIGN AND DEVELOPMENT Source: http://www.nngroup.com/articles/parallel-and-iterative-design/
  • 31. 6. USER TESTING ď‚„ Task Oriented ď‚„ Thoughts ď‚„ Simple spoken out loud pencil-paper notes
  • 32. 7. POST LAUNCH YADA YDA :)