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Mobile User Experience 101


the current state of Mobile UX on
touchscreen devices



FlashCamp Manchester 2010 - 08.07.2010

Antony and Jerome, Co-founders, Ribot
PART 1

Introduction
a little bit about us
This is the most important
session today
PART 2

Lets get started
Analogue to Digital to Human
INTERACTIONS




               photo source: http://www.flickr.com/photos/josefstuefer/18697485/
Who wants a challenge?
MOBILE UX DESIGNERS!




Pressure     Accelerometer        Time of day              Gesture

Microphone     Haptics   ...
                             photo source: http://www.flickr.com/photos/dunechaser/174945526
Constraints
Constraints of mobile
THERE ARE MANY!


form factor           battery

network latency       context

input mechanism

memory

computational power
Context of use
PART 3

The platforms
WebOS
Symbian
Android
iPhone/iPad
MeeGo
Windows Mobile
Mobile web...
2.8
Developer Economics Report 2010, Telefonica
http://www.visionmobile.com
Windows
mobile

is dead
Windows Phone 7
Panoramic experiences
Inspired by transportation
graphics
PART 4

A few statistics...
1 in 7 phones are returned
  BACK TO THE SUPPLIER


Source: 2005 Which report (UK study)




                                       photo source: http://www.flickr.com/photos/andricongirl/4567650298/
Source: http://www.wdsglobal.com/news/whitepapers/20060717/MediaBulletinNFF.pdf




 63% of returned phones have
 no hardware/software faults
 SO, WHAT’S THE PROBLEM?




 Handset configuration / settings issue


 Struggling with functionality / usability of device


 Device did not meet expectations



                                           photo source: http://www.flickr.com/photos/tom_lin/3208454911/
Source: http://www.btplc.com/inclusion/Usefuldownloads/index.htm#designs




  Massive market for usable
  phones & apps
 YOU NEED TO DESIGN ‘INCLUSIVELY’




 By 2020, over half of the UK population will be > 65


 1 in 3 Europeans can benefit from an inclusive approach


 65% of americans have lost interest due to complexity



             photo source: http://www.elmbrook.org/UserFiles/Image/Volunteer%20Opportunities/Elderly%20Hands.jpg
photo source: http://www.flickr.com/photos/fotopakismo/1071787439




How do you feel today?
PART 5

Behaviours
human behaviours


understand the behaviours

what finger do we use to press the
doorbell with?

                          http://www.flickr.com/photos/tscarlisle/107776922/
(changing) human behaviours


understand the behaviours


what finger does the younger market
press the doorbell with?

                        http://www.flickr.com/photos/phototropism/62931265/
Time for a snack...
DATA-SNACKING


small snippets of info

30-60 seconds

simple, but repetitive

regular
Snack duration changing...
Re-use learnt behaviours
Re-use interactions inherent in the device

Minimise the number of surprises

soft key positions     colour

menu navigation        tone of voice



                        http://www.flickr.com/photos/8586443@N03/1491516038/
More than just a phone
 WAKE UP CANON & NIKON




Source: http://www.flickr.com/cameras/
PART 6

Other things to consider...
Mobile is not about making
things smaller

Miniaturisation   vs                 Mobilisation




http://mobilewebbook.com
                       http://www.flickr.com/photos/tridi_animeitor/2224661744/
Simpler interfaces are better
Minimise the subconscious questions

Balance efficiency, effectiveness & satisfaction

Improve glance-ability




                         photo source: http://www.flickr.com/photos/lagiuspo/92136687/
Simpler != dumb
JUST REMEMBER TO FOCUS ON THE CORE FUNCTION



                          an eReader app
                          should focus on the
                          ‘reading experience’




                            photo source: http://www.flickr.com/photos/lagiuspo/92136687/
Think twice about your
audience
IT PAYS TO DO YOUR HOMEWORK



Analytics

Network provider

Device platforms

Devices

Firmware versions etc...

                           photo source: http://www.flickr.com/photos/thomashawk/155918164/
PART 7

Future thoughts...
A task-centric future
People-first experiences
PART 8

The UI
Touch targets
Bad touch
targets
Good touch
targets
Gestures
PART 9

Wrapping up
Make the most of your
platform
The little things count




Polish makes the UX and app stand out

                     photo source: http://www.flickr.com/photos/tom_lin/3186488124/
Passion




“We haven’t worked in 3 years”

Be curious. Question everything
                          photo source: http://www.flickr.com/photos/taraethers/
thank you




@ribot
            http://www.flickr.com/photos/ronlayters/2402199783/

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Mobile UX 101 @ Flash Camp Manchester

Editor's Notes

  1. hello a mix of general mobile UX
  2. some context... 7 years in mobile designers/developers/entrepreneurs push ui boundaries, ideas lab for mobile user interfaces 10 person team in Brighton
  3. it’s the UX that makes the platform and your app stand out Golden nuggets Quite a simple and straightforward session apply to whatever platforms you’re working on
  4. Physical interactions e.g. Touchscreen, haptics, etc Tangible era, 20 years
  5. So many things to consider and more so in the future...
  6. Brought us to mobile 7 years ago...
  7. Constraints make mobile interesting. A challenge. If you're not aware of the constraints, the UX will be poor. Make the most of constraints
  8. Efficiency, relevancy,
  9. Android is now the most popular platform for developers
  10. Platform concurrency. Most developers work on multiple platforms - on average, 2.8 platforms per developer, based on sample of 400 respondents - Developer Economics Report 2010, Telefonica
  11. left: device install base right: num of apps in the store
  12. fingernail interaction rather than a finger interaction Broken app store (discoverability) Poor UX Many good lessons learnt
  13. Windows Phone 7 is here! UX comes first OS Built from scratch Discoverability fixed Quality over quantity Flash support coming soon after launch, we’re told...
  14. Highly glanceable Allows users to find their way Simple, elegant, powerful, universal Not overpowering
  15. tell me more....
  16. What emotion do you want to evoke? Does my app make me smile?
  17. understand your users
  18. understand your users
  19. Like a large bag of chocolate buttons single early failure - non returning user Glance and Go
  20. Duration of experience is getting longer Slate devices - more relaxed, explorative experiences eBay app - 4 times more money spent on iPad than iPhone (ref?)
  21. Motorola Exit, Quit,
  22. Swiss army knife. Technological advancement and usability pink: iPhone 3GS, green: iPhone 3G, the rest: single-function devices aka cameras blue: Nikon D90
  23. Miniaturisation (shrinking things down) vs Mobilisation (process of selecting the features most important to the user given the mobile context)
  24. Think about the core feature(s) If you can't get it right in 2D, don't even consider going into 3D. Complexity and poor UX for the sake of an 80s buzz word.      Simpler, more usable interfaces - consider the forgotten (and rapidly growing) markets
  25. grocery - little and often. Speed is key Design around this
  26. dig as much as possible don’t make assumptions Blackberry’s biggest market is not enterprise It’s games. Why. BBM and qwerty keyboards
  27. over the current app-centric state
  28. focus shifts from app to person ppl first, function second
  29. [todo] wireframe doc here
  30. Rec. touch Target size is 9mm Min touch target != < 7mm 2mm min spacing Visual size is 60-100% of the target size Makes the experience more usable  
  31. Rec. touch Target size is 9mm Min touch target != < 7mm 2mm min spacing Visual size is 60-100% of the target size Makes the experience more usable  
  32. Tap, dbl tap, touch and hold, pan, flick, pinch and stretch Consistency is key  
  33. UX is an art and is hard minimising the number of subconscious questions the user needs to make
  34. minimising the number of subconscious questions the user needs to make