1. 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
6. Analogue to Digital to Human
INTERACTIONS
photo source: http://www.flickr.com/photos/josefstuefer/18697485/
7. Who wants a challenge?
MOBILE UX DESIGNERS!
Pressure Accelerometer Time of day Gesture
Microphone Haptics ...
photo source: http://www.flickr.com/photos/dunechaser/174945526
21. 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/
22. 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/
23. 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
26. human behaviours
understand the behaviours
what finger do we use to press the
doorbell with?
http://www.flickr.com/photos/tscarlisle/107776922/
27. (changing) human behaviours
understand the behaviours
what finger does the younger market
press the doorbell with?
http://www.flickr.com/photos/phototropism/62931265/
28. Time for a snack...
DATA-SNACKING
small snippets of info
30-60 seconds
simple, but repetitive
regular
30. 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/
31. More than just a phone
WAKE UP CANON & NIKON
Source: http://www.flickr.com/cameras/
33. Mobile is not about making
things smaller
Miniaturisation vs Mobilisation
http://mobilewebbook.com
http://www.flickr.com/photos/tridi_animeitor/2224661744/
34. Simpler interfaces are better
Minimise the subconscious questions
Balance efficiency, effectiveness & satisfaction
Improve glance-ability
photo source: http://www.flickr.com/photos/lagiuspo/92136687/
35. 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/
36. 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/
47. The little things count
Polish makes the UX and app stand out
photo source: http://www.flickr.com/photos/tom_lin/3186488124/
48. Passion
“We haven’t worked in 3 years”
Be curious. Question everything
photo source: http://www.flickr.com/photos/taraethers/
49. thank you
@ribot
http://www.flickr.com/photos/ronlayters/2402199783/
Editor's Notes
hello
a mix of general mobile UX
some context...
7 years in mobile
designers/developers/entrepreneurs
push ui boundaries,
ideas lab for mobile user interfaces
10 person team in Brighton
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
Physical interactions e.g. Touchscreen, haptics, etc
Tangible era, 20 years
So many things to consider and more so in the future...
Brought us to mobile 7 years ago...
Constraints make mobile interesting. A challenge.
If you're not aware of the constraints, the UX will be poor.
Make the most of constraints
Efficiency, relevancy,
Android is now the most popular platform for developers
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
left: device install base
right: num of apps in the store
fingernail interaction rather than a finger interaction
Broken app store (discoverability)
Poor UX
Many good lessons learnt
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...
Highly glanceable
Allows users to find their way
Simple, elegant, powerful, universal
Not overpowering
tell me more....
What emotion do you want to evoke?
Does my app make me smile?
understand your users
understand your users
Like a large bag of chocolate buttons
single early failure - non returning user
Glance and Go
Duration of experience is getting longer
Slate devices - more relaxed, explorative experiences
eBay app - 4 times more money spent on iPad than iPhone (ref?)
Motorola
Exit, Quit,
Swiss army knife. Technological advancement and usability
pink: iPhone 3GS, green: iPhone 3G,
the rest: single-function devices aka cameras
blue: Nikon D90
Miniaturisation (shrinking things down) vs
Mobilisation (process of selecting the features most important to the user given the mobile context)
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
grocery - little and often.
Speed is key
Design around this
dig as much as possible
don’t make assumptions
Blackberry’s biggest market is not enterprise
It’s games. Why. BBM and qwerty keyboards
over the current app-centric state
focus shifts from app to person
ppl first, function second
[todo] wireframe doc here
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
&#xA0;
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
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Tap, dbl tap, touch and hold, pan, flick, pinch and stretch
Consistency is key
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UX is an art and is hard
minimising the number of subconscious questions the user needs to make
minimising the number of subconscious questions the user needs to make