The document discusses design guidelines for touchscreen interfaces based on research into how people actually hold and interact with mobile devices. It provides data on finger sizes, common grips, touch targets, and notes that touch interaction is not just about finger size and pinpoint accuracy. The guidelines include making targets visible and tappable, designing for different screen sizes, leaving space for scrolling, and testing interfaces at scale.
WTF - Why the Future Is Up to Us - pptx versionTim O'Reilly
This is the talk I gave January 12, 2017 at the G20/OECD Conference on the Digital Future in Berlin. I talk about fitness landscapes as applied to technology and business, the role of unchecked financialization in the state of our politics and economy, and why technology really wants to create jobs, not destroy them. (There is a separate PDF version, but some readers said the notes were too fuzzy to read.)
10 Insightful Quotes On Designing A Better Customer ExperienceYuan Wang
In an ever-changing landscape of one digital disruption after another, companies and organisations are looking for new ways to understand their target markets and engage them better. Increasingly they invest in user experience (UX) and customer experience design (CX) capabilities by working with a specialist UX agency or developing their own UX lab. Some UX practitioners are touting leaner and faster ways of developing customer-centric products and services, via methodologies such as guerilla research, rapid prototyping and Agile UX. Others seek innovation and fulfilment by spending more time in research, being more inclusive, and designing for social goods.
Experience is more than just an interface. It is a relationship, as well as a series of touch points between your brand and your customer. Here are our top 10 highlights and takeaways from the recent UX Australia conference to help you transform your customer experience design.
For full article, continue reading at https://yump.com.au/10-ways-supercharge-customer-experience-design/
https://www.wrike.com/blog - We surveyed creative teams to discover their biggest challenges and bottlenecks, from conception to completion. And what we discovered was: creative teams have to organize requests, listen to feedback, and seek approvals, all while trying to incorporate their own creative vision, making it difficult to prioritize and meet deadlines. Check out the details in our Slideshare.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like depression and anxiety.
Boring to Bold: Presentation Design Ideas for Non-DesignersMichael Gowin
This document provides presentation design ideas for non-designers to make their presentations more engaging. It recommends having a clear plan and purpose, telling a story with three acts, minimizing text, using powerful images, choosing fonts and slide layouts wisely, rehearsing, and delivering with confidence. Presenters should know their audience, brainstorm their key message, and make slides beautiful yet simple while focusing on one idea per slide. Rehearsing and dressing professionally can also boost delivery, and providing handouts reinforces the content. The overall goal is to make audiences feel something rather than just informing them.
Pitching Ideas: How to sell your ideas to othersJeroen van Geel
Learn how to convince others of your UX ideas by understanding them.
We are good in designing usable and engaging products and services. We understand the user's needs and have a toolkit with dozens of deliverables. But for some reason it remains difficult to sell an idea or concept to team members, managers or clients. After this session that problem will be solved!
Selling your ideas and convincing others is one of the most undervalued assets in our field. This ranges from convincing a colleague to use a certain design pattern to selling research to your boss and convincing a client to go for your concept. You can come up with the best ideas in the world, but if it is presented in the wrong way these ideas will die a lonely dead. This is sad, because everybody can learn how to bring a message across. The main thing is that you know what to pay attention to.
In this session I will take you on a journey through the world of presenting ideas. We will move through the heads of clients and your colleagues, learn what their thoughts and needs are. We will move to the core of your idea and into the world of psychology.
Clickbait: A Guide To Writing Un-Ignorable HeadlinesVenngage
We looked at some of the top performing content on social media, from some of the top publications on the web. From this, we were able to figure out the recipe for crafting a click-worthy title. Here is what we learned...
The document describes a collection of 100 presentation slides from the 2010 Cannes Lions Advertising festival, where some of the world's best storytellers and advertisers gathered from June 20-26. The slides are meant to inspire the reader to create beautiful presentations by showcasing slide designs from top presenters at the annual advertising event. A brief description notes the slides were taken by the author at the festival to provide creative inspiration.
WTF - Why the Future Is Up to Us - pptx versionTim O'Reilly
This is the talk I gave January 12, 2017 at the G20/OECD Conference on the Digital Future in Berlin. I talk about fitness landscapes as applied to technology and business, the role of unchecked financialization in the state of our politics and economy, and why technology really wants to create jobs, not destroy them. (There is a separate PDF version, but some readers said the notes were too fuzzy to read.)
10 Insightful Quotes On Designing A Better Customer ExperienceYuan Wang
In an ever-changing landscape of one digital disruption after another, companies and organisations are looking for new ways to understand their target markets and engage them better. Increasingly they invest in user experience (UX) and customer experience design (CX) capabilities by working with a specialist UX agency or developing their own UX lab. Some UX practitioners are touting leaner and faster ways of developing customer-centric products and services, via methodologies such as guerilla research, rapid prototyping and Agile UX. Others seek innovation and fulfilment by spending more time in research, being more inclusive, and designing for social goods.
Experience is more than just an interface. It is a relationship, as well as a series of touch points between your brand and your customer. Here are our top 10 highlights and takeaways from the recent UX Australia conference to help you transform your customer experience design.
For full article, continue reading at https://yump.com.au/10-ways-supercharge-customer-experience-design/
https://www.wrike.com/blog - We surveyed creative teams to discover their biggest challenges and bottlenecks, from conception to completion. And what we discovered was: creative teams have to organize requests, listen to feedback, and seek approvals, all while trying to incorporate their own creative vision, making it difficult to prioritize and meet deadlines. Check out the details in our Slideshare.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like depression and anxiety.
Boring to Bold: Presentation Design Ideas for Non-DesignersMichael Gowin
This document provides presentation design ideas for non-designers to make their presentations more engaging. It recommends having a clear plan and purpose, telling a story with three acts, minimizing text, using powerful images, choosing fonts and slide layouts wisely, rehearsing, and delivering with confidence. Presenters should know their audience, brainstorm their key message, and make slides beautiful yet simple while focusing on one idea per slide. Rehearsing and dressing professionally can also boost delivery, and providing handouts reinforces the content. The overall goal is to make audiences feel something rather than just informing them.
Pitching Ideas: How to sell your ideas to othersJeroen van Geel
Learn how to convince others of your UX ideas by understanding them.
We are good in designing usable and engaging products and services. We understand the user's needs and have a toolkit with dozens of deliverables. But for some reason it remains difficult to sell an idea or concept to team members, managers or clients. After this session that problem will be solved!
Selling your ideas and convincing others is one of the most undervalued assets in our field. This ranges from convincing a colleague to use a certain design pattern to selling research to your boss and convincing a client to go for your concept. You can come up with the best ideas in the world, but if it is presented in the wrong way these ideas will die a lonely dead. This is sad, because everybody can learn how to bring a message across. The main thing is that you know what to pay attention to.
In this session I will take you on a journey through the world of presenting ideas. We will move through the heads of clients and your colleagues, learn what their thoughts and needs are. We will move to the core of your idea and into the world of psychology.
Clickbait: A Guide To Writing Un-Ignorable HeadlinesVenngage
We looked at some of the top performing content on social media, from some of the top publications on the web. From this, we were able to figure out the recipe for crafting a click-worthy title. Here is what we learned...
The document describes a collection of 100 presentation slides from the 2010 Cannes Lions Advertising festival, where some of the world's best storytellers and advertisers gathered from June 20-26. The slides are meant to inspire the reader to create beautiful presentations by showcasing slide designs from top presenters at the annual advertising event. A brief description notes the slides were taken by the author at the festival to provide creative inspiration.
Three business basics to always remember! People don't care about your brand. They care about what you can do for them. Back to basics... Give people what they want, do it consistently and do it better than your competition.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
Building an enduring, multi-billion dollar consumer technology company is hard. As an investor, knowing which startups have the potential to be massive and long-lasting is also hard. From both perspectives, identifying companies with this potential is a combination of “art” and “science” — the art is understanding how products work, and the science is knowing how to measure it. At the earliest stages of a company, it comes down to understanding how a product is built to maximize and leverage user engagement.
In this presentation, Sarah Tavel shares her "Hierarchy of Engagement" framework she uses to evaluate non-transactional consumer companies she is looking to invest in.
We held the largest ever Virtual SlideShare Summit a week back, if you missed it here's your chance to hear from the experts once more on some of the takeaways on presentation design and SlideShare Marketing
The document is a presentation on creative planning given by Leon Phang at Miami Ad School. It discusses how creative planning is important to combine creativity and strategy. Phang believes the key is to be both creatively inspiring and relevant/differentiating. The rest of the presentation will cover the "creative domain" and tools for filling it. Strategic planning is important to get the basics right and avoid teams getting lost in the process without proper planning.
The Only 10 Slides You Need in Your Pitch Deck from The Art of the Start 2.0Guy Kawasaki
The Only 10 Slides You Need in Your Pitch Deck from The Art of the Start 2.0 by Guy Kawasaki created by Visually http://visual.ly/
More about The Art of the Start 2.0 here: http://guykawasaki.com/books/the-art-of-the-start/
How I got 2.5 Million views on Slideshare (by @nickdemey - Board of Innovation)Board of Innovation
This document provides tips for creating engaging slide decks on SlideShare that garner many views. It recommends focusing on quality over quantity when creating each slide, using compelling images and headlines, and including calls to action throughout. It also suggests experimenting with sharing techniques and doing so in waves to build momentum. The goal is to create decks that are optimized for sharing and spread across multiple channels over time.
The document discusses findings from a survey of Millennials and Gen Xers in Australia regarding their financial behaviors and expectations. Some key findings about affluent Millennials include:
- They have a progressive view of the future financial industry and are confident about their own financial success due to decisions made now.
- They prefer to conduct their own research but also value validation from financial advisors.
- They are loyal customers of financial institutions they trust but are also open to offerings from non-financial brands.
- Social media plays a central role in their financial decisions and they demand a deeper connection with financial services providers.
This document discusses the concept of disruption in marketing. Disruption involves radically new ideas that help brands reach their vision faster, as opposed to convention which involves doing the same things repeatedly. The document provides examples of disruptive strategies used by companies like Apple, Adidas, Vinamilk and Best Carings that helped make their brands more inspiring and successful. These strategies established emotional connections with customers rather than just focusing on product features or promotions.
Jonathan Lee, Managing Director, Brand Strategy, and Ken Allard, Managing Director, Business Strategy at HUGE, gave this presentation at "Ambidexterity 2," the VCU Brandcenter's Executive Education program for account planning on June 24th at the VCU Brandcenter in Richmond, VA.
What happens when the digital tools and platforms we make and use for communication and entertainment are hijacked for terrorism, violence against the vulnerable and nefarious transactions? What role do designers and developers play? Are we complicit as creators of these technologies and products? Should we police them or fight back? As Portfolio Lead for Northern Lab, Northern Trust's internal innovation startup focused on client and partner experience, Antonio will share a mix of provocative scenarios torn from today's headlines and compelling stories where activism and technology facilitated peace—and war.
As a call-to-action for designers and developers to engage in projects capable of transformational change, he'll explore the question: How might technology foster new experiences to better accelerate social activism and make the world a smarter, safer place?
The Science of Story: How Brands Can Use Storytelling To Get More CustomersDigital Surgeons
Storytelling is not only an entertaining source for information, but a way to engage and humanize our messages that helps them stick. Our brains are wired for stories. Like a drug, we seek them out. Good stories create lasting emotional connections that persuade, educate, entertain, and convert consumers into brand loyalists.
Here’s another good reason to believe in the power of stories: You don't have a goddamn choice. We spend a third of our waking hours crafting stories, and the rest of the time consuming them. Our brains are always searching for stories. You need stories. You live your life around stories. Your life itself is a story. So, now find out how you can use them to better understand how brands and businesses can use storytelling to increase engagement and sales.
1) The document discusses the opportunity for technology to improve organizational efficiency and transition economies into a "smart and clean world."
2) It argues that aggregate efficiency has stalled at around 22% for 30 years due to limitations of the Second Industrial Revolution, but that digitizing transport, energy, and communication through technologies like blockchain can help manage resources and increase efficiency.
3) Technologies like precision agriculture, cloud computing, robotics, and autonomous vehicles may allow for "dematerialization" and do more with fewer physical resources through effects like reduced waste and need for transportation/logistics infrastructure.
I was sifting through some old files of mine and found this guidebook I put together for my junior planners when I was still working in Korea.
The presentation deck might be a bit old (it's in 4:3 format), and slightly more tailored to how I saw the state of strategy & planning in Korea, but a lot of its content should still hold true today.
Hope you enjoy the read!
20 Presentation Secrets You Won't Find ElsewhereNFN Labs
The document summarizes presentation tips from 20 experts interviewed by Effect Works, a communication consulting company. It lists the names of the experts, who come from fields like entrepreneurship, writing, and technology. The document encourages sharing the 20 tips with others on social media to help more people improve their presentation skills.
2017 holiday survey: An annual analysis of the peak shopping seasonDeloitte United States
Holiday retail spending is bucking trends this season with only one-third of holiday budgets going toward gifts. Online spending is expected to exceed in-store for the first time. In addition to gifts for others this year, spending on experiences and self-gifting increased. Explore more consumer spending trends in our 32nd annual holiday survey. For more: http://deloi.tt/2yH1VAn.
This is the presentation that I gave to the Young Planners at Cannes 2014. The data herein is taken from survey distributed through @cheiluk, @yellif and @cr
This is the first SlideShare adaption of Timothy E. Johansson's 100 Growth Hacks in 100 Days. The growth hacks that's included in the slide are 1 to 10. Timothy is the front-end developer at UserApp (www.userapp.io).
You are dumb at the internet. You don't know what will go viral. We don't either. But we are slighter less dumber. So here's a bunch of stuff we learned that will help you be less dumb too.
Three business basics to always remember! People don't care about your brand. They care about what you can do for them. Back to basics... Give people what they want, do it consistently and do it better than your competition.
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
Building an enduring, multi-billion dollar consumer technology company is hard. As an investor, knowing which startups have the potential to be massive and long-lasting is also hard. From both perspectives, identifying companies with this potential is a combination of “art” and “science” — the art is understanding how products work, and the science is knowing how to measure it. At the earliest stages of a company, it comes down to understanding how a product is built to maximize and leverage user engagement.
In this presentation, Sarah Tavel shares her "Hierarchy of Engagement" framework she uses to evaluate non-transactional consumer companies she is looking to invest in.
We held the largest ever Virtual SlideShare Summit a week back, if you missed it here's your chance to hear from the experts once more on some of the takeaways on presentation design and SlideShare Marketing
The document is a presentation on creative planning given by Leon Phang at Miami Ad School. It discusses how creative planning is important to combine creativity and strategy. Phang believes the key is to be both creatively inspiring and relevant/differentiating. The rest of the presentation will cover the "creative domain" and tools for filling it. Strategic planning is important to get the basics right and avoid teams getting lost in the process without proper planning.
The Only 10 Slides You Need in Your Pitch Deck from The Art of the Start 2.0Guy Kawasaki
The Only 10 Slides You Need in Your Pitch Deck from The Art of the Start 2.0 by Guy Kawasaki created by Visually http://visual.ly/
More about The Art of the Start 2.0 here: http://guykawasaki.com/books/the-art-of-the-start/
How I got 2.5 Million views on Slideshare (by @nickdemey - Board of Innovation)Board of Innovation
This document provides tips for creating engaging slide decks on SlideShare that garner many views. It recommends focusing on quality over quantity when creating each slide, using compelling images and headlines, and including calls to action throughout. It also suggests experimenting with sharing techniques and doing so in waves to build momentum. The goal is to create decks that are optimized for sharing and spread across multiple channels over time.
The document discusses findings from a survey of Millennials and Gen Xers in Australia regarding their financial behaviors and expectations. Some key findings about affluent Millennials include:
- They have a progressive view of the future financial industry and are confident about their own financial success due to decisions made now.
- They prefer to conduct their own research but also value validation from financial advisors.
- They are loyal customers of financial institutions they trust but are also open to offerings from non-financial brands.
- Social media plays a central role in their financial decisions and they demand a deeper connection with financial services providers.
This document discusses the concept of disruption in marketing. Disruption involves radically new ideas that help brands reach their vision faster, as opposed to convention which involves doing the same things repeatedly. The document provides examples of disruptive strategies used by companies like Apple, Adidas, Vinamilk and Best Carings that helped make their brands more inspiring and successful. These strategies established emotional connections with customers rather than just focusing on product features or promotions.
Jonathan Lee, Managing Director, Brand Strategy, and Ken Allard, Managing Director, Business Strategy at HUGE, gave this presentation at "Ambidexterity 2," the VCU Brandcenter's Executive Education program for account planning on June 24th at the VCU Brandcenter in Richmond, VA.
What happens when the digital tools and platforms we make and use for communication and entertainment are hijacked for terrorism, violence against the vulnerable and nefarious transactions? What role do designers and developers play? Are we complicit as creators of these technologies and products? Should we police them or fight back? As Portfolio Lead for Northern Lab, Northern Trust's internal innovation startup focused on client and partner experience, Antonio will share a mix of provocative scenarios torn from today's headlines and compelling stories where activism and technology facilitated peace—and war.
As a call-to-action for designers and developers to engage in projects capable of transformational change, he'll explore the question: How might technology foster new experiences to better accelerate social activism and make the world a smarter, safer place?
The Science of Story: How Brands Can Use Storytelling To Get More CustomersDigital Surgeons
Storytelling is not only an entertaining source for information, but a way to engage and humanize our messages that helps them stick. Our brains are wired for stories. Like a drug, we seek them out. Good stories create lasting emotional connections that persuade, educate, entertain, and convert consumers into brand loyalists.
Here’s another good reason to believe in the power of stories: You don't have a goddamn choice. We spend a third of our waking hours crafting stories, and the rest of the time consuming them. Our brains are always searching for stories. You need stories. You live your life around stories. Your life itself is a story. So, now find out how you can use them to better understand how brands and businesses can use storytelling to increase engagement and sales.
1) The document discusses the opportunity for technology to improve organizational efficiency and transition economies into a "smart and clean world."
2) It argues that aggregate efficiency has stalled at around 22% for 30 years due to limitations of the Second Industrial Revolution, but that digitizing transport, energy, and communication through technologies like blockchain can help manage resources and increase efficiency.
3) Technologies like precision agriculture, cloud computing, robotics, and autonomous vehicles may allow for "dematerialization" and do more with fewer physical resources through effects like reduced waste and need for transportation/logistics infrastructure.
I was sifting through some old files of mine and found this guidebook I put together for my junior planners when I was still working in Korea.
The presentation deck might be a bit old (it's in 4:3 format), and slightly more tailored to how I saw the state of strategy & planning in Korea, but a lot of its content should still hold true today.
Hope you enjoy the read!
20 Presentation Secrets You Won't Find ElsewhereNFN Labs
The document summarizes presentation tips from 20 experts interviewed by Effect Works, a communication consulting company. It lists the names of the experts, who come from fields like entrepreneurship, writing, and technology. The document encourages sharing the 20 tips with others on social media to help more people improve their presentation skills.
2017 holiday survey: An annual analysis of the peak shopping seasonDeloitte United States
Holiday retail spending is bucking trends this season with only one-third of holiday budgets going toward gifts. Online spending is expected to exceed in-store for the first time. In addition to gifts for others this year, spending on experiences and self-gifting increased. Explore more consumer spending trends in our 32nd annual holiday survey. For more: http://deloi.tt/2yH1VAn.
This is the presentation that I gave to the Young Planners at Cannes 2014. The data herein is taken from survey distributed through @cheiluk, @yellif and @cr
This is the first SlideShare adaption of Timothy E. Johansson's 100 Growth Hacks in 100 Days. The growth hacks that's included in the slide are 1 to 10. Timothy is the front-end developer at UserApp (www.userapp.io).
You are dumb at the internet. You don't know what will go viral. We don't either. But we are slighter less dumber. So here's a bunch of stuff we learned that will help you be less dumb too.
What 33 Successful Entrepreneurs Learned From FailureReferralCandy
Entrepreneurs encounter failure often. Successful entrepreneurs overcome failure and emerge wiser. We've taken 33 lessons about failure from Brian Honigman's article "33 Entrepreneurs Share Their Biggest Lessons Learned from Failure", illustrated them with statistics and a little story about entrepreneurship... in space!
This document provides an overview and introduction to digital strategy from Bud Caddell, SVP and Director of Digital Strategy at Deutsch LA. It defines key terms like digital strategy, digital strategist, and core concepts. It explores what a digital strategy and strategist are, essential concepts like insights, cultural tensions and category conventions, and what deliverables a digital strategist produces. The document is intended to educate young practitioners entering the field of digital strategy.
SEO has changed a lot over the last two decades. We all know about Google Panda & Penguin, but did you know there was a time when search engine results were returned by humans? Crazy right? We take a trip down memory lane to chart some of the biggest events in SEO that have helped shape the industry today.
An impactful approach to the Seven Deadly Sins you and your Brand should avoid on Social Media! From a humoristic approach to a modern-life analogy for Social Media and including everything in between, this deck is a compelling resource that will provide you with more than a few take-aways for your Brand!
The What If Technique presented by Motivate DesignMotivate Design
Why "What If"...?
The What If Technique tackles the challenge of engaging a creative, disruptive mindset when it comes to design thinking and crafting innovative user experiences.
Thinking disruptively is a disruptive thing to do, which means it's a very hard thing to do, especially when you add in risk-averse business leaders and company cultures, who hold on tight to psychological blocks, corporate lore, and excuse personas that stifle creativity and possibilities (see www.motivatedesign.com/what-if for more details).
The What If Technique offers key steps, tools and examples to help you achieve incremental changes that promote disruptive thinking, overcome barriers to creativity, and lead to big, innovative differences for business leaders, companies, and ultimately user experiences and products.
Let's find out what's what together! Explore your "What Ifs" with us. See www.motivatedesign.com/what-if for details about the What If Technique, studio workshops, the book, case studies and more downloads--including a the sample chapter "Corporate Lore and Blocks to Creativity"
Connect with us @Motivate_Design
Inside this guide, you'll learn an insiders tips and techniques to getting into the marketing industry - no job applications necessary.
You'll learn what marketing really is, why you'll find a job easily, what entry level marketing jobs look like and four actionable things you can try right now to help get you into the marketing industry.
Visit Inbound.org and the Inbound.org/jobs community jobs board to find opportunities and connect with professional marketers from all over.
The document provides principles for presenting data in the clearest way possible: tell the truth and ensure credibility with data; get to the main point by drawing meaning from the data; pick the right tool like pie, bar, or line graphs depending on the data; highlight what's important by keeping slides focused on conclusions, not all data; and keep visuals simple to avoid distractions.
What Would Steve Do? 10 Lessons from the World's Most Captivating PresentersHubSpot
The document provides 10 tips for creating captivating presentations based on lessons from famous presenters like Steve Jobs, Scott Harrison, and Gary Vaynerchuk. The tips include crafting an emotional story with a beginning, middle, and end; creating slides that answer why the audience should care, how it will improve their lives, and what they must do; using simple language without jargon; using metaphors; ditching bullet points; showing rather than just telling through images; rehearsing extensively; and that excellence requires hard work with no shortcuts.
Today we all live and work in the Internet Century, where technology is roiling the business landscape, and the pace of change is only accelerating.
In their new book How Google Works, Google Executive Chairman and ex-CEO Eric Schmidt and former SVP of Products Jonathan Rosenberg share the lessons they learned over the course of a decade running Google.
Covering topics including corporate culture, strategy, talent, decision-making, communication, innovation, and dealing with disruption, the authors illustrate management maxims with numerous insider anecdotes from Google’s history.
In an era when everything is speeding up, the best way for businesses to succeed is to attract smart-creative people and give them an environment where they can thrive at scale. How Google Works is a new book that explains how to do just that.
This is a visual preview of How Google Works. You can pick up a copy of the book at www.howgoogleworks.net
Rand Fishkin discusses why content marketing often fails and provides 5 key reasons: 1) Unrealistic expectations of how content marketing works, 2) Creating content without a community to amplify it, 3) Focusing on content creation but not amplification, 4) Ignoring search engine optimization, and 5) Giving up too soon and not allowing time for content to gain traction. He emphasizes that content marketing is a long-term process of building relationships and that most successful content took years of iteration before gaining significant reach.
To help the curious class stay relevant, we’ve assembled an A-Z glossary of what we predict to be the 100 must-know terms and concepts for 2017.
We hope this cultural crib sheet will help prepare you for the year ahead.
Enjoy!
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help boost feelings of calmness, happiness and focus.
Pixar's 22 Rules to Phenomenal StorytellingGavin McMahon
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
This contains the entire 4-napkin health care series in one file. It makes more sense to read this one now than the others since it is the complete set all in one file.
This document provides a summary of common mistakes in PowerPoint presentation design and tips to avoid them. It identifies the top 5 mistakes as including putting too much information on slides, not using enough visuals, using poor quality visuals, having a disorganized "visual vomit" style, and lack of preparation. The document emphasizes telling a story over slide design, using whitespace on slides, consistent formatting, and spending significant time preparing presentations.
Fingers, Thumbs & People: Designing for the way your users really hold and t...Steven Hoober
For the newest version of this presentation, always go to: 4ourth.com/tppt
For the latest video version, see: 4ourth.com/tvid
Summary in text and all the linked articles, research and references are at: 4ourth.com/Touch
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven reviews his ongoing research into how people actually interact with mobile devices, presents some new ideas on how we can design to avoid errors and take advantage of this new knowledge, and leaves you with 10 (relatively) simple steps to improve your touchscreen designs tomorrow.
Presented 12 December 2013 at MoDevEast13
We are finally starting to think about how touchscreen devices really work, and design proper sized targets, think about touch as different from mouse selection, and to create common gesture libraries.
But despite this we still forget the user. Fingers and thumbs take up space, and cover the screen. Corners of screens have different accuracy than the center. It's time to re-evaluate what we think we know.
Steven will review the current state of research on how people actually interact with mobile devices, present some new alternative ideas on how we can design to avoid errors and take advantage of this knowledge, and review work you bring so we can all come up with ways to improve real world sites and apps today.
How People Really Hold & Touch (their phones)Steven Hoober
Despite decades of research and years of carrying a touchscreen mobile handset around, there’s a lot of myth, disinformation, and half-truths about how touchscreens work, how users actually interact with touch devices, and how best to design for touch.
Participants in this session will get research findings and other data in order to clarify and set aside misunderstandings about user behavior and touchscreen technologies. You’ll learn the different ways and types of interactions for touch devices that will give you a solid base of knowledge you will then use to review how behavior and interaction can influence design patterns and design choices.
The document discusses invisible user interfaces (UIs) and how to design for them. It provides examples of invisible UIs like an elevator that knows a user's destination without input. The presenters are from Screen Interaction, a design agency working to improve digital experiences. Invisible UIs are interesting because technology is making devices more context-aware of users and their environments. To design invisible UIs, one must understand users' contexts, use prototypes, and define design principles.
Project Soli is a new technology developed by Google that uses radar sensors to detect hand gestures without the need for touch. The tiny radar chip, developed by Ivan Poupyrev in 2015, can detect submillimeter finger motions at 10,000 frames per second. By using "virtual tools" like an invisible button, Project Soli allows for touchless control of devices through accurate 3D gesture recognition.
Slides for a talk Osama Ashawa, Principal of Design, and I presented at ConveyUX 2017 conference on March 2.
http://conveyux.com/sessions/design-dos-and-donts-for-great-ar/
Osama can be found here: https://www.linkedin.com/in/osama-ashawa-846b0248/
The document discusses touchless touchscreen user interfaces. It describes how touchless technology works using optical sensors to detect hand motions from a distance without physical contact. The technology allows users to control and manipulate objects on screen through gestures in 3D space. Applications mentioned include touchless monitors, Microsoft Kinect, airwriting, and myoelectric armbands. Key advantages are avoiding screen degradation, ability to control from a distance, and usability for disabled users.
This document provides an overview of designing mobile applications. It discusses the various sensors available on smartphones and how to design interfaces that are optimized for mobile. It also presents a case study of the QUT Nav application, which was designed to help users navigate Queensland University of Technology's campus. The development process involved sketching designs, building iterations, and testing with users to incorporate feedback before public release. Key considerations for mobile design discussed include screen size, orientation, touch targets, and following platform-specific human interface guidelines.
Screenless display technology allows information to be displayed without a physical screen using virtual reality, augmented reality, or projection. Examples of screenless displays discussed in the document include Microsoft HoloLens, which uses augmented reality to superimpose holograms on the user's view of the real world, and Oculus Rift virtual reality goggles, which create immersive 3D environments. The Cicret bracelet is also summarized as a screenless display that projects a phone interface onto the user's forearm and is controlled using finger gestures over the projected screen.
Project Soli is a sensor developed by Google that uses radar technology to detect finger movements and gestures. It is small, about 5x5mm, and can be integrated into wearables. The sensor captures submillimeter motions of fingers at a high rate of 10,000 frames per second. It determines hand properties using machine learning to translate gestures into commands. Potential applications include medical devices, gaming, and controlling gadgets through free-hand gestures without touching them.
A 2.5-hour workshop I created and shared with my colleagues at Razorfish Austin in October 2012. Inspired by Dan Saffer's half-day workshop on the same topic, presented at Webvisions 2012.
Mobile Day - Fingers, thumbs and peopleSoftware Guru
The document discusses design considerations for touchscreen interfaces based on observations of how users physically interact with their mobile devices. Some key points discussed include: placing important interactive elements in the center of the screen where users naturally look and touch; leaving space around interactive elements for fingers; making touch targets large due to imprecise touch; designing differently for different device classes and sizes; and attracting users' eyes to visible interactive elements since they only interact with what they see. The document advocates designing based on how users really hold and interact with their diverse mobile devices.
The document is a collection of interviews with 28 experts in web design and development about emerging trends in 2013 and beyond. It discusses trends in mobile and web design, animation techniques, layout and UI design, the evolution of technologies like responsive design and touch interfaces. The experts provide their perspectives on simplicity, app-inspired design, alternative navigation patterns, and the balance between photorealistic and flat design aesthetics.
The document is a collection of interviews with 28 experts in web design, development and content strategy. They were asked about trends they foresee in web and mobile design in the near future. Many emphasized that content should be the central focus and mobile experiences should not be simplified "lite" versions. There was discussion of design principles like simplicity, responsive design and ensuring usability across devices. Experts also commented on technologies like CSS transitions, filters and flexible box layout. The interviews provide insights from industry leaders on how the web may evolve in the coming years.
Sixth Sense is a wearable gestural interface developed by Pranav Mistry that allows users to access digital information by interacting with the physical world through natural hand gestures. It consists of a camera, projector, and mirror attached to a mobile device. The camera tracks hand gestures tagged with colored markers to interpret commands, while the projector displays digital information onto surfaces based on those gestures. Potential applications include making calls, getting maps and updates, drawing, and accessing information about objects or people. The technology aims to seamlessly integrate digital and physical worlds by giving users constant awareness of their environment through a simple and transparent interface.
This document presents a virtual mouse system that uses computer vision and hand gesture recognition to control the mouse cursor and perform mouse tasks. The system aims to provide a more natural and convenient way to control the computer without requiring physical mouse hardware. It uses a webcam to detect colored fingertips and track hand movements in real-time. Image processing algorithms are employed for tasks like segmentation, denoising, finding the hand center and size, and detecting individual fingertips. Detected gestures are then mapped to mouse functions like cursor movement, left/right clicks, and scrolling. The document outlines the goals, design approach, and implementation details of the system, as well as advantages, limitations, and directions for future work.
The sixth sense Technology is a perception of the concept of augmented reality. Similar to how our senses allow us to perceive information about our surroundings in various ways, it also aims to perceive information. The sixth sense is about comprehending information that our other senses cannot
Ähnlich wie How People Really Hold and Touch (their Phones) (20)
This document outlines an agenda for a mobile usability and user experience master class presented by Steven Hoober. The class is divided into two sessions: the first focuses on designing ecosystems, while the second focuses on creating authentic digital experiences. The document provides exercises for attendees to complete and lists various usability evaluation techniques and resources.
It’s okay to use hamburger menus! We know how people really use their mobile phones and tablets and have developed a human-centered design system to encourage your eCommerce users to find and understand your products better to close sales more easily.
Mobile touchscreens are not new. We have data on how people use their mobile phones and tablets. We can use this to create human-centered design systems for more consistent and usable design.
In this session you will learn a very simple set of tactics to place content, create more useful interactions, and design a consistent and readable navigation and way-finding system for your eCommerce mobile app or website.
Presented at GPeC 2019 in Bucharest
It's okay to use hamburger menus! We know how people really use their mobile phones and tablets, and have developed a human-centered design system to encourage your eCommerce users to find, understand, and transact better.
Presented at Mobile Trends Conference 2018, Krakow Poland
UX for Mobile with Steven Hoober at Pointworks AcademySteven Hoober
This document discusses user experience design for mobile ecosystems. It focuses on designing for people and complex systems. Sections provide guidance on embracing failure, defining the problem before designing a solution, and information architecture principles like ensuring designs are accessible across different devices. The document emphasizes starting with users, ecosystems over individual systems, and validating designs through evaluation. Interactive exercises guide generating concepts for a new service, including defining the purpose and value proposition, target users, and interface designs. Overall it presents a human-centered approach to designing mobile products and services for complex, interconnected systems.
Everything we design and build exists as a part of an ecosystem, the physical and digital environment
in which the user perceives and uses it. Though we should always have been designing like this, your
connected city, home and wearable devices give us an excuse to think specifically about the use and
technology to make it work best.
This session will discuss and demonstrate how to use proven UX design tools to get to the new needs
of users, and how to think about exploiting new technologies.
Participants will work as teams to create new product ideas, and develop them into workable services
by using technology and considering the user, their needs, and their environment.
Presented at UXPA-China UserFriendly 2016 in Suzhou, 17 November 2016.
This document discusses principles of flat and authentic digital design. It provides information on designing for different screen sizes and interfaces. Guidelines are presented for designing interfaces that clearly communicate hierarchies of information through graphical positions, summary data, and detail views. Recommendations are given for typography sizes across different device classes. The document concludes with principles of good design, including fulfilling practical needs, expressing the spirit of the times, and serving a wide public with consideration for modest needs.
Phones Aren’t Flat: Designing for People, Data & EcosystemsSteven Hoober
A session at Society for Technical Communication (STC) Summit 2015
Tuesday 23rd June, 2015 9:45am to 10:30am
We like to think phones are flat slabs of glass our users touch, but it's not entirely true. Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, multi-screening, smart homes and wearable devices give us an excuse to think specifically about the real ways people work. We'll discuss how to use technology to build products and services—not just apps and websites—for your business and users.
We will apply this with a brief exercise, so bring along a current or recently-completed project, or a favorite (or least favorite) tool you use day to day to work on.
Presented at MoDevUX on 23 March 2015
Everything we design and build exists as a part of an ecosystem, the physical and digital environment in which the user perceives and uses it. Though we should always have been designing like this, the ubiquity of mobile smart devices, connected cities, smart homes and the flood of wearables give us an excuse to think specifically about the real use cases and how to pick the right technology to meet opportunities for your organization and your users.
In this 3-hour workshop, we will discuss how to use existing, well-proven UX design tools and methods to get to the new needs of users, and how to think about exploiting new technologies in the best possible way. Participants will work together to design connected digital products through a series of engaging team exercises.
API First: Creating ecosystems instead of productsSteven Hoober
This document provides an overview of API-first design and user-centered design principles. It discusses designing for ecosystems rather than single products, and how futureproof design requires a user-centered approach. Various user-centered design techniques are presented, such as creating personas, mapping user tasks, and testing prototypes. The importance of embracing failure and complexity is emphasized.
Physical, Digital, Human: Designing Experiences for Mobile and the Internet o...Steven Hoober
This document provides guidance on designing experiences for mobile and internet of things applications. It recommends first understanding user context without drawing, then gathering information and understanding ecosystems. It suggests evaluating how users will hold, look, tap and connect with products, annotating to understand experiences, and validating designs. The document also discusses objectives and key results, user personas, user task flows, and embracing failure and complexity without assuming a single happy path.
Presented at ConveyUX in Seattle, 7 Feb 2014
There is a gap between the most discussed and trendy practices in design, and the way many UX professional do their work. Sketching in the browser is fine for those who only design websites (and have a coding background) but what about apps, messaging, services and systems?
In this workshop Steven will outline some of the basic principles of good tools, and demonstrate with simple hands-on exercises how to use your existing software, and other simple techniques to design for multiple screen sizes, multiple contexts and every platform.
You will learn:
- How to consider scale, and really understand portability and touch.
- Design with adaptive and responsive needs in mind.
- Specifying design, so UX speaks the language of implementation.
- Service and systems design techniques.
- Quick techniques to assure that your designs will work in context.
Originally Presented at Mobile Trends 2014 in Krakow, Poland on 16 January 2014
Almost all mobile apps fail to make back even their development costs. Add user-centric tactics and principles to help you understand users and their needs, and validate your ideas before you spend the time.
Entrepreneurial User Experience: Improving your products on a shoestringSteven Hoober
The document provides tips and guidance for user experience (UX) design on a limited budget. It emphasizes starting with defining the audience through activities like determining goals, tasks, and current solutions. It also stresses understanding the user's context and validating designs with real people over following a specific process. The overall message is that good UX comes from being user-centered not tool- or feature-focused.
Mobile Design: Adding Mobile to Your Learning EcosystemSteven Hoober
Presented at DevLearn 2013, 24 October 2013, Las Vegas
Every platform offers unique challenges and opportunities. As mobile becomes the preferred platform, you have to address what makes it work well to assure success, satisfaction, and maybe delight. And it’s a lot more than size and touch. Mobile and desktop are very different in their principles and in the way people use them. Learn about the pitfalls and fallacies of designing for mobile and multi-platform, multi-user experiences.
The Trouble with All Those Boxes: Designing for Ecosystems Instead of ScreensSteven Hoober
This document discusses designing for multiple platforms and screens. It recommends designing for ecosystems and people rather than just screens. It suggests being interested in "channels" like pages in a book when designing ecosystems. The document outlines three key principles: design for every screen, consider mobile as more important, and design for failure. It provides blueprints for applying these principles, such as evaluating each component for potential pitfalls and determining user tolerance. The overall message is that every platform is unique and designers should take a philosophical approach rather than just following processes.
Turning Boxes into Ecosystems: Successful multi-channel, multi-platform, mult...Steven Hoober
Presented as a workshop at MoDevUX 2013 in McLean, Virginia, 9 May 2013
The desktop web has all but ruined the practice of interaction design and information architecture by assumptions about technology and user attention, and rigid adherence to page-based design.
If you are paying attention to what your users expect, you'll note that mobile is really exposing these problems. And it's just getting more complex as we have to make our digital products work on TVs and set top boxes, kiosks, and now think of interfaceless devices.
Steven will discuss pitfalls and fallacies of designing for mobile, and for multi-platform, multi-user experiences. Then we will all try out some principles and tactics to solve these on examples, and discuss ways they can be applied to your organization.
Designing for ecosystems and people instead of screens and pages Steven Hoober
How successful strategies involve focusing on and embracing complexity, fragmentation and unpredictability of the way users employ mobile digital and especially mobile systems.
BE SURE TO READ THE NOTES attached to each slide. The slides themselves are mostly pretty pictures, so won't make a lot of sense.
Presented 23 January 2013 at an IXDA Silicon Valley and BayCHI event hosted by Yahoo! in Sunnyvale, CA.
Introduction to Mobile for (Web) DesignersSteven Hoober
The document provides an introduction to mobile design for designers. It discusses key considerations for whether to build a mobile website or app, including user needs, marketability, content requirements, and costs. It also lists 11 things web designers should know before designing for mobile, such as using mobile analytics, understanding user contexts, and designing based on rules rather than pixels. The document explains that mobile is defined by being interactive, personal, and the new normal way technology is accessed. It encourages joining an online mobile design patterns community.
Executing for Every Screen: Build, launch and sustain products for your custo...Steven Hoober
The document discusses principles and best practices for designing products and interfaces that work across multiple screens and platforms. It emphasizes starting with principles, designing for user needs rather than specific platforms, building shared features and services first before customizing interfaces, and continuously evolving products based on data and user feedback.
Presented at Float Mobile eLearning Symposium, at Chicago TechWeek, on 25 July 2012.
Buzzwords and trends in design, development and process hold much weight in our industries, and foster much arguing and staking out of opposite positions. But more of these are in fundamental agreement than is generally acknowledged, and merging approaches, much like collaborating with a varied team, can yield the most useful results.Steven will discuss the underlying principles of responsive & fluid design, progressive enhancement, adaptive design, device detection, multi-platform design, cross-platform development processes, and mobile device capabilities. He will present one possible unifying theory of how you can not just develop the shiniest iOS app, but design the best experience for your users, on every screen and with every interaction.
Building a Raspberry Pi Robot with Dot NET 8, Blazor and SignalRPeter Gallagher
In this session delivered at NDC Oslo 2024, I talk about how you can control a 3D printed Robot Arm with a Raspberry Pi, .NET 8, Blazor and SignalR.
I also show how you can use a Unity app on an Meta Quest 3 to control the arm VR too.
You can find the GitHub repo and workshop instructions here;
https://bit.ly/dotnetrobotgithub
63. 63
• Orientation: 60% Landscape, 40% portrait,
but… which device did you mean?
• 84% touch with the right hand.
• Age, sex, region? No perceptible changes
but…
74. 74
Contact me for consulting, design, to
follow up on this deck, or just to talk:
Steven Hoober
steven@4ourth.com
+1 816 210 0455
@shoobe01
shoobe01 on:
www.4ourth.com
Hinweis der Redaktion
As a mostly-mobile guy, I have to remind myself that even at a mobile specific event not everyone knows how big and important it is. So first, a brief overview of why this presentation matters…
There are more mobile devices than humans. Yes, over 7 billion devices in use.
Computer sales are plummeting. PC sales dropped 95% in 2013. Mobiles continue to grow, and for several years now have outsold desktops and laptops.
If you heard that iPad sales are flattening, remember that’s just one device by one maker. There will be more tablets sold in 2014 than desktops and laptops combined.
Even with all this scale in place, mobile use rates continues to grow, rapidly. Mobile traffic grew 80% in 2013.
Which I believe. Depending on the survey, as many as 2/3rd the people in the US only have a mobile internet device, or prefer to use their mobile over a desktop or laptop—even when one is available in front of them or in the next room—to access the internet. You won’t be surprised that the rates in places like Kenya, where connectivity is generally mobile, are over 90%.
Almost half of ALL the data transferred over the internet (in the US) this most recent Christmas Day came from mobile devices.
So, design for mobile, adaptively, as you design your solutions on every platform.
And that means most of the time we’re going to design for touch. Which should be a snap. I mean, touch is so natural. [CLICK] Anyone can design a touch-based system without risk of users hitting the wrong target or anything.
Oh, you have problems? Everyone does. Because touch is still fairly new. We are still developing patterns of interaction. And we don’t really, in general, understand how touchscreens even work.
More of these at DamnYouAutocorrect.com
What we we used to know about touch was…
[CLICK] …what Apple told us, the 44 pixel target.
But that was based on some convenience of that platform’s design, and pixel sizes. It’s not based on the real world.
Now we know how to design for people. And for the many devices that people use, not just iPhones and iPads. We know how to design for hands, fingers and thumbs.
(Image is cover page from http://www.amazon.com/Fingers-Thumb-Bright-Early-Board/dp/0679890483)
We know this from
— 1,333 original observations on how people hold and touch their phones
— At least 19 serious, academic studies (by others) which I referenced and analyzed
— Including one with some 91,731 users and over 120 million touch events.
— 651 new observations done in coordination with the eLearning Guild, on how people also use phablets and tablets in offices, classrooms and the home
— And I am currently doing some additional research to get info on gesture and context. I’m sharing some of that preliminary data with you here today, but more is coming over the next few months.
Now we know that people hold phones… in multiple ways.
(See http://www.uxmatters.com/mt/archives/2013/02/how-do-users-really-hold-mobile-devices.php for more information on grasping methods.)
We know that this diagram is wrong (and you can tell anyone who repeats it).
-- We know touch accuracy has nothing to do with finger or thumb size.
-- We know it has no direct relationship to reach.
-- There are not “no go” areas in the corner of the screen to avoid or put dangerous controls, just areas of more and less accuracy, which we can easily account for in design.
-- No one, and no design solution, will yield pinpoint accuracy so you can use tiny targets.
Biomechanics are more complex than this. But more important, while some people use the phone with one hand…
… they then change, regularly shifting their grip. To reach other areas with another finger, to type with two thumbs…
To cradle the device for more reach…
(Video from Luke Wroblewski, who gathered it on a plane sometime in 2013.)
The more I watch people, the more I am amazed at how variable their interactions are.
How they are comfortable changing their hand position. how they touch the screen in different ways to do different things with their devices, as they change tasks and context.
(Video from recent set of user interviews I did. Teenager with her Galaxy Tab.)
Phablets, the largest things you’d consider “phones,” are used a little more when sitting down, than normal sized phones …
And tablets are used almost 2/3rd of the time in a stand [CLICK] or set down on tables.
Large tablets, like the 10” iPads, are used about ¼ of the time with physical keyboards [CLICK] And almost 10% [CLICK] with pen styluses.
Yeah, that’s a pen hiding under the case.
In general, as devices get larger, they are used less and less held in the hand.
Distance from the eye can be surmised by device class.
And the smaller the device is, the more it is used on the move.
On the move doesn’t mean in busses or on trains, but can just mean when you walk around the house or office. Instead of finding time to stop and use that tablet on the table, or sit and type on a computer at your desk.
Because different devices are held (or placed on the table) further from the eye than other devices, you need to make text different sizes.
(For more on this, and the math from the next slide, start with http://4ourth.com/wiki/Human%20Factors%20%26%20Physiology)
That’s because we don’t view anything based on size, but on resolution at our eyeballs. And the relationship between this and that is called angular resolution.
This is actually the simple version of this formula. To get the 3438 number requires knowing the size of the sensors in your eyeball, and so forth.
Don’t take a picture of this formula. I’ve done the math for you.
Visual Angle (minutes of arc) = (3438) * (length of the object perpendicular to the line of sight) / (distance from the front of the eye to the object)
And that tells me very small phones (which are not all featurephones) can get away with tiny 4 point type, for most smartphones, 6 point, for large tablets held in the hand use 8 pt, and for tablets used on surfaces or in stands use 10 pt.
These are MINIMUMS. At least 2 pt larger for almost all actual uses like body copy. Even larger for more readability, for active environments, and for older populations. The smallest sizes are okay for things like labels under icons, though.
A key use for text and icons is to label touch targets.
As much as no-affordance interfaces and secret gestures are a trendy way to insist you are making delightfully surprising experiences, making sure your simple actions just work is a much more sure bet.
Make your targets work for your users.
Visual targets are important. As much as no-affordance interfaces and secret gestures are a trendy way to insist you are making delightfully surprising experiences, making sure your simple actions just work is a much more sure bet.
Visual targets must: — Attract the user's eye.— Be drawn so that the user understands that they are actionable elements.— Bereadable, so the user understands what action they will perform.— Be large and clear enough the user is confident that he can easily tap them.
A word on size. People use different devices in different ways. Just one is distance, and ways of holding. Tablets, for example, are held (or placed on the table) further from the eye than phone-sized devices, so you need to make text different sizes. (For more on this, and the math from the next slide, start with http://4ourth.com/wiki/Human%20Factors%20%26%20Physiology)
Angular resolution is what matters instead of absolute size, and that’s calculated based on the distance between the screen and the viewer’s eyeballs. This is actually the simple version of this formula. To get the 3438 number requires knowing the size of the sensors in your eyeball, and so forth. Visual Angle (minutes of arc) = (3438) * (length of the object perpendicular to the line of sight) / (distance from the front of the eye to the object)
So, very small phones (which are not all featurephones as I show) can get away with tiny 4 point type, for most smartphones, 6 point, and for large tablets, 8 point. Extrapolate or do the math for other size devices. These are minimums. Larger for more readability, for active environments, and for older populations.
Clickable items need to not just afford their action (making it clear what it does) but do so consistently. Someone tell me why my calendar name, attendance and the participants are selectable rows, but the location is a link and I have to click exactly where the link is. Be consistent, and make whole contained areas (rows, boxes) selectable as that is what is expected.
So I said finger size doesn’t matter. Well, not for touch target size or touch accuracy. Really, at all.
But they still get in the way….
This is anecdotal, but I have seen similar results on real projects. When I updated to the new Twitter, I kept hitting the Add-person icon. Because it’s got a plus, and is visible in the other action area.
But mostly because the compose area was obscured. Plus I like to focus on the middle of the page like every human, so simply missed it.
This sort of behavior makes me abide by a simple rule: Nothing below the key touch targets. Of course, that’s too simplified. What I mean is, nothing below the target that is: — About the target. A carousel with labels below won’t work well. — Updated based on user input. Notifications, or a sliding input at the top of the screen that changes results below is bad. Generally, this is easy. You just flip things vertically, putting the updated info or label above, and you are safe.
I keep mentioning touch targets, so let’s get to the size.
The way the electrical conductivity of the capacitive touch screen works, the part that is always sensed is the centroid (or geometric center) of the contact patch, or the flat part of your finger against the screen. What matters for touch accuracy is the Circular Error of Probability or the pointing accuracy of people with their fingers. There’s a bit of a range here, depending on the user’s attention, care and the environment in which they operate. Not to mention the ability of the user themselves. Touch targets themselves should be no smaller than about 6 mm, and preferably 8 mm. Give enough room for this. Make sure that small targets have some padding around them to make it easier to click, even if the user can’t see that’s clickable area.
But touch targets are relatively easy. What really matters is interference. If you have to remember one lesson, and one set of numbers, remember interference. Which is just avoiding accidental clicks by having enough space between items.
Defining as button size, or spacing between buttons won’t do it. Your link or button is so variable, what you need is a guideline for interference alone. Whether you check digitally, or as I’ll show in a minute, with real world tools, you don’t measure space between items, but space between centers. Center the size target in the clickable area, and if anything else is in the circle, that has a chance of being clicked by accident. The tab bar here is typical of tab bars: It’s too short and too near other items so there will be accidents.
I didn’t give you a size for interference. There’s a reason. Looking closely the pile of serious academic research I mentioned, at my own research, at usability studies on real products, reveals that the way people touch devices is a bit more complex than a single number. But in ways that correspond neatly to some of the work we already do. So aside from numbers, the one thing to remember is to avoid the edges.
As I said, people are worse at accurately touching the edges, and especially the top and bottom. I have turned the gathered data into usable charts, with larger interference zones at the top and edges, and which neatly correspond to sort of structural zones that already exist in much of our design. Up here are those numbers. These are the rows for mastheads, tabs, the big content area of course, and the chyron at the bottom. If you aren’t getting the rows I refer to, I mean this…. (This whole principle detailed, with many references, in http://www.uxmatters.com/mt/archives/2013/11/design-for-fingers-and-thumbs-instead-of-touch.php)
(Point to Masthead, Tabs, Content, Chyron)And, if you look at the few squares I overlaid here, you can see how they correspond to the diagram of where people touch screens accurately. Or, not. You can see the red square where things are a bit too close together also.
I am starting to call this designing by zones. You just make sure those strips exist, and make sure they have proper spacing for the handset screen selected.
That can also be boiled down to a pretty simple checklist. — Put things that people want to read, or the primary interaction, in the center. — Provide room to scroll, so pages longer than the viewport can scroll that content to the center of the page. — Make rows selectable, without requiring small buttons at the left and right sides. — Limit the number of common controls, in the masthead and chyron…— Because everything has to have plenty of space. I’ll provide specific guidelines, but “plenty” is easy to remember. — For tabs, don’t hide content or require gestures to use them.
Lastly, I say the best way to work with a lot of this stuff is to do it at device scale. Work on the device, send images and code to the handset.
Sketch at device scale, so you start with it being the right way around. Avoid too much reliance on your computer screen, and the Powerpoint to show it off. (From a participant at a workshop on this same basic topic at MoDev UX 2014 in McLean, Virginia.)
Size guidelines are fine, but you can help yourself a lot and reduce your math time by just checking your work at scale.
Take the design out of Graffle, Visio, Acture, Photosho, InDesign or whatever, and get it off the computer. No need for clever prototype tools (though those are fine), just put screens onto actual devices. Try it out. Pass it around the room to make sure you aren’t foolish, or to share the design the way it will really work, in meetings with clients or stakeholders. If you do want to measure, do it directly to make sure your sizes are right. You can use a circle template you get at the art supply store (or these days, Amazon), but I made up my own little tool I keep in my pocket, because this is so important. (Get the template and see video about how and why to use it at http://4ourth.com/wiki/4ourth%20Mobile%20Touch%20Template.)
You can boil this down to the sizes and numbers you care the most about, but basically, when designing for touch, think about: — Visible targets — Is the text readable? Do the actions afford whatever action you want them to have? — Fingers — Do they obscure important information? Do they cover so much of your button the user can’t tell if they clicked it or not? — Touch Target Sizes — Just meet the basic sizes. And provide plenty of room around targets when you have it. — Design by Zones — To avoid interference, make sure there’s enough space between targets, by where it is on the viewport. Try to put key stuff to read or click in the center, make edge stuff bigger. This is all shared in many ways, and you can get this deck from the conference or I will have it on Slideshare soon.
And, if you want to discuss more, just ask me. If you miss these addresses, just Google my name and you’ll find me.
If you download this yourself, it’s information you may find useful. But it’s mostly here in case I get a question: instead of just waving my arms, I can show these neat slides I used to put in the presentation but which bore most of you now.
Since it’s the most common thing, we’re talking about capacitive touch. Resistive is the one where you have to simply apply pressure, and a grid of conductive leads make contact, so the device knows which point you touched. These are still being built. Even for consumer devices, like tablets or seatback entertainment systems and so on. There are even the old IR beam systems still around, used mostly in rugged environments (some ATMs and kiosks) and for very large displays.Capacitive touch, uses electrical properties of your body. Your finger acts as a capacitor whose presence in the system can easily be measured by these little nodes, in a grid, on several layers between the display screen and the protective plastic or glass. But it is not perfect. There is math, and interference, and tradeoffs in thickness, weight, cost, and optical clarity that get in the way of increased precision.
A few years ago, Motorola put a handful of devices in a little jig so they could precisely, robotically control the pressure, angle and speed of touch sensing. This is some of them. Even the much-loved iPhone is imperfect, with notable distortion at the edges, and actually a total inability to get to the edge on some sides. Look at the stairstep pattern on the Droid. That’s a problem with the calculations or something that predicts the precise position between the sensors. The pitch of the steps is clearly the grid size.
You can actually SEE the capacitive touch sensors sometimes. Rarely as a grid, but only one direction at a time. This is important so you understand the previous slide. These sensors aren’t microscopic, but quite large. There’s a lot of math to estimate where you touched between sensors.
As it turns out, it’s not really important how big our fingers are, except insofar as they obscure part of the screen, which is something else. Our finger squishes against the screen and only a part gets flattened and detected. My own research indicates this is pretty much the same for everyone. Children press really hard, so have a larger relative contact patch for example. There is some variability based on task, so people can use fingertips and press lightly.
BREAK This phone, and all smartphones, are not just about touch.
But have huge numbers of sensors, that make them aware of the user, and the world they live in.
Design by zones examples.
Design by zones examples. Bad ones here. More than 4 actions on the menu bar is too many. And all tabs are too short, or too near other elements.
Understanding when to use mousedown vs. mouseup, even just to do stuff like activate the visual click on mousedown, but not activate the action until mouseup, can be really good ways to improve the overall experience of the interaction. But, not all touch behaviors are equally supported. Check compatibility before you implement, and make sure that the platforms you need to support will work. For the web, as shown here, make sure there’s a useful fallback, so the design works no matter what even if some platforms have better features. http://www.quirksmode.org/dom/events/index_mobile.htmlhttp://www.quirksmode.org/blog/archives/2014/01/touch_action_te.html
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