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

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Another quick talk on UX - in the perspective of UX for Mobile Apps. Presenters: Masrur Hannan and Shadman Rahman

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

UX

User Experience (UX) for Apps

a quick talk!

9 November, 2013At BUET, Dhaka.

Google Cloud Developer Challenge

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

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

The Lifecycle of a Mobile App, a User’s Perspective By Michael Griffith , Ex UX Director, HP

5 QUICK TIPS FOR GOOD MOBILE APPS’ UX:

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.

Sources: http://www.nngroup.com/topic/mobile-and-tablet-design/ (mostly)

QUICK TIP FOR GOOD MOBILE APPS’ UX: 1

1 . As few features as possible

limit the number of features!

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: 2Sources: 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: 3Sources: 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: 4Sources: http://www.nngroup.com/topic/mobile-and-tablet-design/ (mostly)

5 . Minimize texts and instructions.

Instructions may actually hamper interactions

QUICK TIP FOR GOOD MOBILE APPS’ UX: 5Sources: http://www.nngroup.com/topic/mobile-and-tablet-design/ (mostly)

SOME BAD MOBILE UX EXAMPLESSource: http://mobiledesignpatterngallery.com/mobile-patterns.php

ELEMENTS OF MOBILE APPS’ UXSource: 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’ UXSource: http://mobile.smashingmagazine.com/2012/07/12/elements-mobile-user-experience

By Lyndon Cerejo; UX professional, Clients include: American Express, Coca-Cola etc.

1.Functionality2.Information Architecture3.Content4.Design5.User Input6.Mobile Context

7.Usability8.Trustworthiness9.Feedback10.Help11.Social12.Marketing

WHAT IS USER EXPERIENCE?

WHAT IS USER EXPERIENCE?

DESIGNING USER’S EXPERIENCE (UX)

UX DESIGN OBJECTIVE

WHO DESIGNS UX?

http://www.slideshare.net/nickf/user-experience-best-practices

WHO DESIGNS UX? ... IDEAL SCENARIO

WHO DESIGNS UX? … REALITY!

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.

THE ULTIMATE USER EXPERIENCE

The User Experience Honeycomb – Peter Morville

HOW TO DESIGN GOOD UX?

Books:

Articles and publishing:

HOW TO DESIGN GOOD UX?

Human-Computer Interaction coursera.org

Online courses:

1. Research

2. Information design

3. Prototyping

4. Heuristic evaluation

5. Iterative development

6. User testing

7. Post-launch yada-yada(?)

BONOLOTA’S 7 STEPS FOR DESIGNING GOOD UX

1. RESEARCH … (MANAGED INNOVATION!)

Information Ecology

Storyboarding

Needfinding Interviews

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 DEVELOPMENTSource: http://www.nngroup.com/articles/parallel-and-iterative-design/

6. USER TESTING

Task Oriented

Thoughts spoken out loud

Simple pencil-paper notes

7. POST LAUNCH YADA YDA :)

THANKS … :)

Q&A

www.bonolota.com www.facebook.com/bonolotadesigns