Designing for Mobile

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Designing for mobile A UX perspective for developers

Transcript of Designing for Mobile

Page 1: Designing for Mobile

Designing for mobileA UX perspective for developers

Page 2: Designing for Mobile

Oscar GonzálezDuppy Oscar

@duppy_ocioDuppy Oscar

- UX Architect at Accenture/Avanade

- UX / Front-end Consultant

- Exa UDEM (LTI)

[email protected]

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Overview

• Know your user• Know your goals• Evaluate the resources• Get inspiration• Design• Test

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Know your userPeople have different needs, goals, preferences and devices

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Needs & Goals

- Is it for fun? Is it for business?

- What is the user expected to do?

- What is the app expected to do?

- Why would this app be successful?

It is useful to do Personas / Archetypes

Business goals

App goals

User needs

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Choosing platforms

- iOS- Android- Windows 8- Blackberry- Handhelds

Example:- Adoption of Windows Phone in Argentina- Banorte

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Available Resources- Accelerometer- GPS- Camera- NFC- Internet connection

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App contextHow and where is our app is going to be used?

- Portrait / Landscape

- Lighting / Contrast

- How is the device going to be held

- Is people driving? Flying? Laying on bed?

- Is people in an emergency?

- Do we need voice commands?

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Get inspiredGetting ideas from others

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How to get inspired?- Take a look to other’s work- Look for patterns and

conventions- Sketch - Ask for help- Practice

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Guidelines & Resources

Different platforms, different experiences

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iOS

- Content is king

- Take advantage of the whole

screen

- Reconsider visual indicators of

physicality and realism.

- Let translucent UI elements hint

at the content behind them.

Defer to content

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iOS

- Use of plenty negative space

- Let color simplify the UI

- Ensure legibility by using system

fonts

- Embrace borderless buttons

- ….

Provide clarity

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Android

- Delight me in surprising ways

- Real objects are more fun than

buttons and menus

- Let me make it mine

- Get to know me

Enchant me

http://developer.android.com/design/get-started/principles.html

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Android

- Keep it brief- Pictures are faster than words- Decide for me but let me have the

final say- Only show what I need when I need it- I should always know where I am- Never lose my stuff- If it looks the same, it should act the

same- Only interrupt me is its important

Simplify my life

http://developer.android.com/design/get-started/principles.html

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Android

- Give me tricks that work everywhere

- It's not my fault- Sprinkle encouragement- Do the heavy lifting for

me- Make important things

fast

Make me amazing

http://developer.android.com/design/get-started/principles.html

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Windows 8- Metro Modern Style- Pride in craftmanship- Do more with less:

Content, not Chrome- Authentically digital- Win as One- Fast and fluid: be alive

(motion)

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Think around the boxGuidelines ≠ Template

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Sketch firstDraw, erase, redraw

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There are plenty of tools available

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Interactions & GesturesBuild for the fingers• Swipe• Press• Press & Hold• Drag to refresh• Pinch• Tap• ….

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Create engagement with interactionsFor example:• Flipboard• Jobr• Tinder• Paper• Infinite scroll

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Building your ideaNative / Responsive / Web app

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Which way to go?

• Native

• Responsive

• Jquery mobile

• Xamarin

• Titanium

• Phonegap

• …

Choose wisely: They all have pros and cons. Evaluate their strengths Evaluate time and effort User tolerance Performance

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Don’t forget middle tiers

Web services are your friends

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Common mistakes

• Rollovers

• Big data loading

• Unreachable Buttons

• Tactile area

• Resolutions

• Missing guidelines

• Can’t be developed

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Testing & PrototypingYou don’t need expensive tools for ptototyping:

• Paper Prototyping

• Power point (seriously)

• Axure

• Omnigraffle

• UXPIN

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Thank you