39. Take-away
What is your purpose?
A few clicks and no more!
Static Mock-ups is not enough!
Think beyond Smartphones
40. Want to know more?
Twitter: @kitty_shum
Email: kitty.shum@xtremelabs.com
Notes de l'éditeur
Don’t need to convince you that mobile is huge.Just in case there’s any doubts, I’m going to run through a few interesting states
Mac has been apple’s single largest source of revenue in nearly every yr.TheiPad just barely outsold the Mac four years ago and the iPhone’s sales outpaced Mac for the first time last year by ALOT
How long did it take to reach 1 million subscribers???AOL (if you still remember that brand) - 9 yrsFB – 9 monthsDrawSomething – 9 days
We hear a lot of success stories about mobile start-ups being acquired all the time
Consumer: Thought process behind creating/design mobile application?Potential Creator: Things to consider beyond the “look” of a mobile application when designing for a mobile applicationCreator: Good reminder of mistakes to avoid
Myths
Mobile is not about making things smallerSimpler interfaces are betterSimpler != dumb -> remember to focus on the core function
Smaller screen and processing power. The more features you try to put into an application, the more logic or code the device has to execute -> runs super slow.Limited Real Estate -> try to fit too much into a screen, it cludders the content making it difficult to use.
Ask yourself, what is the purpose of your application? What is the main use case for this application?Where would they use it? And what will they use it for?Pick one and do it EXTREMELY WELL
Two basic screens : article list and article content screen.
Don’t try to crowd everything in a single screen
Keep your interface simple and make it easier to navigate or use.
Mobile application users do not spend a lot of time on an application during each session. Make it simple and easy to complete a transaction
To accomplish a task or a transaction, it should only take a few clicks and no more. Instagram – why do people use it over the main fb app? The interface is straightforward, it’s only a few clicks.
Standalone app where you can shoot, filter, and share single or sets of photos
Looking good on paper does not mean it feels good on an appBeautiful does not always mean usable
A lot of designers tend to begin prototyping with pen and paper – this is a two-way process. They spend WAY too much time on static medium. Static medium means the design thinking is limited right out of the gate.There is a wide range of methods and techniques to interact with the application on your mobile device.
There’s always a fat finger problem. The touch targets for all the buttons in your mobile applications must be a certain size. You won’t realize this with just paper design.
Our thumbspan is limited – especially ppl with small hands like mine.Pink – illustrate the comfort zone for the thumb to fall on your screen.Frequently used buttons and navigation tabs are on the bottom eft -> easy to access.Actions that make changes to data such as Edit, delete, Buy are generally placed at top right. Easy to view but relatively difficult to tap making accidental changes less likely.
They use what they build……When a a company uses the products that it makes.Use it everyday and feel the product. If something does not feel right, pivot and adjust. If you expect customers to buy/use your products, you should also be willing to use them.Agile development process helps encourage this as well. At XtremeLabs, send weekly functional builds for to client. Every week, we use the app and verify the features that was developed during the week. This forces, encourage the creator to use it and truly feel whether the product makes sense.Demonstrate confidence in your own products
Ecosystem players are battling across 4 screens – More and more people interact in an “ecosystem of screens”Smartphones, tablets and connected tvs. They all have a slightly different experience because they are used at different times, under different situations.
It’s not enough to design digital products and services …. We also have to think about their connections. Instead of designing solo experience, we need to design systems.People are shifting from device to device and expect products and services to move with them.They expect the most appropriate support and a delightful experience – whatever they do.
For example….Devices are always in sync.If you start reading an ebook on your smartphone, your tablet will know your reading position. Your bookmarks and notes are always up to date on every device
Users actively shift content from one device to anotherWith Apple’s airplay technology, a video can be shifted from an iPhone or iPad to a large TV screen
Devices are complementing each otherIpad serves as scrabble board . Tiles are arranged on iphones so other players can’t see them