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Webinar:  Optimizing Mobile UX Design With Special Guest & Partner: September 29th, 2011
Webinar Overview Introductions & Goals (5 min)  Why is Mobile UX Research so important? (5 min) Common mobile interface design goals and types of research should you be doing to meet them (10 min)   How-to on 2 types of studies: Qualitative: In-lab usability testing (15 min) Quantitative: Remote Testing (15 min) Q&A & wrap up (10 min)
Introductions  Gavin Lew MD at User Centric Alfonso de la Nuez Co-Founder, Co-CEO at UserZoom Kim Oslob Dtor. Client Services at UserZoom
About UserZoom Leading SaaS company specializing in Online UX Research We help businesses create excellent user experiences for Web and Mobile Apps Our software solution includes 8 different tools to run UX research Around for about 9 years, offices in Sunnyvale (CA), Cheshire (UK) and Barcelona (Spain) Work with 50% of Fortune Magazine’s 50 Most Admired Companies
About User Centric Mobile Experience 3 major wireless operators 6 wireless device manufacturers 5+ wireless 3rd party app providers 200+ mobile projects  5000+ participant hours  in the last few years ,[object Object]
Human factors in telecommunications
Consulting practice for  over 10 years
Focus on user-centered design
Typical Year Involves
150+ client engagements in 2010
Sample sizes range from N = 7 to 190
Approx 3,500 participant hours of data collection last 18 months
Offices
Oakbrook Terrace, IL (4 testing labs)
Chicago, IL (6-7 testing labs)
Atlanta, GA (2 testing labs),[object Object]
Why is Mobile UX Research so important?
After Decades of Hype, Convergence is Here
Why is Mobile UX Research so important? 78.5 million people in the U.S. (40%) own a Smartphone as of June 2011 (comScore) ,[object Object]
40% browse the mobile web
40% download applications,[object Object]
Beyond the PC… By 2015, 82 million US consumers (1/3 of US online consumers) will be using a tablet (Forrester) Desktop experience ≠ mobile experience ,[object Object],Now, one can argue this is simply new technology and it needs to be integrated…
What Can We Learn From the Past?
She Assumes Steam…
A Team Approach + UX Research = Success Design requires a team approach Balance organizational, user and technical issues into projects Every design should be a team effort: Meet business objectives Optimize user performance Meet needs of customers All within the capabilities of technology Goal: Expand the "sweet spot"
Wrist Watches Will Always Be Fashionable
Mobile Devices Replace Watches / Alarms
We should strive to “shape” behavior
Let’s take a poll now!
How-to on 2 types of studies:a) Qualitative - In-lab usability testing b) Quantitative - Remote ‘Unmoderated’ Testing
Different needs of information Devices Clickarea Scroll Deviceinteraction Field Sound Light Connection Payment method Usage Scenarios of use Success Contextis King
Different methods for different purposes
Stimuli for mobile in-lab usability testing  Low Fidelity Prototypes ,[object Object]
HTML mockupsHigh Fidelity Prototypes ,[object Object]
Touch interactive simulators on computer
Handset interactive simulators via web server
Touch interactive simulators on the handset
Beta or post-launch stimuli
Sometimes a mix of above,[object Object]
Seeing is believing
Solving for glare
Common questions when testing for mobile [1 of 3] Do I have to build a fully functional prototype to be able to test with users?  ,[object Object]
Primary use cases and paths should be built out
Secondary areas can be addressed via expectations (what would you expect to see if you clicked on that?)
Show alternate versions of screens / paths,[object Object]
Provide devices for testingRisks: ,[object Object]
Different settings across devices (need additional time to ensure some consistency across device settings)
Participants may not have unlimited data plan and may not want to use dataBenefits: ,[object Object]

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Optimizing Mobile UX Design Webinar Presentation Slides

Notes de l'éditeur

  1. Gadget camerasMobile device attached to portable camera platformConfiguration allows the participant must move around if necessary (in field environment)Does not capture side hardkey interactionImage resolution is usually less than optimalDocument camerasParticipants must remain seatedMobile device is placed on table below camera (in a lab setting)Captures both the screen, the participant’s fingers, and any actions carried out to the front, side, or even back of the deviceImage resolution is usually very goodHD labsParticipants must remain seatedHD camcorders feed computers equipped with HD processing cardsRecommended for mobile devices with touch screens and all smartphonesImage resolution is highest and compensates best for any ambient glare