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Introduction to
mobile usability
 @ThomasGohard | Learn Hack YOW
Learning objective
Make you think about:
● Who you're designing for and what their
  needs are.
● How to work within the limitations of mobile
  devices to meet your users' needs.
● How you can use features offered by mobile
  devices to better meet the needs your users.
Usability
ISO 9241-11 definition of usability
"The extent to which a product can be used by
specified users to achieve specified goals
with effectiveness, efficiency, and
satisfaction in a specified context of use."
User research
User research is...
... Finding out:
● Who your users are.
● What they're trying to do.
● How they're trying to do it.
● Where they're trying to do it.
● Etc.
User research methods




Source: http://www.useit.com/alertbox/user-research-methods.html
User research deliverables




Source: http://semanticstudios.com/publications/semantics/000228.php
Exercise 1: User identification
Imagine you're building an application using the
garbage and recycling schedule:
● Who are potential users?
● What is their goals?
● What is their context of use?
Designing for
  mobile
Some important considerations
● Screen size and orientation.
● Input method (touch, keyboard, voice).
● Technical limitations (processing, memory).
● Network connectivity (speed, availability,
  data caps).
● Context of use (inside, outside, on the go).
● Focus and attention.
How people hold mobile devices




http://www.lukew.com/ff/entry.asp?1649
How people hold mobile devices




http://www.lukew.com/ff/entry.asp?1649
How people hold mobile devices




http://www.lukew.com/ff/entry.asp?1649
How people hold mobile devices




http://www.lukew.com/ff/entry.asp?1649
Some new capabilities
●   Always-on; always-there.
●   Location-awareness.
●   Time-awareness.
●   Still/video camera.
●   Voice recording/recognition.
●   Access to user data:
    ○ Contacts.
    ○ Calendar
    ○ etc.
Exercise 2: Designing an interface
Design one or more screens for a garbage and
recycling schedule mobile application for one or
more of the users from Exercise 1.

Remember to consider your user's goal and
context of use.
Usability testing
Usability testing is...
... Evaluating how your design:
● Meets the needs and expectations of your
    users.
Usability testing methods
Ways to test:
● In-person, moderated.
● Remote, moderated.
● Remote, automated.
Usability testing methods
Types of tests:
● Usability test.
● Click test.
● Tree test.
● Heuristic evaluation.
● Etc.
Let your imagination run wild
Running usability testing is like running an
experiment. You are only limited by your
imagination.
The two most important thing to
remember about usability testing
1. You're testing the design, not the user.
2. Test early, test often.
Exercise 3: Doing a heuristic review
Let's evaluate some of the interfaces you
created in Exercise 2 against Nielsen's
10 heuristics.
Nielsen's heuristics
 1. Visibility of system status
 2. Match between system and the real world
 3. User control and freedom
 4. Consistency and standards
 5. Error prevention
 6. Recognition rather than recall
 7. Flexibility and efficiency of use
 8. Aesthetic and minimalist design
 9. Help users recognize, diagnose, and recover
    from errors
10. Help and documentation
 Source: http://www.useit.com/papers/heuristic/heuristic_list.html

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Introduction to mobile usability

  • 1. Introduction to mobile usability @ThomasGohard | Learn Hack YOW
  • 2. Learning objective Make you think about: ● Who you're designing for and what their needs are. ● How to work within the limitations of mobile devices to meet your users' needs. ● How you can use features offered by mobile devices to better meet the needs your users.
  • 4. ISO 9241-11 definition of usability "The extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use."
  • 6. User research is... ... Finding out: ● Who your users are. ● What they're trying to do. ● How they're trying to do it. ● Where they're trying to do it. ● Etc.
  • 7. User research methods Source: http://www.useit.com/alertbox/user-research-methods.html
  • 8. User research deliverables Source: http://semanticstudios.com/publications/semantics/000228.php
  • 9. Exercise 1: User identification Imagine you're building an application using the garbage and recycling schedule: ● Who are potential users? ● What is their goals? ● What is their context of use?
  • 10. Designing for mobile
  • 11. Some important considerations ● Screen size and orientation. ● Input method (touch, keyboard, voice). ● Technical limitations (processing, memory). ● Network connectivity (speed, availability, data caps). ● Context of use (inside, outside, on the go). ● Focus and attention.
  • 12. How people hold mobile devices http://www.lukew.com/ff/entry.asp?1649
  • 13. How people hold mobile devices http://www.lukew.com/ff/entry.asp?1649
  • 14. How people hold mobile devices http://www.lukew.com/ff/entry.asp?1649
  • 15. How people hold mobile devices http://www.lukew.com/ff/entry.asp?1649
  • 16. Some new capabilities ● Always-on; always-there. ● Location-awareness. ● Time-awareness. ● Still/video camera. ● Voice recording/recognition. ● Access to user data: ○ Contacts. ○ Calendar ○ etc.
  • 17. Exercise 2: Designing an interface Design one or more screens for a garbage and recycling schedule mobile application for one or more of the users from Exercise 1. Remember to consider your user's goal and context of use.
  • 19. Usability testing is... ... Evaluating how your design: ● Meets the needs and expectations of your users.
  • 20. Usability testing methods Ways to test: ● In-person, moderated. ● Remote, moderated. ● Remote, automated.
  • 21. Usability testing methods Types of tests: ● Usability test. ● Click test. ● Tree test. ● Heuristic evaluation. ● Etc.
  • 22. Let your imagination run wild Running usability testing is like running an experiment. You are only limited by your imagination.
  • 23. The two most important thing to remember about usability testing 1. You're testing the design, not the user. 2. Test early, test often.
  • 24. Exercise 3: Doing a heuristic review Let's evaluate some of the interfaces you created in Exercise 2 against Nielsen's 10 heuristics.
  • 25. Nielsen's heuristics 1. Visibility of system status 2. Match between system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognize, diagnose, and recover from errors 10. Help and documentation Source: http://www.useit.com/papers/heuristic/heuristic_list.html