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MOBILE PHONE
INFORMATION
DESIGN
PART 1: WHY IT MATTERS
SCOTT GAYER Reynolds School of Journalism Master’s Project
How critical is mobile information?
http://video.ted.com/talks/podcast/JanChipchase_2
007.mp4
Up until 5:17
Numbers and habits tell all
 In 2007, over 4 billion people were mobile
 Mobile convenience transcends time and space
 Mobile convenience is linked to survival
 Over 799 million illiterate worldwide use mobile
 Many third world communities depend on mobile
So how well are we doing?
 The majority of the web is not mobile-friendly
 We are in the middle of emerging mobile design
 Cross platform war is unfinished
 Search mobile web vs. apps mobile web is undecided
 Deregulated mobile internet is untapped potential
What can we do in the meantime?
 Infuse principles of good print and web design
 Practice usefulness, discoverability and usability
 Think about someone other than yourself
 Finally, consider the cognitive throughput problem
 Solve it with: simplicity, learnability and predictability
What makes mobile design different?
 There are increased design tradeoffs
 Input gestures are unique compared to computer
 People use mobile in short focused bursts
 The unique access to personal data informs design
 Users have higher usability expectations than web
because of familiarity
 For a good lecture on the unique process of mobile
application design and development visit:
 http://www.youtube.com/watch?v=SEwCRpTEgA0
Re-imagining Mobile Design
 Cross-platform push emphasizes a template driven
mobile design landscape (ex. iPhone interface)
 Could mobile design be the fertile ground for new
forms of web design?
 Could mobile interfaces become informative
usable and engaging without becoming typical?
MOBILE PHONE
INFORMATION
DESIGN
PART 2: PRACTICE
SCOTT GAYER Reynolds School of Journalism Master’s Project
Client : Grace Church
Designing my own application
 Step 1: Choose an audience I’m passionate about
 Step 2: Decide what that audience might need
 Step 3: Design and test..design and test
Phase 1: Usability/design education
 Steve Krug’s “Rocket Surgery Made Easy.
 Design classes in RSJ, additional design readings
 Software training in Adobe CS
 Keeping up with news in the mobile design
industry within the past 6 months
Phase 2: Test the pros, test screenshots
 Mars Hill Church app was tested to get an idea of
what people like in church app and what doesn’t
work.
 Wireframes were tested early to get initial
impressions
Phase 3: 1st Homescreen wireframe
 Lessons learned:
 Make titles clear
 Don’t oversimplify
 Color counts
 1st user impressions
help avoid pitfalls
Phase 4: 2nd Homescreen Wireframe
 Lessons learned:
 Emphasize the most
important
 Use real-estate
wisely
 The mobile web is
not the desktop
web
Phase 5: 3rd Homescreen Wireframe
 Lessons learned:
 Clarify titles
 Be unafraid to
employ better
design that
enhances usability
 Keep in mind
people’s fingers
 Limit cognitive
throughput
1st navigable mockup
 Lessons learned:
 Unity is still important
 Win and doubt…make
it bigger
 Overemphasize
readability
2nd navigable mockup
 Lessons learned
 Unity matters
 User feedback
can be great for
new content
 Familiar
standard device
interfaces are
important to
usability at
times
What could I have done differently?
 If I could have done it all over again
 Tested sketches earlier
 Conducted more surveys to gauge needs
 Interviewed more current mobile developers
 Tested more often and designed less
Conclusions
 Mobile information will see increased demand in all
areas of society and increases in global knowledge
 The emphasis we place on users must become
greater than ever before
 The collision of mobile computer programming and
information design must happen so that both worlds
benefit users in the best way possible
 Churches have huge potential to enable members a
more fluid communication portal through pursuing
mobile.
MOBILE PHONE
INFORMATION
DESIGN
SCOTT GAYER Reynolds School of Journalism Master’s Project

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Scott gayer mobileinformationdesign

  • 1. MOBILE PHONE INFORMATION DESIGN PART 1: WHY IT MATTERS SCOTT GAYER Reynolds School of Journalism Master’s Project
  • 2. How critical is mobile information? http://video.ted.com/talks/podcast/JanChipchase_2 007.mp4 Up until 5:17
  • 3. Numbers and habits tell all  In 2007, over 4 billion people were mobile  Mobile convenience transcends time and space  Mobile convenience is linked to survival  Over 799 million illiterate worldwide use mobile  Many third world communities depend on mobile
  • 4. So how well are we doing?  The majority of the web is not mobile-friendly  We are in the middle of emerging mobile design  Cross platform war is unfinished  Search mobile web vs. apps mobile web is undecided  Deregulated mobile internet is untapped potential
  • 5. What can we do in the meantime?  Infuse principles of good print and web design  Practice usefulness, discoverability and usability  Think about someone other than yourself  Finally, consider the cognitive throughput problem  Solve it with: simplicity, learnability and predictability
  • 6. What makes mobile design different?  There are increased design tradeoffs  Input gestures are unique compared to computer  People use mobile in short focused bursts  The unique access to personal data informs design  Users have higher usability expectations than web because of familiarity  For a good lecture on the unique process of mobile application design and development visit:  http://www.youtube.com/watch?v=SEwCRpTEgA0
  • 7. Re-imagining Mobile Design  Cross-platform push emphasizes a template driven mobile design landscape (ex. iPhone interface)  Could mobile design be the fertile ground for new forms of web design?  Could mobile interfaces become informative usable and engaging without becoming typical?
  • 8. MOBILE PHONE INFORMATION DESIGN PART 2: PRACTICE SCOTT GAYER Reynolds School of Journalism Master’s Project Client : Grace Church
  • 9. Designing my own application  Step 1: Choose an audience I’m passionate about  Step 2: Decide what that audience might need  Step 3: Design and test..design and test
  • 10. Phase 1: Usability/design education  Steve Krug’s “Rocket Surgery Made Easy.  Design classes in RSJ, additional design readings  Software training in Adobe CS  Keeping up with news in the mobile design industry within the past 6 months
  • 11. Phase 2: Test the pros, test screenshots  Mars Hill Church app was tested to get an idea of what people like in church app and what doesn’t work.  Wireframes were tested early to get initial impressions
  • 12. Phase 3: 1st Homescreen wireframe  Lessons learned:  Make titles clear  Don’t oversimplify  Color counts  1st user impressions help avoid pitfalls
  • 13. Phase 4: 2nd Homescreen Wireframe  Lessons learned:  Emphasize the most important  Use real-estate wisely  The mobile web is not the desktop web
  • 14. Phase 5: 3rd Homescreen Wireframe  Lessons learned:  Clarify titles  Be unafraid to employ better design that enhances usability  Keep in mind people’s fingers  Limit cognitive throughput
  • 15. 1st navigable mockup  Lessons learned:  Unity is still important  Win and doubt…make it bigger  Overemphasize readability
  • 16. 2nd navigable mockup  Lessons learned  Unity matters  User feedback can be great for new content  Familiar standard device interfaces are important to usability at times
  • 17. What could I have done differently?  If I could have done it all over again  Tested sketches earlier  Conducted more surveys to gauge needs  Interviewed more current mobile developers  Tested more often and designed less
  • 18. Conclusions  Mobile information will see increased demand in all areas of society and increases in global knowledge  The emphasis we place on users must become greater than ever before  The collision of mobile computer programming and information design must happen so that both worlds benefit users in the best way possible  Churches have huge potential to enable members a more fluid communication portal through pursuing mobile.
  • 19. MOBILE PHONE INFORMATION DESIGN SCOTT GAYER Reynolds School of Journalism Master’s Project