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?
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.