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Designing for mobile. A UX perspective for developers

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In this presentation i talk about the design process for mobile. From knowing your user goals and preferences, to your business needs, and the different factors you need to consider before building an app.

Publié dans : Design, Mobile
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Designing for mobile. A UX perspective for developers

  1. Designing for mobile A UX perspective for developers
  2. Oscar González Duppy Oscar - UX Architect at Accenture/Avanade - UX / Front-end Consultant - Exa UDEM (LTI) Duppy Oscar @duppy_ocio duppy@chic-chic.mx
  3. Overview • Know your user • Know your goals • Evaluate the resources • Get inspiration • Design • Test
  4. Know your user People have different needs, goals, preferences and devices
  5. Needs & Goals - Is it for fun? Is it for business? - What is the user expected to do? - What is the app expected to do? - Why would this app be successful? It is useful to do Personas / Archetypes Business goals App goals User needs
  6. Choosing platforms - iOS - Android - Windows 8 - Blackberry - Handhelds Example: - Adoption of Windows Phone in Argentina - Banorte
  7. Available Resources - Accelerometer - GPS - Camera - NFC - Internet connection …
  8. App context How and where is our app is going to be used? - Portrait / Landscape - Lighting / Contrast - How is the device going to be held - Is people driving? Flying? Laying on bed? - Is people in an emergency? - Do we need voice commands?
  9. Get inspired Getting ideas from others
  10. How to get inspired? - Take a look to other ’s work - Look for patterns and conventions - Sketch - Ask for help - Practice
  11. Guidelines & Resources Different platforms, different experiences
  12. iOS Defer to content - Content is king - Take advantage of the whole screen - Reconsider visual indicators of physicality and realism. - Let translucent UI elements hint at the content behind them.
  13. iOS Provide clarity - Use of plenty negative space - Let color simplify the UI - Ensure legibility by using system fonts - Embrace borderless buttons - ….
  14. Android Enchant me - Delight me in surprising ways - Real objects are more fun than buttons and menus - Let me make it mine - Get to know me http://developer.android.com/design/get-started/ principles.html
  15. Android Simplify my life - Keep it brief - Pictures are faster than words - Decide for me but let me have the final say - Only show what I need when I need it - I should always know where I am - Never lose my stuff - If it looks the same, it should act the same - Only interrupt me is its important http://developer.android.com/design/get-started/ principles.html
  16. Android Make me amazing - Give me tricks that work everywhere - It's not my fault - Sprinkle encouragement - Do the heavy lifting for me - Make important things fast http://developer.android.com/design/get-started/ principles.html
  17. Windows 8 - Metro Modern Style - Pride in craftmanship - Do more with less: Content, not Chrome - Authentically digital - Win as One - Fast and fluid: be alive (motion)
  18. Think around the box Guidelines ≠ Template
  19. Sketch first Draw, erase, redraw
  20. There are plenty of tools available
  21. Interactions & Gestures Build for the fingers • Swipe • Press • Press & Hold • Drag to refresh • Pinch • Tap • ….
  22. Create engagement with interactions For example: • Flipboard • Jobr • Tinder • Paper • Infinite scroll
  23. Building your idea Native / Responsive / Web app
  24. Which way to go? • Native • Responsive • Jquery mobile • Xamarin • Titanium • Phonegap • … Choose wisely: They all have pros and cons. Evaluate their strengths Evaluate time and effort User tolerance Performance
  25. Don’t forget middle tiers Web services are your friends
  26. Common mistakes • Rollovers • Big data loading • Unreachable Buttons • Tactile area • Resolutions • Missing guidelines • Can’t be developed
  27. Testing & Prototyping You don’t need expensive tools for ptototyping: • Paper Prototyping • Power point (seriously) • Axure • Omnigraffle • UXPIN
  28. Thank you

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