1. Pure Digital Since 1983
UX for a Mobile-Age Audience
Krysta Stone
@krystastone
Marti Gukeisen
@UXmarti
2. Intro | We Have Entered the “Mobile Age”
• Over 95% of the US population owns a mobile phone
• Nearly 25% of the US population currently owns a
smartphone.
– It’s projected that by 2014, over 40% of all mobile phones
will be smartphones
• Nearly 10% of the US population currently owns a tablet
– The number of tablet users is projected to more than
double in 2011, and then double again in 2012
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3. Outline
• Intro
• Influence of iPad in UX
• The Mobile vs. Desktop War is Over
• Omniscient Innovation
• It Shouldn’t Feel Like Homework
• What Does it All Mean?
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5. Influence of iPad in UX | What are they?
• Ease of Use
• Metaphor
• Discoverability
• Entertainment
• Touch Screen
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6. Ease of Use | What is it?
Apple emphasizes a simple, clean interface
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7. Ease of Use | In comparison
PC emphasizes multitasking & feature explosion.
this slide
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8. Ease of Use | Influence
• More focused on one task at a time
• Reduce feature assault
• Reduce competition for attention on the screen
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9. Metaphor | What is it?
Using something to represent something it is not.
what it is what it means on a screen
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10. Metaphor | Astronomical Example
• Music player that uses
images & concepts from
astronomy to visualize
music collections.
Sun = Artist
Planet = Album
Moon = Song
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11. Metaphor | Old lessons for new design
This is too far
Party like it’s…
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12. Metaphor | This spectrum is a metaphor
Given the context of a project, what is appropriate?
Goal Completion
Efficiency
Less Time & Effort to Interpret
Literal Abstracted
Used More
Metaphor Used Less
More Time & Effort to Interpret
Entertainment
Play
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13. Metaphor | So why was this okay?
• iPad sets ‘playful’ as an
expectation
• Object is entertainment, not
goal completion
• Basics are still presented in a
conventional way
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14. Discoverability | It’s evolving
“Discoverability: the ability for a user of a design to locate something that they need, in order to complete a certain task.”
• Discoverability is shifting – it’s becoming
part of the entertainment of the experience
and that’s ok!
• Conventions and standards for iPad don’t
exist yet, but they’re emerging
• Is it (finally) time to let go of the ‘traditional’
web nav design? (so 1996!)
Don’t forget:
• Users still need to be able to accomplish
tasks
• Leverage mental models!
• Make functions discoverable by users “just
in
time.” 14
15. Entertainment | But what does it DO?
• Purpose and functionality aren’t always the
primary objective
• Explore the capabilities of the medium to create a
delightful experience
• Right place at the right time: Don’t abandon your
common sense.
• What is the core purpose of the
experience? Is there a way to
make it more entertaining?
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16. Touchscreen | Tips
• Be ready for multiple orientations
• Be ready to start…and to stop
• Keep the focus on the primary task
• Use simplified hierarchies
• Think gestures, not clicks
• Make targets at least 44x44 points
• Move beyond the linear
• Create opportunities to collaborate
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17. Example | Designing for Touchscreens
The Fantastic Flying Books of Mr. Morris Lessmore
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18. Example | Designing for Touchscreens
The Fantastic Flying Books of Mr. Morris Lessmore
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20. It was a tie | Cross-platform is IN
• It’s time to catch up to mobile user expectations.
• Stop thinking about a separate sites for “fixed
Internet” (i.e. desktop), mobile and tablet
experiences (unless there’s a specific need).
• Think about how a single user experience design
can meet the needs of many devices.
• Consumers want consistent, or even
better, contextually relevant experiences.
• “Make it work on my device, make it cool &
delightful and give me what I want, when I need
it.”
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21. Responsive Design | What is it?
• One way to keep up with all of the devices/resolutions on the market
• Applies an architectural philosophy to digital design, that structures
should respond to the environment and people in them
• Designs should respond to a user’s behavior and environment based on
screen size (resolution), platform and orientation
• Fluid grids, flexible images and media queries
• Eliminates the need for a different design and development phase for
each new gadget on the market
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25. Contextual Awareness | what is it?
Contextual awareness is the
idea that things that
are “aware” of the context
around them and behave
differently if their environment
changes.
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26. Contextual Awareness | Using these…
• GPS • Twitter, et al
• Accelerometer • Facebook, Google+ et al
• Camera • Foursquare, et al
• Bluetooth
• RFID
• Infrared
• API’s
• Google maps
• Google Street view
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27. Contextual Awareness | we might know…
• Location • What places are nearby
• Time of Day • What devices are nearby
• Temperature • What objects are nearby
• What can be seen nearby
• Device Orientation
• Device Movement
• Device Acceleration
• Device Speed
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28. Contextual Awareness | we might know…
• Who is using the device • User data
• User Mega Meta • Aggregate data
– gender, status, likes, • Data over time / trending
employer, birthday, etc. • Everything about everyone
• Searches
• Tweets
• Friends
• Financial information
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31. Contextual Awareness | why this matters
• New opportunities to leverage creatively
• Bring mobile-magic ideas to your clients
• Consider influence of mobile-mania on the immobile web
experience and expectations
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33. Gamification | What is it?
You can apply the basic elements that make games fun and
engaging to things that typically aren't considered a game.
-Gamification.org
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34. Gamification | Game Mechanics
• The processes by which games work
• Gamification applies game mechanics to situations other than
games
• Game mechanics used well can help encourage engagement,
active learning, and loyalty
• Gamification and mobile work well together
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37. Gamification | Bartle’s Personality Types
Richard Bartle’s gamer personality types are a way of thinking about how
different people approach games. They can be helpful to think about when
developing other user experiences as well.
Achievers – collect markers of accomplishment, such as points
Explorers – enjoy the world of the game more than game objectives
Socializers – prefer to play with others—games are about the social
experience
Killers – focus on competition
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38. Gamification | Applying to UX
How do gamification and gaming personality types influence the UX process?
• Consider how gamification might apply to your context
– Can you make your application more game-like?
– Consider how to make tasks appeal to the various gaming
personalities
• Incorporate personality types into personas
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40. Considerations | For your mind to munch on
• Moderation in all things
– Find the right balance given the context
[ play / metaphor / discovery / gamification / simplicity / efficiency /
familiarity / ease of use ]
• Conventions don’t really exist yet for mobile/touch
• This stuff SCREAMS interdisciplinary
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