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Mobile User Experience 101


designing for Windows Phone and other
touchscreen devices



BizSpark 2010 - 22.06.2010

Antony, Co-founder, Ribot
PART 1

Introduction
This is the most important
session today
a little bit about me
Analogue to Digital to Human
INTERACTIONS




               photo source: http://www.flickr.com/photos/josefstuefer/18697485/
Who wants a challenge?
MOBILE UX DESIGNERS!




Pressure     Accelerometer        Time of day              Gesture

Microphone     Haptics   ...
                             photo source: http://www.flickr.com/photos/dunechaser/174945526
Constraints
Constraints of mobile
BUT WHICH IS MOST IMPORTANT?


form factor                    battery

network latency                context

input mechanism

memory

computational power
Context of use
Windows
mobile

was
important
PART 2

Welcome to Windows Phone 7
UX comes first
OS Built from scratch
Discoverability fixed
Quality over quantity
Meet Metro
the design language
Inspired by transportation
graphics
Content becomes the UI
How to compliment Metro?
PART 3

Metro design principles
Principle 1:
Clean, light, open, fast
Principle 2: Celebrate typography
Principle 3: Alive in Motion
Principle 4: Content not chrome
Principle 5: Authentically digital
PART 4

More User Experience Details...
The Metro UX
Focus on the individual + their tasks
Help organise info and apps
The ‘Start’ experience



                Text




Glance and go          Get me there
Break away from the frame
Panoramic experiences (aka Hubs)
Who is our audience?
“Life maximisers”
In their 30s
Technology savvy
Time poor
Friends, family, work life balance
How do you feel today?
PART 5

Lets go to a higher level...
Additional guideance
Personal
Relevant
Connected
Personal
Relevant
Connected
PART 6

A successful app will...
Colour
Typography
Motion
Easy to use
PART 7

Hardware
Standardized hardware
A minimum of 3 hardware
buttons
Design for single-hand usage
whenever possible
Don’t get creative with the back
button :)
PART 8

Behaviours
human behaviours


understand the behaviours

what finger do we use to press the
doorbell with?

                          http://www.flickr.com/photos/tscarlisle/107776922/
(changing) human behaviours


understand the behaviours


what finger does the younger market
press the doorbell with?

                        http://www.flickr.com/photos/phototropism/62931265/
Time for a snack...
DATA-SNACKING


small snippets of info

30-60 seconds

simple, but repetitive

regular
Re-use learnt behaviours
Re-use interactions inherent in the device

Minimise the number of surprises

soft key positions     colour

menu navigation        tone of voice



                        http://www.flickr.com/photos/8586443@N03/1491516038/
More than just a phone
 WAKE UP CANON & NIKON




Source: http://www.flickr.com/cameras/
Mobile is not about making
things smaller

Miniaturisation   vs                 Mobilisation




http://mobilewebbook.com
                       http://www.flickr.com/photos/tridi_animeitor/2224661744/
Simpler interfaces are better
Minimise the subconscious questions

Balance efficiency, effectiveness & satisfaction

Improve glance-ability




                         photo source: http://www.flickr.com/photos/lagiuspo/92136687/
Simpler != dumb
JUST REMEMBER TO FOCUS ON THE CORE FUNCTION



                          an eReader app
                          should focus on the
                          ‘reading experience’




                            photo source: http://www.flickr.com/photos/lagiuspo/92136687/
Think twice about your
audience
IT PAYS TO DO YOUR HOMEWORK



Analytics

Network provider

Device platforms

Devices

Firmware versions etc...

                           photo source: http://www.flickr.com/photos/thomashawk/155918164/
PART 9

The UI
Touch targets
Gestures
Application Bar
+ Menu control
Tabs control
Hubs control
Hubs control
Hubs
vs
single-page apps
PART 10

A few statistics...
1 in 7 phones are returned
  BACK TO THE SUPPLIER


Source: 2005 Which report (UK study)




                                       photo source: http://www.flickr.com/photos/andricongirl/4567650298/
Source: http://www.wdsglobal.com/news/whitepapers/20060717/MediaBulletinNFF.pdf




 63% of returned phones have
 no hardware/software faults
 SO, WHAT’S THE PROBLEM?




 Handset configuration / settings issue


 Struggling with functionality / usability of device


 Device did not meet expectations



                                           photo source: http://www.flickr.com/photos/tom_lin/3208454911/
Source: http://www.btplc.com/inclusion/Usefuldownloads/index.htm#designs




  Massive market for usable
  phones & apps
 YOU NEED TO DESIGN ‘INCLUSIVELY’




 By 2020, over half of the UK population will be > 65


 1 in 3 Europeans can benefit from an inclusive approach


 65% of americans have lost interest due to complexity



             photo source: http://www.elmbrook.org/UserFiles/Image/Volunteer%20Opportunities/Elderly%20Hands.jpg
PART 11

Wrapping up
Make the most of your
platform
The little things count




Polish makes the UX and app stand out

                     photo source: http://www.flickr.com/photos/tom_lin/3186488124/
Passion




“I haven’t worked in 3 years”

Be curious. Question everything
                           photo source: http://www.flickr.com/photos/taraethers/
thank you




@ribot
            http://www.flickr.com/photos/ronlayters/2402199783/

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Windows Phone UX - a 101 @ BizSpark

Notes de l'éditeur

  1. hello a mix of general mobile UX and Windows Phone UX
  2. it’s the UX that makes the platform and your app stand out Golden nuggets Quite a simple and straightforward session
  3. 7 years in mobile designer/developer/entrepreneur push ui boundaries, ideas lab for mobile user interfaces
  4. Physical interactions e.g. Touchscreen, haptics, etc Tangible era, 20 years
  5. So many things to consider and more so in the future...
  6. Constraints make mobile interesting. A challenge. If you're not aware of the constraints, the UX will be poor.
  7. Note: Constraints make mobile interesting. A challenge. If you're not aware of the constraints, the UX will be poor.
  8. Efficiency, relevancy,
  9. fingernail interaction rather than a finger interaction Broken app store (discoverability) Poor UX Many good lessons learnt
  10. Past experience with Zune HD... lovely. Just make it a telephone
  11. wohoo!
  12. Windows phone 7 is different... raising the bar...
  13. Modern, clean, fast, in-motion Forms the foundation of a set of principles
  14. Highly glanceable Allows users to find their way Simple, elegant, powerful, universal Not overpowering
  15. Chrome-less experiences You should assume that everything is touchable
  16. this is metro
  17. Only what you need Build apps that utilise existing behaviours and compliment the native os
  18. Focus on the primary tasks Do a lot with very little How much should you showcase to the user? - Bit of an art “delightful” use of whitespace Feels fast and responsive “fierce reduction” on unnecessary elements
  19. Beautiful, not just legible Weight, balance and scale
  20. feels responsive and alive give context to improve usabily where are you going and where are you coming from transition between UI is as important as the design of the UI  
  21. direct interaction with the content content is the UI reduce visuals that are not content  
  22. Design for the Form Factor Don’t Try to be What it’s NOT Be Direct Simple and modern
  23. via live tiles simple search
  24. common behaviours glance search
  25. Resonate with Anna and Miles
  26. What emotion do you want to evoke? Does my app make me smile?
  27. Higher level principles by which the Windows Phone OS is built upon. Known as Red Threads
  28. intimate. private Phones are personal. And they should be designed to be personal. There for your memories, via camera, or social networking services, SMS, or email to discover what others are doing and telling them what you're up to. These phones should be simple and intuitive. Both the hardware and software should work the way you want, not the reverse. Delightful, fun It should make you smile
  29. Custom glance-able content via Metro UI's live tiles, and via panoramic experiences called hubs that surface information into the phone UI and don't require you to dive deeper. Unless of course you want to. Live tiles - the things that are most important to you se things that are most important to you. Task-centric, not app centric. Organize your life around the things you want to do. Contextually relevant
  30. connected to social networking services, other online services (email/messaging, storage). Cloud service People want to be connected, to each other. Connected to all your touch points. Most people struggle to get their photos off of their devices the phone is updating itself automatically
  31. Game Hub personal due to avatar, relevant showing your scores, connected across multiple devices e.g. Weather abilty to add to their start screen, your city,
  32. Delight Personalise Provide heirarchy So, you can utilise native controls and metro guidlelines, but theme the controls with a colour for the panels within an app, not system-wide. Looking above, these colours relate to the system, and i think the user can control the colour generally at the settings level.
  33. Own customer font designed for the device... Weight, size, scale...
  34. Very easy to overdo Helps narrative. Where from. Where To. The more you use it the less special it becomes
  35. Familiar = easy to use Consistent and predictable ux  
  36. Microsoft are taking control of the hardware Good idea of the level of performance
  37. Start Search Back Camera Volume Power
  38. understand your users
  39. understand your users
  40. Like a large bag of chocolate buttons single early failure - non returning user Glance and Go
  41. Motorola Exit, Quit,
  42. Swiss army knife. Technological advancement and usability pink: iPhone 3GS, green: iPhone 3G, the rest: single-function devices aka cameras blue: Nikon D90
  43. Miniaturisation (shrinking things down) vs Mobilisation (process of selecting the features most important to the user given the mobile context)
  44. If you can't get it right in 2D, don't even consider going into 3D. Complexity and poor UX for the sake of an 80s buzz word.      Simpler, more usable interfaces - consider the forgotten (and rapidly growing) markets
  45. dig as much as possible don’t make assumptions Blackberry’s biggest market is not enterprise It’s games. Why. BBM and qwerty keyboards
  46. Rec. touch Target size is 9mm Min touch target != < 7mm 2mm min spacing Visual size is 60-100% of the target size Makes the experience more usable  
  47. Tap, dbl tap, touch and hold, pan, flick, pinch and stretch consistency is key  
  48. Up to 4 icons Don't feel that you need to fill all 4 slots Swipe up bar to bring up menu  
  49. Separates multiple tasks Tap or Flick to change
  50. should be rich, immersive, aggregate from multiple sources example 1: people  
  51. rich, immersive, aggregate from multiple sources example 2: Office Hub  
  52. Can it be a simple single page app Hubs should be special Hubs should have multiple sources of information Hubs should have a maximum of 4 sections  
  53. tell me more....
  54. UX is an art and is hard minimising the number of subconscious questions the user needs to make
  55. minimising the number of subconscious questions the user needs to make