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User Experience 
for Multi-Platform Applications 
by Tanya Zavialova
We’ll take a look at 
UX specifics for different platforms 
Industry standards 
Best practices of creation 
of the multi-platform applications 
Some myths about platforms
why do people need so 
many devices?
different in size and weight
different in mobility and productivity
different in levels on security and freedom
because there are different needs
why do people need so 
many devices? 
along with personal preferences we: 
• solve different problems; 
• work in different conditions; 
• integrate into different environments
by profession: engineer, administrative employee, support, etc. 
job specifics: office chores that require a high concentration 
during a long period of time 
environment: proper chair, proper table, many people 
around, limited personal space, annoying air-conditioning 
equipment requirements: steady Internet connection, 
cheap but productive hardware 
who is a typical 
desktop user?
by profession: sales people, writers, managers… 
job specifics: always on the move, multitasking, communicate 
with many different people 
environment: constantly changes, noisy, often without a 
proper desk or in a poor light conditions 
equipment requirements: quick start, lightweight, durability, 
autonomy: possibility work without Internet and power 
who is a typical 
laptop user?
profession: retired, housewife, doctor, top-manager 
job specifics: coordination and monitoring when major tasks 
are done away from a desktop 
environment: comfortable with a sudden possibility to 
change a location for a short period of time 
equipment requirements: quick start, lightweight, durability, 
autonomy: possibility work without Internet and power 
who is a typical 
tablet user?
profession: any 
job specifics: quick and urgent tasks 
environment: in the move 
equipment requirements: quick start, lightweight, durability, 
autonomy: possibility work without Internet and power, do not 
bother people around, possibility to share 
who is a typical 
smartphone user?
task specifics 
Platform 
Screen size 
(px) 
External 
keyboard 
Mobility 
Active parallel 
tasks 
Time to 
complete a 
single task 
Acceptable 
system idle 
time 
desktop 1024+ + - 100500+ hours up to 1 min 
laptop 1280+ + + 5+ up to 30 min. up to 30 sec. 
web 1024+ n/а + 1–5 up to 10 min. up to 10 sec. 
tablet 800+ - + 1–2 up to 5 min. up to 2 sec. 
smartphone 320+ - + 1 up to 2 min. up to 1 sec.
industry standards
overview 
• Desktop: OSX HIG, Windows 7, Windows 8 
• Web: W3C, Nielsen Usability Heuristics 
• Mobile: iOS HIG, Adroid, Windows Mobile
Apple OS X Human Interface Guidelines 
available since 2001 
include: 
• philosophical principles; 
• general approach to the application user 
interface, menus and screens building; 
• whole list of user UI elements with full 
description and usage patterns; 
• icon creation guidelines; 
• texts composition guidelines
Windows 7 Human Interface Guidelines 
2010 
include: 
• to many letters and images; 
• basic screen building patterns; 
• UI elements list with descriptions 
• texts composition guidelines
Windows 8 Human Interface Guidelines 
2014 improved 
include: 
• animation; 
• dialog behavior patterns; 
• UI elements; 
• advertisement placement rules; 
• design fro several screens guidelines; 
• flexible layouts
Web Standards 
there are many articles on a general practice and 
UI frameworks with own specifics. Among others 
I highly recommend to read: 
• W3C Web Accessibility Initiative 
http://www.w3.org/WAI/users 
• Nielsen Usability Heuristics 
http://www.nngroup.com/articles/ten-usability- 
heuristics/
10 Usability Heuristics for 
User Interface Design by JAKOB NIELSEN 
1. Visibility of system status 
2. Match between system and the real world 
3. User control and freedom 
4. Consistency and standards 
5. Error prevention 
6. Recognition rather than recall 
7. Flexibility and efficiency of use 
8. Aesthetic and minimalist design 
9. Help users recognize, diagnose, and recover from errors 
10. Help and documentation
Apple iOS Human Interface Guidelines 
available from the first days of iOS (2008) 
include: 
• basic principles of UI design; 
• UI elements description and 
usage guidelines; 
• steps to take to make an app; 
• case studies; 
• description of available technology
Android Design 
always online since 2012 
include: 
• basic UI design principles; 
• UI specifics for particular devices; 
• philosophy behind chosen stylistic 
approach; 
• interaction patterns; 
• standard UI components description; 
• graphical assets to start designing fast
Windows Phone Design 
online 
include: 
• philosophy of the platform as awel as 
ecosystem behind; 
• design approach; 
• application structure suggestions; 
• animation; 
• UI elements; 
• graphical assets to start designing fast
process
what to do when?
http://www.duncanistan.com/2012/10/embracing-ux-process.html
what to do when? 
1. Find out goals of the business, customer and user 
2. Suggest and choose a concept 
3. Check feasibility with development team 
4. Detail the concept, create prototype 
5. Check usefulness and initial usability of the concept using 
prototype to do a user testing with end users 
6. Improve prototype 
7. Help developers to implement the design
How to understand what the business needs? 
Business exists for revenue. 
Find out: 
What products and services are profitable? 
How is it communicated via brand language? 
How your project is related to it?
How to understand what the customer needs? 
Customer is the business representative 
who persuades among others his/her own interest. 
Ask: 
What have been done already? What is the project status? 
What problem is being solved currently? 
Who is the target audience? 
What users like about the current implementation 
(if there is current implementation)?
How to understand what the user needs? 
The user is simply wants to perform his/her regular tasks 
without being disturbed. 
Ask: 
What tasks user performs? 
How does the user do theses tasks (have done before)? 
What does the user likes in current implementation 
and what can be improved in his/her opinion?
Design project goal 
Good goal helps to stay focused, chose the best possible 
alternative, insure in the choice and convince others. 
We as designers and usability specialists have to stay focused 
first of all on the users goals while keeping in mind 
the goals of the business and the customer.
Design project goal 
create <a form of solution>, that helps <target audience> 
to perform <activity> with a given <level of support> 
based on elevator speech design goal by Suleman Shahid
Opportunities 
even if there are 100500 similar solutions currently presented 
on the market, there must be some points that either not yet 
covered, poorly implemented or there is no such technology 
to unleash their fool potential 
information about such points you can find 
initial via user study among things people complain about 
there those as opportunity areas that if addressed can 
provide a strong competitive advantage
Concept 
Treat the concept phase as an exploration of possible 
solutions on how to make a good product or in other words 
on how to help the user to accomplish his/her goals 
To create concepts: 
• write down user goals and tasks; 
• explore existing solutions; 
• combine existing and suggest new ones
Technical feasibility 
Before presenting concepts to your customer 
check feasibility with technical experts 
To do so: 
• visualize several screens; 
• invite experts; 
• evaluate, discuss; 
• brainstorm on alternatives ( these can be even better 
then initial concepts)
Detailing 
When you have checked feasibility it is the time 
to detail your concept 
Steps to follow: 
• prepare a scenario of the system usage in order to perform 
a specific user’s task; 
• draw a schematic diagram to visualize the system flow 
between screens while performing tasks 
according to scenarios; 
• draw screens in detail; 
• you can also make an interactive prototype, so you have a 
better feeling of the proposed design
why do you taste soup when cooking?
User Testing 
You have to make sure that you proceed in the right direction, 
creating a useful product and do not miss important details 
Consider: 
• you create a system to perform tasks – 
check the success of the performance; 
• think beforehand what are you going 
to measure and evaluate; 
• invite right users (target audience representatives); 
• do not interfere or help the user while he/she 
performs the task; 
• use the test results to improve the product
multi-platform interfaces
Multi-platform interfaces 
Think of switching between multiple platforms like of traveling 
abroad: you have already get used to a certain environment and 
now you go to a place where people behave differently, look 
differently and speak incomprehensible language. 
How to get prepared? You have to learn: 
• vocabulary (UI elements library); 
• attractions (distribution store top apps); 
• life style and rhythm (interaction design patterns); 
• myths and superstitions
Vocabulary 
Mind: 
• content; 
• shape; 
• size; 
• layout; 
• elements behavior
Attractions
Lifestyle and Rhythm
Myths and Superstitions 
#1 Mobile First 
or at the start of the project 
you must optimize concept 
to be viewed mostly on mobile 
I’d suggest to optimize 
for each and every platform 
concentrating of: 
- tasks; 
- context of use; 
- technical possibilities; 
- common sense
Myths and Superstitions 
#2 Responsive Design 
is the panacea 
Good application starts with 
the content and 
representation follows. 
Consider: 
- what user requires; 
- what technology has 
to offer; 
- then how it 
could be displayed
Myths and Superstitions 
#3 The behavior must be the 
same for all platforms 
A rare user has simultaneously 
iPhone and Android in his pocket. 
First optimize to a specific 
platform and then make sure the 
user gets the most from it.
Myths and Superstitions 
#4 Desktop is outdated 
Mobile and desktop are two 
parallel realms and we as 
designers are able to make the 
coexistence as easy and consistent 
as possible.
thank you! 
uxcookbook.com

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Multi Platform User Exerience

  • 1. User Experience for Multi-Platform Applications by Tanya Zavialova
  • 2. We’ll take a look at UX specifics for different platforms Industry standards Best practices of creation of the multi-platform applications Some myths about platforms
  • 3. why do people need so many devices?
  • 4. different in size and weight
  • 5. different in mobility and productivity
  • 6. different in levels on security and freedom
  • 7. because there are different needs
  • 8. why do people need so many devices? along with personal preferences we: • solve different problems; • work in different conditions; • integrate into different environments
  • 9.
  • 10. by profession: engineer, administrative employee, support, etc. job specifics: office chores that require a high concentration during a long period of time environment: proper chair, proper table, many people around, limited personal space, annoying air-conditioning equipment requirements: steady Internet connection, cheap but productive hardware who is a typical desktop user?
  • 11.
  • 12. by profession: sales people, writers, managers… job specifics: always on the move, multitasking, communicate with many different people environment: constantly changes, noisy, often without a proper desk or in a poor light conditions equipment requirements: quick start, lightweight, durability, autonomy: possibility work without Internet and power who is a typical laptop user?
  • 13.
  • 14. profession: retired, housewife, doctor, top-manager job specifics: coordination and monitoring when major tasks are done away from a desktop environment: comfortable with a sudden possibility to change a location for a short period of time equipment requirements: quick start, lightweight, durability, autonomy: possibility work without Internet and power who is a typical tablet user?
  • 15.
  • 16. profession: any job specifics: quick and urgent tasks environment: in the move equipment requirements: quick start, lightweight, durability, autonomy: possibility work without Internet and power, do not bother people around, possibility to share who is a typical smartphone user?
  • 17. task specifics Platform Screen size (px) External keyboard Mobility Active parallel tasks Time to complete a single task Acceptable system idle time desktop 1024+ + - 100500+ hours up to 1 min laptop 1280+ + + 5+ up to 30 min. up to 30 sec. web 1024+ n/а + 1–5 up to 10 min. up to 10 sec. tablet 800+ - + 1–2 up to 5 min. up to 2 sec. smartphone 320+ - + 1 up to 2 min. up to 1 sec.
  • 19. overview • Desktop: OSX HIG, Windows 7, Windows 8 • Web: W3C, Nielsen Usability Heuristics • Mobile: iOS HIG, Adroid, Windows Mobile
  • 20. Apple OS X Human Interface Guidelines available since 2001 include: • philosophical principles; • general approach to the application user interface, menus and screens building; • whole list of user UI elements with full description and usage patterns; • icon creation guidelines; • texts composition guidelines
  • 21.
  • 22. Windows 7 Human Interface Guidelines 2010 include: • to many letters and images; • basic screen building patterns; • UI elements list with descriptions • texts composition guidelines
  • 23.
  • 24. Windows 8 Human Interface Guidelines 2014 improved include: • animation; • dialog behavior patterns; • UI elements; • advertisement placement rules; • design fro several screens guidelines; • flexible layouts
  • 25.
  • 26. Web Standards there are many articles on a general practice and UI frameworks with own specifics. Among others I highly recommend to read: • W3C Web Accessibility Initiative http://www.w3.org/WAI/users • Nielsen Usability Heuristics http://www.nngroup.com/articles/ten-usability- heuristics/
  • 27. 10 Usability Heuristics for User Interface Design by JAKOB NIELSEN 1. Visibility of system status 2. Match between system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognize, diagnose, and recover from errors 10. Help and documentation
  • 28.
  • 29. Apple iOS Human Interface Guidelines available from the first days of iOS (2008) include: • basic principles of UI design; • UI elements description and usage guidelines; • steps to take to make an app; • case studies; • description of available technology
  • 30. Android Design always online since 2012 include: • basic UI design principles; • UI specifics for particular devices; • philosophy behind chosen stylistic approach; • interaction patterns; • standard UI components description; • graphical assets to start designing fast
  • 31.
  • 32. Windows Phone Design online include: • philosophy of the platform as awel as ecosystem behind; • design approach; • application structure suggestions; • animation; • UI elements; • graphical assets to start designing fast
  • 34. what to do when?
  • 36. what to do when? 1. Find out goals of the business, customer and user 2. Suggest and choose a concept 3. Check feasibility with development team 4. Detail the concept, create prototype 5. Check usefulness and initial usability of the concept using prototype to do a user testing with end users 6. Improve prototype 7. Help developers to implement the design
  • 37.
  • 38. How to understand what the business needs? Business exists for revenue. Find out: What products and services are profitable? How is it communicated via brand language? How your project is related to it?
  • 39. How to understand what the customer needs? Customer is the business representative who persuades among others his/her own interest. Ask: What have been done already? What is the project status? What problem is being solved currently? Who is the target audience? What users like about the current implementation (if there is current implementation)?
  • 40. How to understand what the user needs? The user is simply wants to perform his/her regular tasks without being disturbed. Ask: What tasks user performs? How does the user do theses tasks (have done before)? What does the user likes in current implementation and what can be improved in his/her opinion?
  • 41. Design project goal Good goal helps to stay focused, chose the best possible alternative, insure in the choice and convince others. We as designers and usability specialists have to stay focused first of all on the users goals while keeping in mind the goals of the business and the customer.
  • 42. Design project goal create <a form of solution>, that helps <target audience> to perform <activity> with a given <level of support> based on elevator speech design goal by Suleman Shahid
  • 43. Opportunities even if there are 100500 similar solutions currently presented on the market, there must be some points that either not yet covered, poorly implemented or there is no such technology to unleash their fool potential information about such points you can find initial via user study among things people complain about there those as opportunity areas that if addressed can provide a strong competitive advantage
  • 44.
  • 45. Concept Treat the concept phase as an exploration of possible solutions on how to make a good product or in other words on how to help the user to accomplish his/her goals To create concepts: • write down user goals and tasks; • explore existing solutions; • combine existing and suggest new ones
  • 46. Technical feasibility Before presenting concepts to your customer check feasibility with technical experts To do so: • visualize several screens; • invite experts; • evaluate, discuss; • brainstorm on alternatives ( these can be even better then initial concepts)
  • 47. Detailing When you have checked feasibility it is the time to detail your concept Steps to follow: • prepare a scenario of the system usage in order to perform a specific user’s task; • draw a schematic diagram to visualize the system flow between screens while performing tasks according to scenarios; • draw screens in detail; • you can also make an interactive prototype, so you have a better feeling of the proposed design
  • 48.
  • 49. why do you taste soup when cooking?
  • 50. User Testing You have to make sure that you proceed in the right direction, creating a useful product and do not miss important details Consider: • you create a system to perform tasks – check the success of the performance; • think beforehand what are you going to measure and evaluate; • invite right users (target audience representatives); • do not interfere or help the user while he/she performs the task; • use the test results to improve the product
  • 52. Multi-platform interfaces Think of switching between multiple platforms like of traveling abroad: you have already get used to a certain environment and now you go to a place where people behave differently, look differently and speak incomprehensible language. How to get prepared? You have to learn: • vocabulary (UI elements library); • attractions (distribution store top apps); • life style and rhythm (interaction design patterns); • myths and superstitions
  • 53. Vocabulary Mind: • content; • shape; • size; • layout; • elements behavior
  • 56. Myths and Superstitions #1 Mobile First or at the start of the project you must optimize concept to be viewed mostly on mobile I’d suggest to optimize for each and every platform concentrating of: - tasks; - context of use; - technical possibilities; - common sense
  • 57. Myths and Superstitions #2 Responsive Design is the panacea Good application starts with the content and representation follows. Consider: - what user requires; - what technology has to offer; - then how it could be displayed
  • 58. Myths and Superstitions #3 The behavior must be the same for all platforms A rare user has simultaneously iPhone and Android in his pocket. First optimize to a specific platform and then make sure the user gets the most from it.
  • 59. Myths and Superstitions #4 Desktop is outdated Mobile and desktop are two parallel realms and we as designers are able to make the coexistence as easy and consistent as possible.