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Pure Digital Since 1983
UX for a Mobile-Age Audience
Krysta Stone @krystastone
Marti Gukeisen @UXmarti
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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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?
3
Pure Digital Since 1983
Influence of iPad in UX
Influence of iPad in UX | What are they?
• Ease of Use
• Metaphor
• Discoverability
• Entertainment
• Touch Screen
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Ease of Use | What is it?
Apple emphasizes a simple, clean interface
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Ease of Use | In comparison
PC emphasizes multitasking & feature explosion.
this slide
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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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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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Metaphor | Astronomical Example
• Music player that uses images & concepts from astronomy to visualize music collections.Sun = ArtistPlanet = AlbumMoon = Song
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Metaphor | Old lessons for new design
This is too far
Party like it’s…
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Metaphor | This spectrum is a metaphor
More Time & Effort to InterpretEntertainment Play
Goal Completion Efficiency
Less Time & Effort to Interpret
Given the context of a project, what is appropriate?
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Literal Used More Metaphor Abstracted
Used Less
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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Discoverability | It’s evolving
• 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!)
“Discoverability: the ability for a user of a design to locate something that they need, in order to complete a certain task.”
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Don’t forget:• Users still need to be able to accomplish tasks• Leverage mental models!• Make functions discoverable by users “just in time.”
Entertainment | But what does it DO?
• Purpose and functionality aren’t always the primary objective
• Explore the capabilities of the medium to create adelightful 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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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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Example | Designing for Touchscreens
The Fantastic Flying Books of Mr. Morris Lessmore
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Example | Designing for Touchscreens
The Fantastic Flying Books of Mr. Morris Lessmore
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Pure Digital Since 1983
The Mobile vs. Desktop War is Over
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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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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Responsive Design | Examples
Sweet Hat Club http://sweethatclub.org/
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Responsive Design | Examples
Food Sense http://foodsense.is/
Many more examples at http://mediaqueri.es/
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Pure Digital Since 1983
Omniscient Innovation
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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Contextual Awareness | Using these…
• GPS • Accelerometer• Camera• Bluetooth• RFID• Infrared
• API’s• Google maps• Google Street view
• Twitter, et al• Facebook, Google+ et al• Foursquare, et al
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Contextual Awareness | we might know…
• Location • Time of Day• Temperature
• Device Orientation • Device Movement• Device Acceleration• Device Speed
• What places are nearby• What devices are nearby• What objects are nearby• What can be seen nearby
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Contextual Awareness | we might know…
• Who is using the device• User Mega Meta
– gender, status, likes, employer, birthday, etc.
• Searches• Tweets • Friends• Financial information
• User data• Aggregate data• Data over time / trending• Everything about everyone
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Contextual Awareness | Location + Orientation
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Contextual Awareness | Street View + Location + Camera
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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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Pure Digital Since 1983
It Shouldn’t Feel Like Homework
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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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
34n
Gamification | Checking In
Gowalla scvngr Foursquare We & Co
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Gamification | Fitbit
36n
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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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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Pure Digital Since 1983
What Does It All Mean?
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
40
Remember | How people really use technology
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We love you
DISCUSS
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Krysta Stone@krystastone kstone@enlighten.com
Enlighten.com/blog@EnlightenAgencyinfo@enlighten.com
Marti Gukeisen@Uxmartimgukeisen@enlighten.com
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