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Mobile vs DesktopUX and UI Design for Mobile Platforms
Friday, 17 May 13
It’s simple, not obviousFriday, 17 May 13
It’s simple, not obviousFriday, 17 May 13
A few really basic things...
Friday, 17 May 13
Mobile devices have smaller screens
(Duh!)
You can’t start designing your application with the same premise as you did before. Start from a blank slate.
And I mean physical screen size, not number of pixels. Number of pixels nowadays means nada.
Friday, 17 May 13
Some good (extreme, but good) examples.
Friday, 17 May 13
And some bad examples.
Friday, 17 May 13
There’s a theory, that airplanes cockpits are made this complex intentionally, so that stupid people can’t fly a plane. But you want everyone to use your app, right?
Friday, 17 May 13
Fingers are not mouse cursors
( - still not a finger)
Fingers are fat, and it’s difficult to target small buttons.
Bigger buttons, bigger menus.
But it’s not ok to just resize controls.
Fingers also come attached to a hand.
Friday, 17 May 13
When user taps on something, he covers pretty much everything underneath.
Friday, 17 May 13
Touch screens give no feedback
(at least for now)
User has to always look at the screen when interacting with it when tapping.
You can’t feel button edges, you also don’t feel if it’s pressed or not.
Vibration and sounds can’t be a reliable method of feedback.
Friday, 17 May 13
Forget about clicking
Clicking is for mice. On mobiles users tap. And swipe, and pinch, and slide.
Buttons suck on touch interfaces. As long as you think in buttons you are not going to provide a better user experience to your users.
Friday, 17 May 13
Sliding is better.
Friday, 17 May 13
Friday, 17 May 13
Innovative doesn’t always mean good
Don’t over-engineer what you do. Some things are meant to be simple, stupid and boring.
Friday, 17 May 13
Friday, 17 May 13
Apps are not web sites
Don’t design them like one. Better make a website instead.
Friday, 17 May 13
Friday, 17 May 13
Mobile != Apps
Friday, 17 May 13
Friday, 17 May 13
Friday, 17 May 13
Not everything should be ‘optimized for mobile’
Friday, 17 May 13
Friday, 17 May 13
Stuffing a web site into a really small screen is
not a good idea
Friday, 17 May 13
Don’t create an app if it’s the same as a web site
(no value = useless)
Friday, 17 May 13
No bookmarks, no back button, no tabs - it’s a worse user experience than in a regular browser.
Friday, 17 May 13
Always think about context
Friday, 17 May 13
User
Task Context
Friday, 17 May 13
Friday, 17 May 13
Friday, 17 May 13
Users have less time to interact with mobile devices
(don’t ask too many questions)
Friday, 17 May 13
Friday, 17 May 13
People hate typing on mobile devices
(but they still do it)
Friday, 17 May 13
Friday, 17 May 13
Develop for offline(mobile != always online)
Cache data, preload UI if it’s loading from backend, allow to continue work
Friday, 17 May 13
Responsive(your new favorite word)
(if it’s not already)
People are used to wait when opening a website or clicking on a link. But the same people will hate your app if they have to wait when they open something.
Friday, 17 May 13
Fool a user and he will be happier for it(Apple do that, why shouldn’t you?)
Friday, 17 May 13
Users are unique(but 80-20 principle is still true)
Friday, 17 May 13
Friday, 17 May 13
Don’t ask users what they want
(give them something and see how they react)
Friday, 17 May 13
Be prepared to start from scratch
Friday, 17 May 13
Research
Friday, 17 May 13
49%
36%
15%
http://uxmatters.com/mt/archives/2013/02/how-do-users-really-hold-mobile-devices.php
72% 28%
90% 10%
Friday, 17 May 13
Tablets are a whole new ball game(still not the same as desktop)
Friday, 17 May 13
Design UX, not UI(but please do design good UI)
Friday, 17 May 13
Friday, 17 May 13
Skeuomorphism?Minimalism?
Skeuominimalism?(the choice is yours)
http://sachagreif.com/flat-pixels/
Friday, 17 May 13
Friday, 17 May 13
Friday, 17 May 13
Learn, investigate, steal!mobiledesignpatterngallery.com
pttrns.cominspired-ui.com
Friday, 17 May 13
Quick Recap• Simple things are not
necessarily obvious
• Keep in mind platform differences
• Don’t create things that don’t add value
• Forget about ‘mouse UI’ paradigms
• Remember context
• Design UX, not a UI
• Think about users, not features
• Always look at how others do it
• Be prepared to change everything
Friday, 17 May 13