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Mobile Experience Design
Welcome
• 7:00 pmMeet/greet, Eclipse & Android SDK help
• 7:30 pmMobile app case lessons presentation
• 8:00 pmLVL1 Android Development Workshop led by Mike Borsuk– Android intro / history / OS architecture overview– API overview– Development tools overview / setup– Build / deploy ‘Hello World’ sample app to emulator and device– Give users choice of a few sample apps to build and deploy, help with
customizations for interested users– Optional: display and discuss a custom hardware platform running running
android as well as some commodity devices running custom Android builds
2
Kickoff
• Development Lifecycle• The Approach• Defining the User Experience• Notes on Visual Design
3
Development Lifecycle
Organize
Define
DesignRelease
Measure & Refine
4
The Approach
• What objective are we trying to achieve?• SMART Goals
– Specific, Measurable, Attainable, Realistic, Time-bound
• Clearly defining what success looks like– Quantitative vs. Qualitative measures– Back-casting as a process can be helpful in defining use cases
• Transitioning from Mobile Web to App– Potential for Beta (Web) to Gold (App) type of approach
• Perspective from Google– Structure: Pre-defined elements (e.g. hardware, buttons)– Behavior: Where elements are placed, how user will interact with them– Expression: Structure meets behavior; User knowing how to interact
5
Filtering Mobile Options
• Location-Based Services & GPS– Leveraged by both Mobile Web and Mobile App
• Camera Functionality– Mobile App only
• Accelerometer/Gyroscope– Mobile App yes, limited functionality in Mobile Web
• Offline Usage– Mobile App yes, limited functionality w/HTML 5 caching
• Push Notifications– Mobile App only
• Other considerations– In-app Purchases, “Store Effect”– Mobile Web provides for write once, read anywhere capability
6
User Profiles: Android vs. iOS
7
Android Apple iOS
Gender 54% Male 46% Female
55% Male 45% Female
Age 14% - 55 or Older18% - 45-5421% - 35-4421% - 25-3412% - 18-2413% - 17 or younger
8% - 55 or Older17% - 45-5421% - 35-4430% - 25-3417% - 18-247% - 17 or younger
Income 28% - 100k+15% - 75k-100k21% - 50k-75k
40% - 100k+18% - 75k-100k20% - 50k-75k
Avg. App Downloads/Mo. 1.1 Paid7.6 Free
1.8 Paid7.0 Free
AdMob Study – Q1 2010, http://tech.fortune.cnn.com/2010/02/25/6-ways-iphone-and-android-users-differ/
UX Case Study: Cleveland Clinic
• App Strategy– Leverage accelerometer as pedometer to
track activities, progress of consumer– Challenge others to compete, e.g. Walk the
Great Wall of China– Incorporate wellness content & multimedia
• Key UX Points– Visual display of trend data on user activity– Promote affiliation of Cleveland Clinic and
professional sports teams in Cleveland
• App lifecycle– iOS– Android
8
Defining the User Experience…
• The “AppMap”– Stream experience vs. Linear path
• Considerations– The input device is your finger– Benchmark experiences for reference– Designing for Intents– 2+/- 3 messages– Minimize on-screen actions– Keep hierarchy flat as possible, avoid
“digging too deep”
9
Defining the User Experience
iOS Android
Menu
Nav
CTA
10