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Mobile Experience Design

LVL1/LDA Android Workshop Intro

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Page 1: LVL1/LDA Android Workshop Intro

Mobile Experience Design

Page 2: LVL1/LDA Android Workshop Intro

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

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Page 3: LVL1/LDA Android Workshop Intro

Kickoff

• Development Lifecycle• The Approach• Defining the User Experience• Notes on Visual Design

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Page 4: LVL1/LDA Android Workshop Intro

Development Lifecycle

Organize

Define

DesignRelease

Measure & Refine

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Page 5: LVL1/LDA Android Workshop Intro

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

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Page 6: LVL1/LDA Android Workshop Intro

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

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Page 7: LVL1/LDA Android Workshop Intro

User Profiles: Android vs. iOS

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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/

Page 8: LVL1/LDA Android Workshop Intro

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

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Page 9: LVL1/LDA Android Workshop Intro

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”

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Page 10: LVL1/LDA Android Workshop Intro

Defining the User Experience

iOS Android

Menu

Nav

CTA

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