first of all, some context
Post on 02-Jan-2016
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First of all, some contextMOBILE USER EXPERIENCE
inspiring new ways of design and development
Antony Ribot, CEO, Ribot
First of all, some context
then studied ants, bees and termites
joined the mobile scene 5 years ago
co-founded ribot 1.5 years ago
BACKGROUND
started at tomato (’99)
ceo / art director
Why does ribot exist?
explore and play with interfaces in small spaces
passion for creating things under many constraints
push UI boundaries
Method Relationship
Personal definitions
Interaction designhow the user interacts with the object
User experiencethe qualitative emotional description of multiple interactions with an object
The user-centered developer
a bridge between designer and developer
not a role for every developer
does not replace traditional UX expert
(A NOTE TO DEVS)
develops with the user in mind
why the need for the new role?
What’s different about mobile UX
mobile UX deals with many more constraintsgoal: to make a positive impact on the experience
UX is in its infancy
(AS A FIELD)
QuickTime™ and aNone decompressor
are needed to see this picture.
Constraints of mobile
network latency
input mechanism
memory
form factor
computational power
context
battery
THERE ARE MANY
The mobile environmentIT’S LIKE MARS
single early failure = non-returning user
Mars, Neptune, Pluto...
handset range
operators
data allowance / pricing
THE ENVIRONMENT DIFFERS, DEPENDING ON WHERE YOU ARE
e.g. South Africa, Europe, Japan...
user behaviour
How to deal with Mars
Leave the hard stuff to desktop web
develop relationship as quickly as possibleuser retention is a good indicator of product performance, but loyalty is minimal in mobile
Time for a snack...
small snippets of info
30-60 seconds
simple, but repetitive
regular
DATA-SNACKING
Re-use learnt behaviours
Re-use interactions inherent in the device
Minimise the number of surprises
soft key positions
menu navigation
colour
tone of voice
vs
http://mobilewebbook.com
Mobile is not about making things smallersmalleraller
Miniaturisation Mobilisation
It’s all about the subtleties
Fewer options = simple and more effective interface
Polish makes the UX and app stand out
Working around the 3G icon
Reward-based exploration
keep it as simple as possible (the hard part)
allow the user to play within safe boundaries
user’s comfort increases
sense of exploration increases
discovery of features almost by accident
FOCUSING ON THE KEY FEATURE AND DOING IT WELL
Opera Mini
page by page scrolling
A REWARD-BASED MOBILE BROWSER
Short-cuts in the soft key menu
Opera MiniA REWARD-BASED MOBILE BROWSER
http://www.admob.com/metrics
How to deal with diversityselect lead handsets for your target audience
use the design process to tackle “graceful degradation”
Workshop Idea explorationPaper wireframes
Formalised digital wireframesUser/expert testing
Aesthetic conceptsScreen design
Rapid prototypeDocsArt direction
Mobile UX - the easier path
Why use rapid prototypingtest ideas quickly in a tangible environment
extremely useful reference for developersan interactive showcase of the intended UX
Mobile rapid prototyping tools
Flash (lite v3.0)
XHTML + CSS
Nokia Web Runtime
Silverlight
One design doesn’t fit all
Input mechanisms require their own design
Touch screenelements need to look interactivelarge enough to press?
Nav-pad drivenaction-based languagemake the most of simple nav
Questions
Antony Ribotribot.co.uk
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