holistic ux: designing ubiquitous multi-device experiences
Post on 08-Sep-2014
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DESCRIPTIONIt's the user who's mobile, moreso than the device, and users will turn to the best screen available when they want to get things done. Will your product work on that screen, whatever size, shape, or capabilities it offers? Can a single information architecture serve multiple device types? How do you design simultaneously for portrait and landscape orientations, and multiple device types, sizes, and screen resolutions? How are digital experiences like products and how are they like services? And how do you design experiences for users that may be moving from device to device and moving their data from app to app from one person to another? These challenges demand a holistic approach to user experience design that must break out of the boundaries of a single particular device or even a single application, and embrace users where they are and when they want access to the service inside the product. Holistic UX design starts with exploring and understanding user journeys in the larger ecosystem, and then works from back to the front, building a solid foundation in the platform layer before developing any user interface.
- Designing Ubiquitous Multi-device Experiences WebVisions Chicago | September 26, 2013 Christian Crumlish | Director of Product, CloudOn Holistic UX
but first A shout-out to Justin Maxwell (@303) BayCHI talk, Feb 8, 2011 Holistic User Experience: http://www.baychi.org/calendar/20110208/ World-class user experiences require coordination and shared priorities among marketing, customer service, business development, engineering, and of course, interface design. No single person can be "the user experience designer. The person in that role is destined for failure in an organization that believes a single bucket in the brigade will keep users happy and engaged. does this sound familiar? we need a mobile website we need a mobile app silos silos Yahoo Connected Life Yahoo Connected Life Yahoo Connected Life AIM AIM AIM AIM there has to be a better way Doing mobile second at CloudOn Tablet product came first Second device: a step back to holistic Assumptions vs. reality Some (painful) lessons learned Refactoring to a single codebase across devices App store hassles (dont get me started) Getting instrumentation right oy vey Realizing the importance of going mobile regularly walk around with the mobile device using phone connectivity and try to GSD. The install process is the worst on-boarding ever invented by man Bill Scott (Some) principles of holistic UX Its the user whos mobile Your product is really a service Wide-angle UX (outside your interface) Rules not pixels Best available screen Peripheral vision How to do holistic UX How to do it First things first Map the ecosystem Sketch scenarios (be device-agnostic) Find the mobility touch points interesting moments Do some big IA Start sketching Get to prototyping quickly First things first Research first Understand customers first Design a holistic experience first Without regard to devices or endpoints Platform first, APIs first Map the ecosystem Do some concept modeling Sketch elaborate, extended user journeys Storyboards and comics, stick figures and arrows not screens Meet the user where they are speak email provide value before requiring commitment Scenario sketching Identify Touch points where can you enter, augment the users life? Interesting moments Microinteractions Tricky stuff Stuff youre scared of Make or break experiences map moments to devices What type of experience? Focused, direct task? Start with handheld Get the basics right Optimize the core experiences Creative, visually complex, spatially expansive task? Start with tablet (Especially for generative work, space matters) Then expand the design down (to mobile) And up to desklap For devices that hit the market just three years ago, they're doing pretty well, generating 8 percent of all Internet traffic. By Dara Kerr March 7, 2013 5:19 PM PST The numbers are out -- people increasingly prefer to browse the Internet on tablets rather than smartphones. http://news.cnet.com/8301-1035_3-57573182-94/tablets-surpass- smartphones-in-driving-global-web-traffic/ Sketch End-to-end flows Screen elements and modules Complete screens in your first form factor Use your peripheral vision the whole time Always work in parallel Regardless of the main task, always consider Orientation Browser and native apps Multiple operating system styles and conventions Successive versions of OSes, devices, browsers Device fragmentation All form factors when designing your holistic UX Landscape and portrait Cross-device IA Browser vs. client app Browser vs. client app Holistic UX Layouts (via Luke W) prototype and test Start testing your design right away Prototypes based on sketches Prototypes based on wireframes Prototypes based on mocks Prototypes based on pixel-perfect designs Sketch prototyping methods Take photos Assemble into a sequence Make a walk-through using slides and links Use a dedicated app that can add hot spots POP, Protosketch Use prototypes for testing Test on yourself: reality check Test on your colleagues: gut check Test on your neighbors: first impressions Recruit against you personas for more thorough accurate testing You dont have a UX of each device. Your webappsiteproductservice has a single holistic user experience, so start acting like it. Questions? Thank you! Christian Crumlish Director of Product CloudOn, Inc. @mediajunkie