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Coherency vs. Consistency when designing across platforms

Chetana Deorah
February 25, 2015

Coherency vs. Consistency when designing across platforms

Presented at the Betfair Global UE Summit 2012, West London, UK. Betfair is the largest online sports betting service with a suite of products from web, desktop, mobile across iOS and Android.

"One size does not fit all" is core to problem solving in Design and reating USER experiences. As Principal Mobile lead I collaborated with cross-functional stakeholders helping with product design for mobile in defining and achieving user and business goals.

Chetana Deorah

February 25, 2015
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  1. CONSISTENCY VS. COHERENCY Designing for Touch, in a world of

    choices Chetana Deorah Principal User-Experience Designer, Mobile Betfair San Francisco
  2. • FRAMING THE CONTEXT • DESIGNING USER EXPERIENCES FOR TOUCH:

    BETFAIR IPAD & ANDROID / SF OFFICE HMM.. HOW? • CONSISTENCY IS… UE Summit. May 2012. THE WHAT Consistency is…not the same. Designing for Touch. 1
  3. WHAT DOES CONSISTENCY MEAN TO YOU? UE Summit. May 2012.

    THE WHAT Consistency is…not the same. Designing for Touch. 3
  4. 4

  5. WHY THE BUZZWORD. UE Summit. May 2012. THE WHY Consistency

    is…not the same. Designing for Touch. 5
  6. WHY THE BUZZWORD. 6 UE Summit. May 2012. THE WHY

    Consistency is…not the same. Designing for Touch.
  7. WHY THE BUZZWORD. UE Summit. May 2012. THE WHY Consistency

    is…not the same. Designing for Touch. 7 • …we are now creating experiences across multi-media and need to be consistent
  8. WHY THE BUZZWORD. UE Summit. May 2012. THE WHY Consistency

    is…not the same. Designing for Touch. 8 • …we are now creating experiences across multi-media and need to be consistent • …we are a global company and therefore need to be consistent
  9. WHY THE BUZZWORD. UE Summit. May 2012. THE WHY Consistency

    is…not the same. Designing for Touch. 9 • …we are now creating experiences across multi-media and need to be consistent • …we are a global company and therefore need to be consistent • “…when I hear the word summit…look n feel that is consistent and localized”
  10. WHY THE BUZZWORD. UE Summit. May 2012. THE WHY Consistency

    is…not the same. Designing for Touch. 10 • …we are now creating experiences across multi-media and need to be consistent • …we are a global company and therefore need to be consistent • “…when I hear the word summit…look n feel that is consistent and localized” • while being an asset, can easily become a liability ;-)
  11. WHY THE BUZZWORD. UE Summit. May 2012. THE WHY Consistency

    is…not the same. Designing for Touch. 11 In today’s world…
  12. OUR CHALLENGE AT BETFAIR: CONTEXT UE Summit. May 2012. THE

    WHAT & WHY Consistency is…not the same. Designing for Touch. 12
  13. OUR CHALLENGE AT BETFAIR: COMPLEX UE Summit. May 2012. THE

    WHAT & WHY Consistency is…not the same. Designing for Touch. 13
  14. OUR CHALLENGE AT BETFAIR: COUNTRIES/ CULTURES UE Summit. May 2012.

    THE WHAT & WHY Consistency is…not the same. Designing for Touch. 14
  15. FROM ANZA TO BEALE TO CASTRO UE Summit. May 2012.

    THE HOW Consistency is…not the same. Designing for Touch. 16
  16. UE Summit. May 2012. THE WHAT & WHY Consistency is…not

    the same. Designing for Touch. 21 IPAD INTERACTION DESIGN CORE ASSETS
  17. UE Summit. May 2012. THE WHAT & WHY Consistency is…not

    the same. Designing for Touch. 22 IPAD (IOS) VISUAL DESIGN CORE ASSETS
  18. UE Summit. May 2012. THE WHAT & WHY Consistency is…not

    the same. Designing for Touch. 23 FROM AMARETTO TO BOURBON
  19. UE Summit. May 2012. THE WHAT & WHY Consistency is…not

    the same. Designing for Touch. 25 MARKET VIEW ON ANDROID (AMARETTO)
  20. UE Summit. May 2012. THE WHAT & WHY Consistency is…not

    the same. Designing for Touch. 26 ANDROID INTERACTION DESIGN
  21. UE Summit. May 2012. THE HOW Consistency is…not the same.

    Designing for Touch. 27 ANDROID VISUAL DESIGN CORE ASSETS
  22. UE Summit. May 2012. THE HOW Consistency is…not the same.

    Designing for Touch. 28 CREATING “D”/ UX EXPERIENCES PEOPLE/ TEAM PROCESS/ TOOLS & COLLABORATION PRACTICE/ CONSISTENCY IN OUR WAYS!
  23. UE Summit. May 2012. THE HOW Consistency is…not the same.

    Designing for Touch. 29 THE PEOPLE: THE TEAM
  24. UE Summit. May 2012. THE HOW Consistency is…not the same.

    Designing for Touch. 30 THE PROCESS: DESIGN DECISIONS
  25. UE Summit. May 2012. THE HOW Consistency is…not the same.

    Designing for Touch. 31 THE PROCESS: DESIGN DECISIONS
  26. UE Summit. May 2012. THE HOW Consistency is…not the same.

    Designing for Touch. 32 THE PROCESS: DESIGN DECISIONS
  27. UE Summit. May 2012. THE HOW Consistency is…not the same.

    Designing for Touch. 33 THE PROCESS: DESIGN DECISIONS
  28. UE Summit. May 2012. THE HOW Consistency is…not the same.

    Designing for Touch. 34 THE PROCESS: DESIGN DECISIONS
  29. UE Summit. May 2012. THE HOW Consistency is…not the same.

    Designing for Touch. 35 THE PROCESS: TOOLS & COLLABORATION
  30. UE Summit. May 2012. THE HOW Consistency is…not the same.

    Designing for Touch. 36 THE PROCESS: TOOLS & COLLABORATION
  31. 38 CONSISTENCY… IS BEST ADDRESSED BY BRAND BUILDS LOYALTY IS

    ACHIEVED OVER TIME IS A SET OF RULES IS ABOUT REPETITION UE Summit. May 2012. THE HOW Consistency is…not the same. Designing for Touch.
  32. 39 USER EXPERIENCE DESIGN FOR TOUCH IS PROBLEM SOLVING IS

    CONTEXT SENSITIVE CAPTURES AN ESSENCE OF THE WHOLE [GUIDROZ] IS FUNCTIONAL, LOGICAL, INTUITIVE IS TANGIBLE IS TASK-ORIENTED UE Summit. May 2012. THE HOW Consistency is…not the same. Designing for Touch.
  33. UX DESIGN: CONTEXT. CONCEPTS & CONSISTENCY UE Summit. May 2012.

    Consistency is…not the same. Designing for Touch. 40 http://precious-forever.com/2011/05/26/patterns-for-multiscreen-strategies/ COHERENCY
  34. OUT THERE UX DESIGNS: EVERNOTE UE Summit. May 2012. Consistency

    is…not the same. Designing for Touch. 41
  35. OUT THERE UX DESIGNS: MINT UE Summit. May 2012. Consistency

    is…not the same. Designing for Touch. 42
  36. OUT THERE UX DESIGNS: SPOTIFY UE Summit. May 2012. Consistency

    is…not the same. Designing for Touch. 43