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Speed and Simplicity: Design and Usability for ...

Speed and Simplicity: Design and Usability for Multi-device Websites

We’ve entered the age of sequential and simultaneous browsing. According to Google, 90% of consumers now use multiple screens to accomplish tasks on the web. Tablets and mobile remain hot topics for sales, use, and design. In an age where most users are accessing sites via multiple devices, top companies are focusing on fast and clean delivery of information.

This webinar focused on how new realities are changing web design, web design process, and usability standards.

Session Outline
• Ubiquitous computing, ubiquitous internet
• Sequential and simultaneous browsing
• The rise of the tablet
• Flat design for a lumpy web
• Speed matters
• Usability strategies

Doug Gapinski

May 30, 2013
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Transcript

  1. 0 22.5 45 67.5 90 Americas Asia Pacific Middle East

    Africa source: ITU +28% +45% +55% +82% Americas Asia-Pacific Middle East Africa Where is the biggest growth in mobile broadband?
  2. 0 750000000 1500000000 2250000000 Americas Asia Pacific Total mobile broadband

    subscriptions, 2007 vs. 2013 268 MILLION 2.1 BILLION in 2007 in 2013 source: ITU
  3. “The technology required for ubiquitous computing: cheap, low-power computers that

    include equally convenient displays...” --Mark Weiser of Xerox PARC
  4. Aakash Ubislate tablet $69 ($20 for students in India) Archos

    35 Carbon smartphone $120 Cheap devices and displays for browsing
  5. In some objects, sensors + connectivity matter more than display

    Fitbit Aria transmits weight to app Parrot Flower Power transmits plant data to app
  6. 6 basic screen sizes* for 22 of the most popular

    tablets 1200 x 1920 800 x 1280 768 x 1280 600 x 1024 600 x 800 1536 x 2046 Screensiz.es
  7. 1200 x 1920 800 x 1280 768 x 1280 600

    x 1024 600 x 800 1536 x 2046 1200 x 1920 800 x 1280 768 x 1280 600 x 1024 600 x 800 1536 x 2046 6 basic screen sizes* for 22 of the most popular tablets Screensiz.es
  8. 90% browsed sequentially: beginning a task on one device and

    finishing on another. source: Google
  9. 66% used more than one device at the same time.

    81% if you also include televisions. source: Google
  10. The primary purpose of a prototype is to get to

    better, more useful work. REMEMBER!
  11. The primary purpose of a prototype is to get to

    better, more useful work. client education buy-in iterative building early user testing visualizing content strategy
  12. The primary purpose of a prototype is to get to

    better, more useful work. IT’S CRAP!
  13. Ask your clients to focus on the reading experience and

    typography as the most important design choice.
  14. Adobe Edge Reflow: import PSDs, edit/add media queries, and export

    CSS to the editor of your choice JUNE 17 Coming
  15. “New rule: every desktop design has to go finger-friendly.” --Josh

    Clark (@globalmoxie) read this: Global Moxie blog
  16. To build for the future, we need to make our

    responsive designs more tablet-friendly.
  17. Use bigger touch target areas to accommodate finger / thumb

    input. Example: Good.is MIT research showed the average fingertip is 8 to 10 mm. ~7 to 9 mm minimum recommended based on manufacturer.
  18. Anchor content to the side of the browser (not just

    to the side of the body). Example: Quartz
  19. ...and multiply the breakpoints times the browsers / devices you’re

    testing for. Baseline browsers we test: • IE 8+ • Firefox 18+ • Chrome 24+ Devices for mobile / tablet testing: • iPad 3 • iPhone 4s • HTC DNA • Kindle Fire 2 • Nexus 7 • Galaxy S II • Droid Razr • iPhone 5
  20. Page weight has a linear, negative impact on conversions, page

    views, bounce rate, and returning visitors. Source: Web Performance Today
  21. Tests at Amazon showed that every 100 ms increase in

    load time decreased sales by 1%. Source: Web Site Optimization
  22. Thanks to Erik Runyon, Director of Web Communications at Notre

    Dame, for the examples and data. Check out his blog and Higher Education RWD Directory at weedygarden.net.
  23. “If you aren’t talking to your users and letting them

    have a say, you aren’t doing UX. Keep the user at the heart of our work.” --@TimothyWhalen
  24. 3. Test users on different devices to confirm input types

    work intuitively— a minimum is mouse & trackpad vs. touch.
  25. Pros: Works remotely Cons: Doesn’t work for mobile Hack: Ask

    your desktop users to make the browser mobile-sized This hack exposes some design flaws, but does not offer insight about touch input.
  26. 1. User joins gotomeeting or other screen sharing software via

    laptop. 2. User shares laptop camera. 3. User “reverse hugs” laptop, pointing laptop camera at mobile device