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@emiliamaj Mobile Application Design

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„User Experience encompasses all aspects of the end-user interaction with the company, its services and products.” Nielsen Norman Group, „User Experience - Our Definition”

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No content

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How to build a user-friendly app?

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1. Analysis 2. Mockups 3. Graphic Design 4. Implementation

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Analysis 1

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• What kind of app we want to build? • What is the core feature? • Who is our target? • What user gains? • What are the goals and motivations of a user? • In what context your application will be used? analysis

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write down and group: requirements, needs, ideas, inspirations

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Needs Features big amount of data recommendations places suggestions engaging user account users rating geolocation shares requirements analysis

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Must be Should have Nice to have requirements analysis

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feedback – share your ideas with a team and everyone who gives a constructive opinion

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Workshop. 15 min 1. E-commerc? 2. Social app? 3. Tool? 4. Info Service? 5. Gallery?

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Mockups 2

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mockups – rough and not very accurate idea of the project

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mockups • draw quickly: paper + marker • show only the most important features • search for different approaches, do not stop at one, even if you like it • investigate a variety of solutions everyone draws 4, 2 i 1 version; after: one final together • if you don’t know what to do, then draw whatever the most important is to think aloud and draw it • if you get confused, start from the beginning

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• Organization • Labeling • Navigation • Research Information Architecture – the art and science of organizing and labeling information to support usability

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• don’t think about solutions but about needs • think about user as a busy and “mobile” man • simplify as much as you can • one main feature per screen • the fewer steps in navigation, the better • don’t duplicate the functionality (but group logically) • use global applications (mental model) good advice

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Workshop. 15 min Mockups for app: – first screen – subpages

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usability – is the ease of use and learnability of a human-made object Definition by Jakoba Nielsen: Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Efficiency: Once users have learned the design, how quickly can they perform tasks? Memorability: When users return to the design after a period of not using it, how easily can they reestablish proficiency? Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? Satisfaction: How pleasant is it to use the design?

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• each step of the product development takes place with the participation of users (from the initial interview until the final tests) • user needs and behavior are the basis for a information and navigation hierarchy • business objectives, functionality and technological capabilities are secondary User Centered Design – users are involved in the design process to identify their needs, constraints and goals

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Heuristics by Donald Norman: Visibility – I see what is going on Feedback – I see the effects of my actions Constraints – I know why I’m not able to act Mapping – I know where I am and how I get around Consistency –I recognize similar elements of the system Afordance – I know what to do heuristics

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visibility – I see what is going on

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feedback – I see the effects of my actions

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constraints – I know why I’m not able to act

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mapping – I know where I am and how I get around

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consistency –I recognize similar elements of the system

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afordance – I know what to do

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affordance

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affordance

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affordance

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Workshop. 15 min Makes your mockups better!

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• We tend to contain information in 3-4 groups (e.g. the phone numbers 506 96 80 97). Step-by-step navigation is usually better • We get lost ourselves in a “deep navidation” systems • We have difficulty with an effective selection of the more than 3-4 variants information limit

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the paradox of choice – in case of too many possibilities we’re stressed and often don’t choose anything (decision-making paralysis) • Performa 635 • Performa 636 • Performa 637 • Performa 638 • Performa 640 • Performa 5200 • Performa 5215 • Performa 5300 • Performa 6110 • Performa 6112 • Performa 6115 • Performa 6116 • Performa 6117 • Performa 6118 • Performa 6200 • Performa 6205 • Performa 6214 • Performa 6216 • Performa 6218 • Performa 6220 • Performa 6230 • Performa 6290 • Performa 6300 • Performa 200 • Performa 400 • Performa 405 • Performa 410 • Performa 430 • Performa 450 • Performa 460 • Performa 466 • Performa 467 • Performa 475 • Performa 476 • Performa 550 • Performa 560 • Performa 575 • Performa 577 • Performa 578 • Performa 580 • Performa 600 • Performa 630 • Performa 631 • Quadra 605 • Centris/Quadra 610 • Quadra 630 • Centris/Quadra 650 • Centris/Quadra 660 • Quadra 800 • Quadra 840 • Quadra 950 • Power Mac 5200 • Power Mac 5300 • Power Mac 6100 • Power Mac 6200 • Power Mac 7100 • Power Mac 7200 • Power Mac 7500 • Power Mac 8100 • Power Mac 8500 • Power Mac 9500 • PowerBook 145 • PowerBook 150 • PowerBook 160 • PowerBook 165 • PowerBook 180 • PowerBook 190 • PowerBook Duo 210 • PowerBook Duo 230 • PowerBook Duo 250 • PowerBook Duo 270 • PowerBook Duo 280 • PowerBook 520 • PowerBook 540 • PowerBook Duo 2300 • PowerBook 5300 Apple products in the 90’s

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the paradox of choice Apple products around 2000, after reduction by S. Jobs

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range of sharp vision –it’s about ok. 2,5 cm ; reduce the number of elements and take care of their proper distinction

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Letterpress by Loren Brichter visual simplicity

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first screen – is the most important! User should do and see exactly what he’s expecting.

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FUX (First User Experience) – when interface can be complicated, learn how to use it

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suggestions

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max. use of mobile screen

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direct interaction

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gestures Flat Pomodoro

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minimalism Eve Nap Timer

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flat design&typography Timelet

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like Tinder

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Workshop. 15 min Build a killer feature!

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Emilia Maj UX & Graphic Designer Thank you. www.emimaj.com [email protected] @emiliamaj