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Designing Offline First Apps For India

Soham Mondal
November 02, 2019

Designing Offline First Apps For India

Soham Mondal

November 02, 2019
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  1. Soham Mondal Product | UX | Technology Founder, Triveous Mentor,

    Google Launchpad Accelerator UX/Product/Android Consultant
  2. Urban or Semi Urban or Rural Mobile phone is their

    first computing device
 Shared Device Lower end device Technology Adoption Time commitment Flaky internet connection, limited wifi access Prepaid not postpaid Data is akin to currency, Apps are not updated Speaks one of many languages Indian Mobile User Know who your users are?
  3. Cost Highest cost for connectivity Data purchase behaviour Solution: Transparency

    and Control Up front display Show options for changing consumption Schedule download
  4. Compatibility Lower end devices: Less storage space Older versions of

    android Broken Solution: Accessible design Lower apk size Optimise battery Use low end devices
  5. Connectivity Not connected to the internet for the majority Flaky,

    bad network connections Solution: Design for normal cases will not work Design for India Design for offline, make online an edge case Test in airplane mode
  6. China Tech Adoption Active Usage vs Active Transactions India Ecommerce

    transactions in 2019 75% 21% Internet penetration in 2019 48% 40%
  7. Tech Adoption Internet penetration is not the primary problem Technology

    adoption is the next big hurdle Active users vs Active transactions Solution: Better Onboarding Voice Assistants Jiny Slang Labs Navana Tech
  8. This is a qualitative research exercise for FREND in rural

    Karnataka. User Research is key to the success of any product!
  9. User Research & Testing Who will use your app?
 Why/How

    will they use it? Value Proposition Validating assumptions Product Market Fit Usability Solution: Qualitative Research Quantitative Research Usability Studies
  10. Personas Finding Patterns - Age - Tech familiarity and goals

    - Literacy with tech - Device availability - Goals with respect to device - Status - Device Usage - App Usage - How do they interact with devices - Why do they use devices/apps - Location - Education - Profession - Earnings - Family Sampling Choosing who to talk to Choosing the right set of users and stakeholders Process User Research - Understanding - Sampling - Pilot - Field Research - Collaborative Synthesis - Iterative Design
  11. Personas Finding Patterns - Age - Tech familiarity and goals

    - Literacy with tech - Device availability - Goals with respect to device - Status - Device Usage - App Usage - How do they interact with devices - Why do they use devices/apps - Location - Education - Profession - Earnings - Family Sampling Choosing who to talk to Choosing the right set of users and stakeholders Process User Research - Understanding - Sampling - Pilot - Field Research - Collaborative Synthesis - Iterative Design
  12. Personas Finding Patterns - Age - Tech familiarity and goals

    - Literacy with tech - Device availability - Goals with respect to device - Status - Device Usage - App Usage - How do they interact with devices - Why do they use devices/apps - Location - Education - Profession - Earnings - Family Sampling Choosing who to talk to Choosing the right set of users and stakeholders Process User Research - Understanding - Sampling - Pilot - Field Research - Collaborative Synthesis - Iterative Design
  13. Usability Testing Usability tests Test with real user groups in

    real environments Think aloud testing Record and share with team Make it part of process, budget for it Do it very early, do if often