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Ingredients of Awesome app v2 - Droidcon Paris

Taylor Ling
September 22, 2014

Ingredients of Awesome app v2 - Droidcon Paris

A version 2 of my previous presentation on this topic with some additional Whys and Rules for each ingredient.

Taylor Ling

September 22, 2014
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  1. GOOD GREAT AWESOME Stable Uses Best Practices User-tested Runs 4.0

    and above Provides solid experience Guenther Beyer http://bit.ly/androiddesigngtg Revise everything Branding and Consistency Variation Polish FOR REFERENCE USE ONLY
  2. AWESOME Supports user goals with frustration-free experiences Provides customer delight

    Provides sufficient help for potential blockers Empower the users and build positive relationship Make them feel magical FOR REFERENCE USE ONLY
  3. Animations/Transitions 1 WHY Provide continuity experience Capture and focus attention

    Provide feedback for interactions Give information - Spatial Relationship, Functionality Help user in perceiving the changes without heavy processing FOR REFERENCE USE ONLY
  4. Animations/Transitions 1 RULES Purposeful and Informative Subtle yet noticeable Buttery

    smooth (60fps) Proper motion speed Don’t overdo it FOR REFERENCE USE ONLY
  5. Feedback 2 WHY Interactions happens on/in the glass surface –

    no physical feedback To communicate hidden rules To let the user know the system is working on your request To provide seamless experience FOR REFERENCE USE ONLY
  6. Feedback 2 RULES Feedback must be informative Feedback must have

    proper number Feedback must be planned and prioritized Feedback must be immediate Feedback can be visual, acoustic, tactile FOR REFERENCE USE ONLY
  7. Interaction feedback is very important to give the touch confidence.

    And always care about the touch area. FOR REFERENCE USE ONLY
  8. Dialog is a very direct way of giving information or

    capture attention. But it can be annoying. Minimize the usage and use it wisely. And don’t confuse the user. FOR REFERENCE USE ONLY
  9. Error Message tells the user why something isn’t work –

    but don’t just tell them why it doesn’t work, if it’s possible, give them the solution/possible action as well. Better yet, try not to allow them to execute the error. FOR REFERENCE USE ONLY
  10. Loading indicator tells the user something is working at the

    background based on the request – but do give them options or inform them if it’s taking too long. Also try to mask the time-wasting loading into a delightful experience. Better yet, try to avoid loading by eg. Preload. FOR REFERENCE USE ONLY
  11. Empty state must be handled properly so the user knows

    what is needed to be done next. Give them that action(s). It’s not the job of the user to figure out why it is empty. FOR REFERENCE USE ONLY
  12. Acoustic and tactile feedback is equally important to give high

    quality feedback. FOR REFERENCE USE ONLY
  13. Help 3 WHY Users are lazy and don’t like to

    think Users require waypoint Users curious about the value Users need help to operate professional application Users always rely on default settings FOR REFERENCE USE ONLY
  14. Help 3 RULES Help must be genuine Help must be

    planned and timed well Help must be simple and efficient Help must be user-oriented FOR REFERENCE USE ONLY
  15. Quick Tutorial gives brief introduction of the value of the

    app to the user (read: not on how to use the app). And do allow the user to skip it. FOR REFERENCE USE ONLY
  16. Users sometimes regret for their action, so if it’s possible,

    allow them to Undo – For less critical stuffs, it can be as forgivable as possible. And make it easy to undo. FOR REFERENCE USE ONLY
  17. Confirmation is a must if the action is a critical

    one eg. Delete. Do not ask for every actions though. FOR REFERENCE USE ONLY
  18. Help section always helps - even if it’s just 0.1%

    of the users will be using it. And make it available offline. FOR REFERENCE USE ONLY
  19. Cares about the default settings that you are putting in.

    95% of the users rely on the default settings. FOR REFERENCE USE ONLY
  20. Touch Gestures 4 WHY Empower the user Enhance interactivity Natural

    manipulation Potentially quicker interaction FOR REFERENCE USE ONLY
  21. Touch Gestures 4 RULES Gestures must coupled with great corresponding

    animations Gestures should not be the only interaction for a certain task Gestures must not have conflicts Gestures must be discoverable FOR REFERENCE USE ONLY
  22. Always explore simple yet efficient gestures that enhance interactivity. Touch

    screen isn’t just meant for tap. Chrome is a great example. FOR REFERENCE USE ONLY
  23. Sensitive for gesture trend that enhance interaction experience. Eg. Swipe

    to dismiss/delete is almost like a must-have gesture for item manipulation. FOR REFERENCE USE ONLY
  24. Avoid gesture conflict at all cost! Bad example: In Rdio,

    full screen swipe calls Navigation Drawer, and it conflict with the progress slider. FOR REFERENCE USE ONLY
  25. Don’t be afraid to explore and integrate gestures to enhance

    usability! Example: Double swipe is currently at system level only, but it can be very well integrated in app interaction as well! Carbon for Twitter FOR REFERENCE USE ONLY
  26. 1 5 4 3 2 Animations/Transitions Feedback Help Touch Gestures

    Polish, polish, polish FOR REFERENCE USE ONLY
  27. Perfection is not attainable, but if we chase perfection we

    can catch excellence. Vince Lombardi FOR REFERENCE USE ONLY