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Cross-device, Cross-platform: Mobile Design Tutorial

Secret Lab
July 20, 2015

Cross-device, Cross-platform: Mobile Design Tutorial

OSCON 2015

Secret Lab

July 20, 2015
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  1. Cross-device, cross-platform: 

    Designing for the entire mobile universe
    #tinketytonk

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  2. Mobile Design Tutorial with a Title 

    Invented By An Marketing Department
    Totally Not an Android Tutorial in Disguise™
    #tinketytonk

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  3. @parisba @chrisjrn

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  4. View Slide

  5. We’re from Australia
    We apologise in advance.
    (This picture is of the Prime Minister of Australia.)

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  6. We Will Not Be Writing Code.

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  7. The tools you’ll need:
    A Brain Pen and Paper

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  8. This Is Not A
    Material Design
    HOWTO
    We might mention it occasionally, though.

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  9. Housekeeping

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  10. We run until 5 PM
    Afternoon Break from 3 to 3:30 PM

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  11. unique challenges of mobile devices
    rules for mobile app developers wireframes
    usability and look

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  12. unique challenges of mobile devices
    rules for mobile app developers
    wireframes
    usability and look
    What’s the plan?
    Mobile Design + Parting Thoughts
    Mobile Computing and Interaction
    Existing with other Apps and Devices
    Building Apps and Testing Apps

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  13. Activities
    Drawing
    Group Work
    Diagrams

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  14. Activity

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  15. Apps are great at doing
    small, helpful things.

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  16. Help me move house!
    I’m moving from Portland to Austin this year!

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  17. What does a house
    moving app need?
    Introduce yourself to the person next to you, and discuss…

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  18. That Was Fun!
    Anything interesting?

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  19. What are we

    actually Making?

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  20. Social TODO lists
    Scheduling tasks with friends
    Finding people to help out
    Finding nearby tasks to help out with

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  21. Find location on map
    Show list of
    friends
    Publishes task to
    friends
    CANCEL
    SAVE
    TITLE
    WHERE
    WHEN
    WHO
    Collect Boxes
    29 NE Broadway
    20 July at 2:39PM
    Paris B-A; Bob Condo...
    Ask for helpers
    dit Task
    21
    Move Piano
    with Josh and Paris
    22 Jul 1PM
    Map View
    My Tasks
    My Tasks
    TODAY
    TOMORROW
    Collect Boxes
    2:30PM
    Paris
    Bob
    Needs more helpers!
    Move Piano
    1:00PM
    Paris
    Josh
    Go to map view
    Scrolls off the page
    Shown if you're
    still asking for
    help
    Let Me Help!
    SOON
    Collect Boxes
    2:30PM
    Help Chris!
    Assemble Desk
    3:00PM
    Help Dave!
    LATER
    Move Piano
    Tuesday 1PM
    Disassemble Ke...Wednesday 1PM
    Go to map view
    Scrolls off the bottom
    Click entry to go
    to details page
    Compact view
    for later tasks

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  22. How are we
    getting there?

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  23. 1. Figure out what’s in the app
    2. Design how the app’s laid out
    3. Figure out how it fits together
    4. See how it will work

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  24. No Code

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  25. And now…

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  26. Mobile Computing
    and Interaction

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  27. Only some things.
    Not all of the things.

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  28. Don’t try to do everything.

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  29. View Slide

  30. View Slide

  31. Serve a purpose.

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  32. It’s not a computer.
    But it is a computer.

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  33. Let’s talk about humans.

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  34. Humans.

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  35. Humans are arrogant,
    lazy, and easily bored.

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  36. Humans are arrogant.
    They’ll expect other people to anticipate what they want, 

    and give it to them the moment they want it.

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  37. Humans are lazy.
    They don’t want to work to get nice things.

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  38. Humans are easily bored.
    If something takes longer than a couple of seconds, 

    they’re not interested.

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  39. Behold: your
    customer!

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  40. We’re kind of exaggerating.

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  41. View Slide

  42. View Slide

  43. Mobile computers are different
    to desktop computers.

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  44. Mobile apps are different to
    other apps.

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  45. Modern mobile devices are
    basically Unix machines, but you
    don’t write Unix programs.

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  46. View Slide

  47. Small screens.
    Short attention spans.
    Limited capacity.

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  48. The Mouse Doesn’t Exist
    This picture is a gerbil.

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  49. View Slide

  50. Direct Manipulation Rocks

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  51. Scrolling with inertia!

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  52. View Slide

  53. The iPhone’s inertia-like flick
    scrolling seems to work really
    well for this.
    - John Gruber, 2007

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  54. Direct manipulation rocks!

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  55. Direct manipulation sucks!

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  56. Direct manipulation sucks!
    (for you)

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  57. Crutch

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  58. Virtual keyboards suck

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  59. No tactile feedback.

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  60. Individual keys are small.

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  61. Keyboard entry
    =
    50% of the screen is gone
    lol cant see ur
    content

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  62. View Slide

  63. Virtual keyboards rule.

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  64. Keyboards hide
    when unnecessary.

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  65. Keyboards change
    when necessary.

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  66. View Slide

  67. Typing still sucks.

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  68. Fingers are big, screens are small

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  69. How we use touch interfaces

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  70. How we don’t use touch interfaces

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  71. Real world things and digital things

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  72. Fingers are big, screens are small

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  73. Touch targets

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  74. View Slide

  75. Minimum size

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  76. View Slide

  77. View Slide

  78. Reachable region

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  79. Courtesy Scott Hurff

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  80. View Slide

  81. View Slide

  82. Hands are opaque

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  83. View Slide

  84. View Slide

  85. Controls at the top of the screen:
    Replaces what you’re looking at
    Controls at the bottom of the screen:
    Modifies you’re looking at

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  86. Controls at the top of the screen:
    Back button; URL field; new button
    Controls at the bottom of the screen:
    Check in button; keyboard

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  87. The user’s hand is a
    solid object.

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  88. View Slide

  89. Can tap these
    while looking at
    screen content
    Can’t tap these
    without covering
    the screen

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  90. Hands also hold the device.

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  91. View Slide

  92. View Slide

  93. View Slide

  94. The screen is small.

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  95. The human eye
    can only see so much.

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  96. View Slide

  97. View Slide

  98. Make every pixel count.

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  99. Goals -> Features

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  100. Features are what the app can do
    “Seeing what task are left to do”
    “I want to manage my move”
    Goals are what the user can do

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  101. Activity

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  102. Prune your feature list.
    Just Enough Computer.

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  103. 1. Take a feature list.
    2. Pick the three most important.
    3. Argue why they’re the most important.

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  104. Debrief.
    Adding tasks that
    make up my move Seeing which tasks I
    have completed
    Adding tasks to my
    personal calendar
    Seeing which tasks I
    have to do today
    Adding tasks to my
    personal calendar
    Asking my friends if
    they can help

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  105. PART 2
    Mobile Design Concepts

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  106. PART 2
    Android Design Concepts

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  107. Actions

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  108. Do something
    Do it well

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  109. Do something
    Make it obvious

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  110. View Slide

  111. The Action Bar
    app icon
    action items action overflow

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  112. Toolbars
    The App Bar

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  113. View Slide

  114. What are actions?

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  115. FIT Scheme
    Frequent
    Important
    Typical
    http://developer.android.com/design/patterns/actionbar.html

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  116. Frequent

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  117. Important

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  118. Typical

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  119. View Slide

  120. View Slide

  121. What’s not in the app bar
    •Find & Replace
    •Export
    •Offline
    •Document
    Details

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  122. Toolbar Paradigms

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  123. View Slide

  124. View Slide

  125. Menus aren’t gone
    :(

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  126. View Slide

  127. Frequent
    Important
    Typical

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  128. Always
    Sometimes
    Never

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  129. Toolbars
    The most important things go
    here
    Split or single?
    Overflow Menu: Always,
    sometimes, or never?

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  130. Navigation

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  131. Where am I?
    What can I do here?

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  132. How did I get here?
    Where can I go next?

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  133. Navigation
    with toolbars

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  134. View Slide

  135. Tabs
    Stack Liszt

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  136. Tabs
    Stack List

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  137. Tabs

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  138. View Slide

  139. View Slide

  140. List navigation

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  141. View Slide

  142. View Slide

  143. Lists
    ONE thing
    ALL of the things
    SOME of the things

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  144. Tabs
    SOME of the things
    SOME of the things SOME of the things

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  145. Graphic Design

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  146. View Slide

  147. Text
    Text
    Text
    Text

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  148. “layout and typography are
    crisp and meaningful.”
    http://developer.android.com/design/get-started/creative-vision.html

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  149. Swiss
    Design

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  150. View Slide

  151. View Slide

  152. View Slide

  153. FONT
    WEIGHTS
    HAVE
    MEANING

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  154. View Slide

  155. Icons

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  156. View Slide

  157. View Slide

  158. View Slide

  159. View Slide

  160. Icons should be obvious.
    If it’s not obvious, use
    text.

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  161. When is it obvious?

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  162. It’s obvious if
    lots of other apps do it

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  163. It’s obvious if
    it’s obvious

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  164. View Slide

  165. It’s obvious if
    Google has an icon for it
    http://developer.android.com/design/downloads/index.html

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  166. View Slide

  167. Text
    Colours
    Icons
    In order of importance

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  168. Activity

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  169. 1. Improve some wireframes
    2. Make some new ones

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  170. What Are Wireframes?

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  171. MAP
    Jane Smith
    Raoul McGuinness
    12:30 PM: Move Piano
    Some other task goes here
    Map showing
    friend
    locations
    List of
    friends
    showing task
    names
    Tap name to
    show details
    on the task
    they want
    done?

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  172. View Slide

  173. “Available Tasks”
    screen
    “My Tasks”
    screen
    Map / List
    of friends
    List of tasks
    Task details

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  174. View Slide

  175. Screens
    IMPROVE: Tasks ordered by time
    MAKE: “New Task”
    MAKE: Tasks on map

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  176. 1. Improve the task list screen
    2. Design the new task and map screens
    ( 10 minutes )

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  177. Here’s One We Prepared
    Earlier.

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  178. Coffee Time

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  179. Activity

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  180. Activity
    1. Take your wireframes
    2. Link them up

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  181. Debrief.

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  182. Existing with other
    Apps and Devices

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  183. View Slide

  184. View Slide

  185. View Slide

  186. •Enchant me
    •Simplify my life
    •Make me amazing
    “Creative Vision”
    http://developer.android.com/design/get-started/creative-vision.html

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  187. We have no idea
    what these mean.

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  188. View Slide

  189. “A material metaphor is the unifying theory of a
    rationalized space and a system of motion. The
    material is grounded in tactile reality, inspired by
    the study of paper and ink, yet technologically
    advanced and open to imagination and magic.”
    http://www.google.com/design/

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  190. “Doug Fir James Mercer cashew cheese Pearl
    District it's raining again. Also beers late-night
    happy hours fixed gear Holocene bridgetown;
    smoked ham ice cream Voodoo Donuts bicycle
    rights brewvana bubble tea fifth quadrant muesli.”
    http://www.google.com/design/

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  191. How to be an
    Android App

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  192. Do one thing
    Do it well

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  193. Multiple Features
    One Purpose

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  194. View Slide

  195. Make it easy to leave
    Make it even easier to return

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  196. “Our goal is to have people leave our
    website as quickly as possible.”
    http://www.google.com/about/company/
    philosophy/

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  197. View Slide

  198. Being a great app
    means
    Being great with other apps

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  199. Your app should provide
    features to other apps

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  200. View Slide

  201. View Slide

  202. If there’s a native
    experience,

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  203. If other apps provide
    functionality, use it

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  204. View Slide

  205. WRONG
    BETTER

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  206. View Slide

  207. View Slide

  208. Foursquare
    Search, discovery, recommendations
    Swarm
    Checkins, meet-ups, competition

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  209. View Slide

  210. View Slide

  211. View Slide

  212. View Slide

  213. View Slide

  214. View Slide

  215. View Slide

  216. View Slide

  217. Design for an
    integrated experience

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  218. iOS and Android

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  219. Philosophy

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  220. View Slide

  221. iOS Android
    Deference Make Me Amazing
    Clarity Simplify My Life
    Depth Enchant Me
    Philosophies

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  222. Philosophies
    iOS Android Actual People
    Deference Make Me Amazing Um
    Clarity Simplify My Life WTF
    Depth Enchant Me Huh?

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  223. Applications are different
    things on iOS and Android

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  224. Android: Applications are
    collections of services

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  225. iOS: Applications are
    individual units of functionality
    Though iOS 8 and 9 changes this very slightly

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  226. Example

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  227. View Slide

  228. View Slide

  229. View Slide

  230. View Slide

  231. View Slide

  232. View Slide

  233. View Slide

  234. View Slide

  235. View Slide

  236. View Slide

  237. iOS and Android Look Different
    not so
    ^

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  238. Both use Flat Design

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  239. View Slide

  240. View Slide

  241. Simple geometric fundamental shapes
    Slight shading to imply volume
    Very subtle shadowing to create depth
    Icons rely on silhouettes

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  242. Layout

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  243. View Slide

  244. “In material design, every pixel
    drawn by an application resides on
    a sheet of paper.”
    http://www.google.com/design/spec/layout/layout-principles.html

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  245. View Slide

  246. View Slide

  247. Shaded
    Not important
    Raised
    Important Action
    Foreground
    Current focus

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  248. Windows Phone
    (Coverage given proportional to market share)

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  249. Big Screens

    Small Screens

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  250. Tablets are like phones

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  251. Not Very Big

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  252. Touch Screens

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  253. Task-Oriented

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  254. Tablets aren’t like phones

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  255. Phones are small*
    Tablets are not

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  256. (Phablets
    Tablones are ???)

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  257. (Phablets
    Tablones are ???)

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  258. Tablones
    Portrait is like a phone
    Landscape is not

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  259. Phones are Modal
    Tablets offer Context

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  260. More Space
    !=
    More Features

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  261. Designing for Tablets

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  262. Phone designs
    rarely work well

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  263. View Slide

  264. Screens on Phones
    are
    Elements on Tablets

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  265. `

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  266. Master-Detail

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  267. LAZY!

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  268. View Slide

  269. Other Layouts

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  270. View Slide

  271. View Slide

  272. Maps

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  273. Some apps don’t
    need new layouts

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  274. View Slide

  275. Which works best?
    You decide!

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  276. Activity

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  277. 1. Cut up your wireframes
    2. Rearrange them into a big screen

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  278. (5 minutes!)
    1. Cut up your wireframes
    2. Rearrange them into a big screen

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  279. Debrief

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  280. Building Apps and Testing Apps

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  281. Usability testing

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  282. Heuristic Analysis

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  283. View Slide

  284. Percentage of Usability
    Problems Found
    0
    25
    50
    75
    100
    Number of Evaluators
    0 5 10 15

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  285. Analyse your results.
    Create findings.

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  286. Activity

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  287. Split your teams up.
    Take turns explaining your app.
    Figure out what’s wrong.
    Task

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  288. Task
    What’s wrong with your UI?

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  289. Debrief

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  290. Trends in mobile design

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  291. Graphic design

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  292. “Old World” Design
    (2008-2012)

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  293. Skeuomorphism

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  294. Materials

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  295. Gradients simulating lighting

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  296. Richness

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  297. View Slide

  298. View Slide

  299. View Slide

  300. “New World” Design
    (2012-2015)

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  301. High contrast

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  302. Solid colours

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  303. Vibrancy

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  304. View Slide

  305. View Slide

  306. View Slide

  307. Lessons

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  308. Define a colour
    scheme for your app

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  309. You won’t need a
    designer immediately

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  310. But…
    Design is half the product

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  311. Wrapping up

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  312. Bringing it together
    (We have a point to make)

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  313. Building apps
    people want to use
    Harder than you think.

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  314. People do not
    like phones.
    Because they’re generally
    unpleasant to use.

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  315. Mobile users hate
    being surprised.

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  316. Dialog boxes suck.
    Being modal also sucks.

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  317. A similar problem:
    deleting stuff

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  318. What should happen when
    that’s done?

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  319. Option 1:
    Do nothing

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  320. Option 2:

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  321. Option 3:
    Quietly
    indicate.

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  322. Option 3:
    Quietly
    indicate.

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  323. Be fast.
    We mentioned this before.
    http://lab.to/qQlVJW

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  324. (If you’re not fast!)
    Pretend to
    be fast.

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  325. Be responsive.

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  326. Lag equals death.
    76% of people who hate their phones do so
    because apps aren’t responsive enough.
    This statistic is made up.

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  327. View Slide

  328. Instagram starts uploading here
    Most apps start uploading here

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  329. View Slide

  330. Never drop data.

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  331. Expose yourself.

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  332. The device’s conditions change.
    A lot.

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  333. View Slide

  334. Things that can change:
    Screen size
    Speed of CPU / GPU
    Available memory
    Storage space
    Network speed
    Everything






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  335. View Slide

  336. Minimise your views
    Views are expensive!
    MEMORY PROBLEM

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  337. Think about first launch

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  338. Main screen
    Straightforward, aesthetic, consistent.

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  339. Think about 

    the ecosystem
    It’s more than just your app.

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  340. It starts when you sell it.

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  341. NO NO NO NO NO NO NO
    NO

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  342. Where am I? What can I do?
    What else can I do?

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  343. Constant collaboration
    between design and
    development

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  344. Style your app.
    Never port it.

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  345. View Slide

  346. Beware the Port

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  347. UI ports from iOS
    to Android
    look bad.

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  348. View Slide

  349. NO NO NO

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  350. NO NO NO

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  351. Start development early.

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  352. Greatest Strength?
    Wide variety of form factors and device types.

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  353. Biggest Weakness?
    Wide variety of form factors and device types.

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  354. Thanks!
    The door is on the wall
    a.fresh.horse/oscon-2015

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