designing for context

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Mobile Context and Mobile Context and Strategies Ivano Malavolta Ivano Malavolta [email protected] http://www.di.univaq.it/malavolta

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Mobile Applications Development - Lecture 2 Designing for Context Developing a Mobile Strategy Types of Mobile Applications This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L’Aquila (Italy). http://www.di.univaq.it/malavolta

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Page 1: Designing for Context

Mobile Context and Mobile Context and Strategies

Ivano MalavoltaIvano Malavolta

[email protected]

http://www.di.univaq.it/malavolta

Page 2: Designing for Context

Roadmap

• Designing for Context• Designing for Context

• Developing a Mobile Strategy

• Types of Mobile Applications

Page 3: Designing for Context

from the previous lecture…

Page 4: Designing for Context

Designing for the Context

Page 5: Designing for Context

Two kinds of context

ContextContextwith a big “C”

VSVSVSVS

contextwith a little “c”

Page 6: Designing for Context

Context VS context by example

• The app worksworksworksworks in a in a in a in a specificspecificspecificspecific contextcontextcontextcontext depending on the current location of the user

• The app givesgivesgivesgives ContextContextContextContext by providing additional info

Page 7: Designing for Context

Context VS context by example

who is here?Context

where I amcontext

VS

Context answers users’ Context answers users’ questions

context is a factVS

https://foursquare.com

Page 8: Designing for Context

Context with a big “C”

HowHowHowHow usersusersusersusers willwillwillwill derive derive derive derive valuevaluevaluevalue fromfromfromfrom somethingsomethingsomethingsomethingtheytheytheythey are are are are currentlycurrentlycurrentlycurrently doingdoingdoingdoingtheytheytheythey are are are are currentlycurrentlycurrentlycurrently doingdoingdoingdoing

For example:

• info on restaurants

• rate places• rate places

• GPS navigator

http://www.oink.com

Page 9: Designing for Context

Context with a big “C”

The information provided by the app gives ContextContextContextContext

A A A A betterbetterbetterbetter understandingunderstandingunderstandingunderstanding ofofofof whatwhatwhatwhat thisthisthisthis moment in moment in moment in moment in timetimetimetime meansmeansmeansmeans totototo the the the the useruseruseruser

Recurrent targets:

people, places, things, situations, ideas

Page 10: Designing for Context

context with a little “c”

The mode, medium and The mode, medium and The mode, medium and The mode, medium and environmentenvironmentenvironmentenvironment in in in in whichwhichwhichwhichwewewewe performperformperformperform ourourourour taskstaskstaskstaskswewewewe performperformperformperform ourourourour taskstaskstaskstasks

There are 3 different types of context:

1. Physical context

2. Media context2. Media context

3. Modal context

Page 11: Designing for Context

context with a little “c”

PhysicalPhysicalPhysicalPhysical contextcontextcontextcontext

where I amwhere I am

http://bit.ly/wXGpNAhttp://bit.ly/yoBk7d

Page 12: Designing for Context

context with a little “c”

PhysicalPhysicalPhysicalPhysical contextcontextcontextcontextIn which environment I amIn which environment I am

• at home• on a bus• in the streets

carVS • in the streets

• in my office• in a shop

VS train

http://www.textndrive.comhttp://www.whatsapp.com

Page 13: Designing for Context

context with a little “c”

Media Media Media Media contextcontextcontextcontext

The device I am usingThe device I am using

• Connectivity

• Screen size

• Camera

• etc …

http://www.facebook.com

Page 14: Designing for Context

context with a little “c”

ModalModalModalModal contextcontextcontextcontext

My present state of mindMy present state of mind

what I am doing right now

How I feel right now

http://www.runens.comhttp://photostatsapp.com/http://babypad.mezmedia.com

Page 15: Designing for Context

…again on “big C” VS “little c”

I only care I only care I only care about…

I only care about…

Context context

user Developer(you)

Page 16: Designing for Context

…again on “big C” VS “little c”

Your users do not care about physicality, media, or modes…or modes…

They simply care about the app perceived value:

ContextContext

Page 17: Designing for Context

…again on “big C” VS “little c”

GoodGoodGoodGood Design Design Design Design means making the contexttransparent to the usertransparent to the user

We have to create apps that anticipate andsolve problems with little or no action fromthe userthe user

Page 18: Designing for Context

The Mobile golden rule

If you can unlock the state of mind of your users and start start start start mind of your users and start start start start thinking thinking thinking thinking in their contextin their contextin their contextin their context,

understanding how a mobile experience will add value to their livesadd value to their livesadd value to their livesadd value to their lives, you will have the ever-elusive…ever-elusive…

KILLER APP

Page 19: Designing for Context

How can I apply the golden rule?

Think of your app in the different contexts

• Who Who Who Who is is is is your your your your user? user? user? user? Business man, teenager, mum…• Who Who Who Who is is is is your your your your user? user? user? user? Business man, teenager, mum…

• What is happening? What is happening? What is happening? What is happening? Are they hanging out with friends?

• When will When will When will When will he interacthe interacthe interacthe interact? ? ? ? @home? @work? waiting for the bus?

• Where Where Where Where is he? is he? is he? is he? Public/private space, inside/outside, day/night• Where Where Where Where is he? is he? is he? is he? Public/private space, inside/outside, day/night

• Why will Why will Why will Why will he he he he use use use use your your your your app?app?app?app? How do you give Context?

• How How How How is he is he is he is he using using using using his mobile device? his mobile device? his mobile device? his mobile device? Is the device held in the hand? Portrait or landscape?

Page 20: Designing for Context

Examples

http://www.soundhound.com

Page 21: Designing for Context

Examples 2

http://www.endomondo.com

Page 22: Designing for Context

Examples 3

http://www.instagr.am

Page 23: Designing for Context

Roadmap

• Designing for Context• Designing for Context

• Developing a Mobile Strategy

• Types of Mobile Applications

Page 24: Designing for Context

Developing a Mobile Strategy

Mobile Mobile Mobile Mobile StrategyStrategyStrategyStrategy =

how much it will cost you to develope your app?

How much timetimetimetime?

How much efforteffortefforteffort?How much efforteffortefforteffort?

How much moneymoneymoneymoney?

Page 25: Designing for Context

Busting the first myth

Mobile design and Mobile design and Mobile design and Mobile design and

developmentdevelopmentdevelopmentdevelopment isisisis notnotnotnot cheapcheapcheapcheap!!!!developmentdevelopmentdevelopmentdevelopment isisisis notnotnotnot cheapcheapcheapcheap!!!!

http://www.slideshare.net/fling/native-v-hybrid-v-web

Page 26: Designing for Context

Busting the first myth

http://www.slideshare.net/fling/native-v-hybrid-v-web

Page 27: Designing for Context

Busting the first myth

You have to sum this price for each platformyou want to supportyou want to support

Even withPhonegap!

http://www.slideshare.net/fling/native-v-hybrid-v-web

Page 28: Designing for Context

The new rules for a mobile strategy

Remember, mobile is a new medium � differentdifferentdifferentdifferent rulesrulesrulesrules� differentdifferentdifferentdifferent rulesrulesrulesrules

Don’t try to follow “traditional rules” since mobile hasits own peculiarities:

• context, • context, • location, user mood• device fragmentation• unique UI rules• ...

Page 29: Designing for Context

Rule #1

Mobile is an ever-evolving area

Forget what you think you know

Mobile is an ever-evolving area � today you are already outdated

• Forget what you think you know about mobile– It is most likely incorrect

• Don’t try to emulate other projects• Don’t try to emulate other projects– Focus on what is right for your user, not what is right for

someone else’s user

• Start at the beginning– Provide new perspectives, and breathe life into the project

right from the start

Page 30: Designing for Context

Rule #2

• Don’t trust any report, fact, or figure that 1-2 years old

Believe what you see, not what you read

• Don’t trust any report, fact, or figure that 1-2 years old– It is most likely wrong

• Go to your users and ask them questions in person– Don’t try to simply validate your ideas

• Record everything– Your own users’ worlds will help you in focussing on their need– Your own users’ worlds will help you in focussing on their need

• Don’t forget to innovate– Try new things, be bold, and don’t be afraid to fail.

• Have a contingency plan– If your plan fails to meet expectations, try to reuse what

you’ve learned or done on something else

Page 31: Designing for Context

Rule #3

Constraints never come first

• Avoid talking about constraints at an early-stage brainstorming session– Refer back to Rule #1 and forget what you think you know

• there will always be constraints in mobile, accept it!

• Focus on strategy first, what they user needs, and lay • Focus on strategy first, what they user needs, and lay down the features– Then, if the constraints become an issue, fall back to the

user goals

• There is always an alternative

Page 32: Designing for Context

Rule #4

Focus on context, goals and needs

goals

needsuser

context

actions

Page 33: Designing for Context

Rule #4

Focus on context, goals and needs

1. Defining the users’ context is the first thing to do – without it, you don’t have a mobile strategy, you have only a

plan of action

2. Uncover the users’ goals– and then try and understand how the users’ context alters

their goalstheir goals

3. With goals understood, figure out the tasks the users want to perform

4. Look for ways to filter content by context– for example: location, media, and model.

Page 34: Designing for Context

Rule #5

You can’t support everything

• Don’t try to support everything – Start with the devices that best represent your core core core core customercustomercustomercustomer

• The most popular might not always be the bestbestbestbest device for your project

• Check your server logs server logs server logs server logs for the devices accessing your • Check your server logs server logs server logs server logs for the devices accessing your site– These are the first devices to target

• Go to a mobile phones store and do a little market little market little market little market researchresearchresearchresearch to find out the recommended devices for your target customer

Page 35: Designing for Context

Rule #6

Don’t convert, create

Great mobile products are created, never ported!

• Understand your user and his context– Having an idea of how and when users will access your content

will aid in understanding how to best create a tailored mobile experienceexperience

• Mobile is a unique medium

Page 36: Designing for Context

Rule #6 - example

Page 37: Designing for Context

Rule #7

Keep it simple

People want to use mobile devices in a simple way

• Simplicity � fewer problems

• Easier to iterate and evolve your app

• Don’t try to create a desktop software on a mobile!• Adding feature after feature is an easy trap to fall in

• Build the experience around your users’ main need and nothing else

Page 38: Designing for Context

Roadmap

• Designing for Context• Designing for Context

• Developing a Mobile Strategy

• Types of Mobile Applications– Mobile Application Medium Type

– Mobile Application Context– Mobile Application Context

Page 39: Designing for Context

Types of Mobile Applications

In the following we will talk about:

• Mobile Mobile Mobile Mobile ApplicationApplicationApplicationApplication Medium Medium Medium Medium TypesTypesTypesTypes– the technologytechnologytechnologytechnology presenting the content to the user

• ex. SMS, native app, web app …

• Mobile Mobile Mobile Mobile ApplicationApplicationApplicationApplication ContextContextContextContext• Mobile Mobile Mobile Mobile ApplicationApplicationApplicationApplication ContextContextContextContext– the type of experienceexperienceexperienceexperience provided to the user

• ex. utility, informative, productivity …

Page 40: Designing for Context

Mobile app medium types

The technologytechnologytechnologytechnology presenting the content to the user

SMS

Mobile Websites

Mobile Web Widgets

Mobile Web AppsMobile Web Apps

Native Apps

Games

Page 41: Designing for Context

The user sends an SMS to a 5-digit code and then hecan get:

Mobile app medium types: SMS

can get:

• textual information

• a link to premium content

• a service

Most common use: ringtones and wallpapers

http://smstweet.com/

Page 42: Designing for Context

Mobile app medium types: SMS

PROSPROSPROSPROS

• they work on any mobile device any mobile device any mobile device any mobile device nearly instantaneously• they work on any mobile device any mobile device any mobile device any mobile device nearly instantaneously

• useful for sending timely alerts to the user

• they can be incorporated into any web or mobile app

• simple to set up and manage

CONSCONSCONSCONSCONSCONSCONSCONS

• limited to 160 characters

• limited text-based experience

• can be very expensive

Page 43: Designing for Context

Mobile app medium types: Mobile Websites

A website designed for Mobile devices

It is NOT about viewing on a mobiledevice a website designed fordesktop browsers

Features:– Simple architecture– Simple navigation links– Simple design– Informational in nature

(typically, less interactive)

Page 44: Designing for Context

Mobile app medium types: Mobile Websites

PROSPROSPROSPROS

• easy to create, maintain, and publish• easy to create, maintain, and publish

• you can use the same tools and techniques for desktop sites

• nearly all mobile devices can view mobile websites

CONSCONSCONSCONSCONSCONSCONSCONS

• devices fragmentation

• limited experience

• they can load pages slowly

– network latency

Page 45: Designing for Context

Mobile app medium types: Web Widget

Small web apps that cannot run by themselves, theymust run on top of “something else”must run on top of “something else”

Known also as: portlet, web part, gadget, badge, module, webjit, capsule, snippet, mini, flake

For example, Android has supported widgets natively since April 30, 2009

http://bit.ly/yNvwEd

Page 46: Designing for Context

Mobile app medium types: Web Widget

PROSPROSPROSPROS• easy to create using basic HTML, CSS, JavaScript• easy to create using basic HTML, CSS, JavaScript• simple to deploy across multiple handsets• They can directly access device features and offline use

CONSCONSCONSCONS• typically require a compatible widget platform to be • typically require a compatible widget platform to be

installed on the device• require learning additional proprietary, non-standard

techniques

Page 47: Designing for Context

Mobile app medium types: Web App

Mobile apps that run on the mobileweb browser developed usingweb browser developed usingstandard technologies

ex. HTML, CSS, Javascript

Differently from mobile websites,they offer an “app-like” experiencethey offer an “app-like” experience

ex. buttons, actions, real-time

data, no pages metaphor

http://touch.facebook.com

Page 48: Designing for Context

Mobile app medium types: Web App

PROSPROSPROSPROS

• easy to create using basic HTML, CSS and JavaScript• easy to create using basic HTML, CSS and JavaScript

• simple to deploy across multiple handsets

• better user experience and rich design

• content is accessible on any mobile web browser

CONSCONSCONSCONSCONSCONSCONSCONS

• difficult to support across multiple devices.

• they don’t always support native application features– offline mode, location, filesystem access, camera …

Page 49: Designing for Context

Mobile app medium types: Native Apps

Developed for a specific platformplatformplatformplatform

Certified, sold and distributed via anoperator portal or an appappappapp storestorestorestore

It sits on top of the device platform

� you can access all the device’s features

� need for certification

http://www.glancee.com/

Page 50: Designing for Context

Mobile app medium types: Native Apps

PROSPROSPROSPROS

• best-in-class user experience, rich design and tapping • best-in-class user experience, rich design and tapping into device features and offline use

• relatively simple to develop for a single platform

• access to app stores (you can charge for your apps)

CONSCONSCONSCONSCONSCONSCONSCONS

• developing for multiple device platforms is costly

• require certification and distribution from an app store

• you have to share revenue with platform vendors

Page 51: Designing for Context

Mobile app medium types: Games

Technically they are like native apps, however:

• they cannot be esasily developed with web technologies• they cannot be esasily developed with web technologies– performance with vector graphics

• porting them to multiple platforms is a bit easier– the graphic engine does not use device APIs

www.angrybirds.com

Page 52: Designing for Context

Mobile app medium types: Games

PROSPROSPROSPROS

• simple and easy way to create an immersive experience• simple and easy way to create an immersive experience

• can be ported to multiple devices relatively easily

CONSCONSCONSCONS

• can be costly to develop as an original game title• can be costly to develop as an original game title

• cannot easily be ported to the mobile web

www.angrybirds.com

Page 53: Designing for Context

Mobile app medium types: summary

Page 54: Designing for Context

Roadmap

• Designing for Context• Designing for Context

• Developing a Mobile Strategy

• Types of Mobile Applications– Mobile Application Medium Type

– Mobile Application Context– Mobile Application Context

Page 55: Designing for Context

Mobile App Context

The type of experienceexperienceexperienceexperience provided to the user

Utility

Locale

Informative

Productivity

Immersive

Page 56: Designing for Context

Mobile App Context

Applications can be presented in different ways

es. taks-based utility, immersive experience, etc…es. taks-based utility, immersive experience, etc…

• Typically, it is best to choose oneoneoneone app context and present it to the user

� don’t mix don’t mix don’t mix don’t mix appappappapp contextscontextscontextscontexts!!!!

• TIP:TIP:TIP:TIP: if you really need to switch context within your app, let the user choose when to switch

Page 57: Designing for Context

Mobile App Context: Utility

• short, taskshort, taskshort, taskshort, task----based scenariosbased scenariosbased scenariosbased scenarios

• minimalminimalminimalminimal informationinformationinformationinformation from the user• minimalminimalminimalminimal informationinformationinformationinformation from the user

• minimal designminimal designminimal designminimal design

ex.

calculator

alarm clockalarm clock

weather forecast

Page 58: Designing for Context

Mobile App Context: Locale

• it provides info about “what’s around”

• recurrent feature: a mapmapmapmap on which data is displayed• recurrent feature: a mapmapmapmap on which data is displayed

• goal of the user: to find additional

info about his presentpresentpresentpresent locationlocationlocationlocation

ex.

find friends around

find pubs around

get route directions

https://foursquare.com

Page 59: Designing for Context

Mobile App Context: Informative

• Goal: to provideprovideprovideprovide information information information information to the user

• Task of the user: to readreadreadread and understandunderstandunderstandunderstand• Task of the user: to readreadreadread and understandunderstandunderstandunderstand

– not necessarily to interact

• remember that user tasks are

shortshortshortshort and can be interruptedinterruptedinterruptedinterrupted

ex.ex.

news

online directory

mobile commerce

https://www.pinterest.com

Page 60: Designing for Context

• Meant to increase user’s sense of efficiency

• Users have a clear goal in mind

Mobile App Context: Productivity

• Users have a clear goal in mind

• Very structured (with folders) – it gives a sense of order

• Follow a clear workflow

ex. mail, scanning, todo lists…ex. mail, scanning, todo lists…

TIPTIPTIPTIP: focus on the main task only, and

only after start adding other features

http://www.thegrizzlylabs.com/genius-scan/

Page 61: Designing for Context

Mobile App Context: Immersive

• immersive, fullfullfullfull----screenscreenscreenscreen app

• meant to consume the useruseruseruser’s focus’s focus’s focus’s focus• meant to consume the useruseruseruser’s focus’s focus’s focus’s focus

ex.

games

media players

entertainmententertainment

TIPTIPTIPTIP: you can use it as alternative to other app contexts

http://www.rockstargames.com/grandtheftauto3

Page 62: Designing for Context

Mobile App Context: Summary

Page 63: Designing for Context

References

Chapters 4-5-6