designing for mobile – an overview of early stage ux processes

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Designing for Mobile – An Overview of Early Stage UX Processes with Raine Qian Presented on September 18 2014, 2:45 - 3:30pm at FITC's Web Unleashed Toronto 2014 More info at www.fitc.ca Mobile has a huge influence in our everyday lives and behaviour; technology has evolved and we’re always “connected”, which creates so much opportunity for designers. It is essential that we (as designers) understand the mechanisms that drive human perception, cognition and behaviour, so that we can ultimately craft solutions that achieve our desired outcomes. OBJECTIVE Understanding how UX processes impact design outcomes in mobile applications TARGET AUDIENCE UI/UX Developers and Designers ASSUMED AUDIENCE KNOWLEDGE Basic UI/UX Principles FIVE THINGS THAT THE AUDIENCE WILL LEARN An overview of how Pivotal Labs approaches the Discovery process. Key considerations when designing for Mobile. An overview of early stage UX research. Understanding user personas, behaviour and use cases. How to identify the right problem(s) to solve.

TRANSCRIPT

  • 1. DESIGNING FOR MOBILE EARLY STAGE UX DESIGN PROCESS Raine Qian
  • 2. HI, I AM RAINE QIAN Mobile UI and UX designer Manager of Product Design at Pivotal Labs @RaineQian
  • 3. WHAT IS UX? User experience is how a person feels when interacting with a particular product, system or service. BEHAVIORS ATTITUDES EMOTIONS
  • 4. UX is a Systerm
  • 5. USABILITY Usability is how easy, efficient and enjoyable a human-made object is to use.
  • 6. 5 E of Usability Ease of learning : Learnability and Memorability Engagement Efficiency Effectiveness Error Tolerance
  • 7. THE DISCIPLINES OF USER EXPERIENCE DESIGN
  • 8. PSYCHOLOGY: LOSS AVERSION The strong tendency in humans to avoid loss, over and above their desire to acquire gains.
  • 9. OPTION 1 OPTION 2 Save $300/year. Buy this widget! Stop losing $300/year. Buy this widget!
  • 10. COGNITION: PERIPHERAL ATTENTION Peripheral vision has faster reaction for detecting motion in objects.
  • 11. INVASIVE EFFECTIVE ! !
  • 12. UX DESIGN INCLUDES ALL KINDS OF DESIGN THINKING FOR AN END USER.
  • 13. MOBILE
  • 14. MOBILE VS. DESKTOP
  • 15. MOBILE DESKTOP Predictable environments Predictable inputs Large interface For detailed tasks Variable environments Limited input system Smaller interface In multitasking scenarios
  • 16. LEAN FORWARD & LEAN-BACK EXPERIENCES
  • 17. LEAN FORWARD Engaging Requires increased interaction
  • 18. LEAN BACK Low level of engagement Consumption mode Longer attention span
  • 19. LEAN BACK APPS LEAN FORWARD APPS
  • 20. DESIGN PROCESS Identify the right problem for the right user UNDERSTAND CREATE
  • 21. 1. Inception 2. Discovery 3. Framing 4. Visual & Interaction Design 5. Implementation DESIGN PROCESS Feedback + Iteration
  • 22. IN THE EARLY STAGES Goals End Users Use Cases, Scenarios User Needs, Wants, Motivations Technical Feasibility Deep Understanding
  • 23. GOALS What is the Purpose of the App? Clients Goals Users Goals Stay Focused and Prioritize
  • 24. LEAN VALIDATION WORKSHOP Collaborative with key stakeholders Product proposition Feature prioritization
  • 25. END USERS End user behavior Personas Focus on target user group
  • 26. ETHNOGRAPHIC RESEARCH Observe target users in real world setting Get insight into habits, preferences and behavior Conduct your own practical research
  • 27. USE CASES, SCENARIOS Workflows Social context Environmental factors Errors or edge cases
  • 28. PROJECT EXAMPLE Universal Mobile Payment App
  • 29. STORYBOARDING A method used to communicate ideas and create a sense of shared context and purpose.
  • 30. USER EXPERIENCE MAP A visual representation that illustrates a users activity flow, mental status, expectations, and actions for a particular goal.
  • 31. USER NEEDS, WANTS & MOTIVATIONS Know the needs and unvoiced desires User interviews Dig below the surface
  • 32. PROJECT EXAMPLE Designing An App For A Cruise Ship
  • 33. ONSITE USER RESEARCH
  • 34. RESULTS OF CUSTORMER PRIMARY NEEDS Assumed: Fun activities on the cruise ship Actual: Communicating with fellow travellers
  • 35. TECHNICAL FEASIBILITY Balance between design and engineering Agile style and communication Willingness to think about the future
  • 36. ALWAYS REMEMBER WHO YOU ARE DESIGNING FOR AND WHY ARE YOU DESIGNING IT.
  • 37. THANK YOU