Download - Creating Compelling Mobile User Experiences
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Creating Compelling Mobile User Experiences: What You Need to Know
Chris Griffith
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Disclaimer
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These opinions and thoughts are my own, and may or may not reflect the opinions of the company that I work for.
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About Me
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Mobile is Everywhere
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[photo from last year’s MAX before the sneaks with everyone holding up their devices]
Mobile is Everywhere
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Mobile First
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What is prototype?
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…incomplete versions of the software program being developed. A prototype typically implements only a small subset of the features of the eventual program, and the implementation may be completely different from that of the eventual product.
(http://en.wikipedia.org/wiki/Software_prototyping)
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Technical Prototype
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Prototype Spectrum
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Low Fidelity Prototyping Tools
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Low Fidelity Prototyping
Quick to develop Allows for explorations of ideas Can be more difficult to conduct user
studies Zero coding!
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© 2010 Adobe Systems Incorporated. All Rights Reserved. Adobe Confidential. 24Source: http://usereccentric.com/entries/000333.html
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Device Central
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Emulator Device
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Adobe on Android
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Flash Player 10.1 for Android
AIR for Android
Available onothe Android Market(for selected devices)
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Medium Fidelity Prototyping Tools
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Medium Fidelity Prototyping
More “real” user experience Longer design time Longer development time Some level of programming “Golden Path” / Slideshow
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Fireworks Prototype Demo
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Add a little <meta> to your life
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High Fidelity Prototyping Tools
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High Fidelity Prototyping
Closer to reality Greater design requirements More development time Can serve as a reference platform for
other groups (Engineering, QA, Marketing)
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Flash Prototyping Demo
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So what canPrototyping
solve?
© 2010 Adobe Systems Incorporated. All Rights Reserved. Adobe Confidential. 37Data based on respective products published technical specifications
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Pixels Per Inch (PPI)
Device Resolution PPI Physical
Nexus One/ HTC Incredible/ HTC Desire
800x480 254 3.7’
HTC EVO/ HTC Desire HD 800x480 217 4.3’
Droid/ Droid 2 854x480 265 3.7’
Droid X 854x480 240 4.3’
Samsung Galaxy S Vibrant 800x480 232 4.0’
iPhone 3GS and lower 480x320 163 3.5’
iPhone 4 960x640 326 3.5’
iPad 1024x768 132 9.7’
Galaxy Tab 1024x600 170 7’
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Data based on respective products published technical specifications
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Bitmaps vs. Vectors
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Bitmap Vector
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Touch Targets
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Touch Targets
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Screen Orientation
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Ergonomics
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You are holding it wrong ;)
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Ergonomics
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How will they touch it? One Thumb? Two Thumbs? Pointer Finger?
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“Hero” – Flex Mobile
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Hero in a Nutshell: Mobile Application Development
Allow developers to create a single mobile project that will run on multiple mobile environments
UI components supporting touchscreen interaction
Application framework fitted with common mobile UI patterns
Interactive performance tuned for mobile devices
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PrototypingPitfalls
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“It is a Fidelity Trap”
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“Looks Done to me! Ship IT!”
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Prototyping: A Practitioner's Guide
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Resources
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A few guidelines for better
mobile experiences…
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Design Tips
Very short learning curve Fast Look beautiful Entertain the user Design In Context
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Layout Tips
Use screen space efficiently Condense information Mobilize, don't miniaturize
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Content Tips
Optimize lists Minimize scrolling Minimize Typing Large hit areas Simple images Readable text
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Hardware Tips
Varied screen sizes Conform to the platform Varied input hardware Conserve power
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Q&A
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Contact Me
Twitter: @chrisgriffith
Blog: http://chrisgriffith.wordpress.com/
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