Transcript
Page 1: Creating Compelling Mobile User Experiences

© 2010 Adobe Systems Incorporated. All Rights Reserved. Adobe Confidential.

Creating Compelling Mobile User Experiences: What You Need to Know

Chris Griffith

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© 2010 Adobe Systems Incorporated. All Rights Reserved. Adobe Confidential.

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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Page 23: Creating Compelling Mobile User Experiences

© 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?

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© 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

[email protected]

Twitter: @chrisgriffith

Blog: http://chrisgriffith.wordpress.com/

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Turn in your Surveys for a chance to WIN!

Hand in your surveys to the room monitors

One survey will be selected as a winner of the Adobe Press e-book

Adobe Flash Platform from Start to Finish: Working Collaboratively Using Adobe Creative Suite 5

Winners will be notified via e-mail at the end of each day

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