Transcript
Page 1: Designing for Mobile – An Overview of Early Stage UX Processes

DESIGNING FOR MOBILE EARLY STAGE UX DESIGN PROCESSRaine Qian

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HI, I AM RAINE QIAN

Mobile UI and UX designer

Manager of Product Design at Pivotal Labs

@RaineQian

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WHAT IS UX?

User experience is how a person feels when interacting with a particular product, system or service.

BEHAVIORS EMOTIONSATTITUDES

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UX is a Systerm

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USABILITY

Usability is how easy, efficient and enjoyable a human-made object is to use.

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5 E of Usability

• Ease of learning : Learnability and Memorability

• Engagement

• Efficiency

• Effectiveness

• Error Tolerance

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THE DISCIPLINES OF USER EXPERIENCE DESIGN

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PSYCHOLOGY: LOSS AVERSION

The strong tendency in humans to avoid loss, over and above their desire to acquire gains.

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OPTION 1 OPTION 2

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COGNITION: PERIPHERAL ATTENTION

Peripheral vision has faster reaction for detecting motion in objects.

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INVASIVE EFFECTIVE

!!

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UX DESIGN INCLUDES ALL KINDS OF DESIGN THINKING FOR AN END USER.

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MOBILE

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MOBILE VS. DESKTOP

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DESKTOPMOBILE

• Predictable environments

• Predictable inputs

• Large interface

• For detailed tasks

• Variable environments

• Limited input system

• Smaller interface

• In multitasking scenarios

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LEAN FORWARD & LEAN-BACK EXPERIENCES

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• Engaging

• Requires increased

interaction

LEAN FORWARD

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• Low level of engagement

• Consumption mode

• Longer attention span

LEAN BACK

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LEAN BACK APPS LEAN FORWARD APPS

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DESIGN PROCESS

Identify the right problem for the right user

UNDERSTAND CREATE

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1. Inception

2. Discovery

3. Framing

4. Visual & Interaction Design

5. Implementation

DESIGN PROCESS

Feedback +

Iteration

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IN THE EARLY STAGES

Goals

End Users

Use Cases, Scenarios

User Needs, Wants, Motivations

Technical Feasibility

Deep Understanding

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GOALS

• What is the Purpose of the App?

• Client’s Goals User’s Goals

• Stay Focused and Prioritize

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LEAN VALIDATION WORKSHOP

• Collaborative with key

stakeholders

• Product proposition

• Feature prioritization

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END USERS

• End user behavior

• Personas

• Focus on target user group

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ETHNOGRAPHIC RESEARCH

• Observe target users in real

world setting

• Get insight into habits,

preferences and behavior

• Conduct your own practical

research

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USE CASES, SCENARIOS

• Workflows

• Social context

• Environmental factors

• Errors or edge cases

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PROJECT EXAMPLE

Universal Mobile Payment App

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STORYBOARDING

A method used to communicate ideas and create a sense of shared context and purpose.

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USER EXPERIENCE MAP

A visual representation that illustrates a user’s activity flow, mental status, expectations, and actions for a particular goal.

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USER NEEDS, WANTS & MOTIVATIONS

• Know the needs and unvoiced desires

• User interviews

• Dig below the surface

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PROJECT EXAMPLE

Designing An App For

A Cruise Ship

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ONSITE USER RESEARCH

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RESULTS OF CUSTORMER PRIMARY NEEDS

Assumed:

Fun activities on the cruise ship

Actual:

Communicating with fellow travellers

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TECHNICAL FEASIBILITY

• Balance between design and engineering

• Agile style and communication

• Willingness to think about the future

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ALWAYS REMEMBER WHO YOU ARE DESIGNING FOR AND WHY ARE YOU DESIGNING IT.

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THANK YOU


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