mobile ux- from principles to prototypes

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    Mobile UX

    Rachel HinmanSenior Research Scientist

    Nokia Research Lab

    Palo Alto, California USA

    Hinman

    Part I

    From Principles to Prototypes

    2004

    I used to be a web designer, too

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    Q:Where do I begin?

    Where do I begin

    How can we streamline the checkout process

    Q:

    What can we do with

    mobile?

    Q:

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    Q:Where do I begin?

    Where do I begin

    Our plan for today8:30am - Noon

    What makes mobile UX different?

    Three Design/Mobile UX Exercises:

    Identifying Mobile Needs Ideating in the Wild

    Creating a Good Hand

    1:30pm 5:30pm

    Mobile prototyping essentials

    Three Mobile Prototyping Exercises

    Storyboarding Translating GUI to NUI

    Creating an In-Screen Prototype

    Noon 1:30pm - LUNCH

    3

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    8:30am - Noon

    What makes mobile UX different?

    Similarities and differences between

    designing for web and mobile

    Three most important attributes of

    great mobile experiences

    A set of mobile design principles

    Three mobile design activities

    8:30am - Noon

    What makes mobile UX different?

    Similarities and differences between

    designing for web and mobile

    Three most important attributes of

    great mobile experiences

    A set of mobile design principles

    Three mobile design activities

    4

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    8:30am - Noon

    What makes mobile UX different?

    Similarities and differences between

    designing for web and mobile

    Three most important attributes of

    great mobile experiences

    A set of mobile design principles

    Three mobile design activities

    8:30am - Noon

    What makes mobile UX different?

    Similarities and differences between

    designing for web and mobile

    Three most important attributes of

    great mobile experiences

    A set of mobile design principles

    Three mobile design activities

    5

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    Okay, lets get started!

    Okay let"s get started

    A

    What are the similarities

    What are the similarities?:

    6

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    UX designers know how to work

    in a rapidly evolving field

    13

    Web designers know how to work in a rapidly evolving field

    UX designers understand how to create

    experiences within technical constraints

    14

    Ability to work within technical constraints

    7

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    UX designers use similar

    tools and processes

    15

    Similar Tools Similar processes

    A

    What are the differences?

    Q: What are the differences?:

    8

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    A mobile phone is not a computer

    17

    A mobile phone is not a computer

    A umm. duh!

    Um duh!

    9

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    Differences in the mobile environment

    Seated in a relatively predictable environment

    Large screen enables multi-tasking

    Keyboard and a mouse for input

    20

    Differences in the mobile environment

    Seated in a relatively predictable environment

    Large screen enables multi-tasking

    Keyboard and a mouse for input

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    Differences in the mobile environment

    Highly variable context and environment

    Small screen size and limited text input

    UI takes up the entire screen

    Difficult to multi-task and easy to get lost

    22

    Mobile phones started out as a one-to-one

    11

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    They evolved

    23

    Mobile phones evolved from the landline phone

    24

    12

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    Smartphone added

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    Smartphone added

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    The Rearview Mirror Effect

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    Even in situations in which a spirit of

    exploration and freedom exist, where faculty

    are free to experiment to work beyond physicaland social constraints, our cognitive habits

    often get in the way.

    Marshall McLuhan called it the rear-viewmirror effect, noting that We see the world

    through a rear-view mirror. We marchbackwards into the future.

    Even in situations in which a spirit of

    exploration and freedom exist, where we are

    free to experiment and work beyond physicaland social constraints,our cognitive habits often get in the way.

    Marshall McLuhan called itthe rear-view mirror effect, noting that

    We see the world through a rear-view mirror.We march backwards into the future.

    30

    Mobile presents an

    opportunity to inventnew ways for users to

    interact with information.

    15

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    iPhone

    Mobile phones arent really phones anymore

    Hypothesis vs. Agenda

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    Hypothesis vs. Agenda

    Hypothesis vs. Agenda

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    Hypothesis vs. Agenda

    A

    What are the differences?

    Whats the first step?:

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    3Steps

    37

    38

    Shift your perspective and point of view

    Step One: Become familiar

    with the medium youre designing for

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    Shift your perspective and point of view

    NOEXCUSESBuy a modern mobile device

    40

    Shift your perspective and point of view

    Step Two: Mobile culture indoctrination

    20

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    41

    Shift your perspective and point of view

    Images needed

    Observe the culture youre designing for

    42

    Shift your perspective and point of view

    Step Three: Brace yourself

    for a fast and exciting ride

    21

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    Rapid Evolution

    The rapid development of cell phones is killing

    early cell phones much faster than it's killing any

    of the early, older legacy technologies.

    I think that is a real principle... something you

    have to understand if you're going to be in this

    line of work. It's very romantic. It's very fast

    moving.

    You are building dead lumps of plastic.

    When people come out and they show you an

    iPhone, or an Android... they are showing you

    larval versions of something much more

    sophisticated.

    The world you are building right now is the

    ground floor for something much larger -- and

    the soil beneath that ground floor is violently

    unstable.

    -- Mobile Monday Amsterdam November 2008

    are uniquely mobile

    Great Mobile user experiences

    Great Mobile Experiences:

    are sympathetic to context

    speak their power3

    1

    2

    3

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    are uniquely mobile

    Great Mobile user experiences

    Great Mobile Experiences:

    are sympathetic to context

    speak their power3

    1

    2

    3

    A

    Do you remember a time

    Do you remember a

    time when the web was

    new?

    Q:

    23

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    A

    Do you remember a time

    We need a web presence!!

    48

    Solution: Brochure - online

    Brochureware

    24

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    we need a web presence

    A We need online commerce!!

    50

    Online commerce

    What about shipping?

    25

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    A

    Make it like the world

    A Lets make our site like!

    52

    Southwest airlines

    26

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    We confused the solution with the

    need.

    What we learned from the web

    Lessons Learned from Web

    We borrowed broken models.Too focused on tactics.

    We didnt focus on what the web

    could do well.

    A

    How do we not do that again?

    AHow do we NOT

    do that again?

    Q:

    27

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    Technology can guide, but should not

    be the focus.

    Focus on needsinstead of tactics andsolutions.

    What we learned from the web

    Design PrinciplesUniquely Mobile

    Mobile is a unique & different medium

    - focus on what it can do well.

    VS.

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    What we learned from the web

    Design Principle: Uniquely Mobile

    Focus on what mobile can do well

    58

    Identify your assumptions

    vs

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    Identify your assumptions

    vs

    What we learned from the web

    Design Principle: Uniquely Mobile

    Technology can help guide,

    but should not be the focus

    30

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    What we learned from the web

    Design Principle: Uniquely Mobile

    Need vs. Solution

    62

    Identify your assumptions

    Research Techniques

    Diary Studies Contextualinterviews

    INVASIVE

    LESS INVASIVE

    RESEARCHERPRESENT

    RESEARCHERNOT PRESENT

    Deprivation

    Study

    OnlineSurvey

    Shop Alongs

    PrototypeTesting

    Traffic Studies

    Shadowing

    31

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    Identify your assumptions

    Research Techniques

    Diary Studies Contextualinterviews

    INVASIVE

    LESS INVASIVE

    RESEARCHERPRESENT

    RESEARCHERNOT PRESENT

    Deprivation

    Study

    OnlineSurvey

    Shop Alongs

    PrototypeTesting

    Traffic Studies

    Shadowing

    Use Two Techniques

    64

    Identify your assumptions

    Solution SpeakSolution NeedDatabase of Dr. Names Find a Doctor near me

    Map Get from point A to Point B

    Calendar I need to know what may happen

    Email I need to communicate

    Facebook Updates I need to feel connected

    LinkedIn I need to manage my identity

    Search I need to answer a question

    Picassa I need to share

    32

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    Identify your assumptions

    Your Design Challenge!

    Create a mobile experience for thePortland Marriott Hotel

    66

    Identify your assumptions

    Your Design Challenge!Step 1: Identifying Mobile Needs

    1.# Divide into groups

    2.# Develop a list of mobile

    needs3.# Identify top 3-5 mobile

    needs

    25 Minutes

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    are uniquely mobile

    Great Mobile user experiences

    Great Mobile Experiences:

    are sympathetic to context

    speak their power3

    1

    2

    3

    Pictures of mobile contexts

    AWhat exactly do you mean by

    mobile context ?

    Q:

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    A

    Pictures of mobile contexts

    More pictures of mobile contexts

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    Social context

    A

    Context is complex

    Context is complex!!

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    A

    Context is about

    understanding

    human relationships to

    the people, places and

    thingsin the world.

    Context is about understanding the relationships

    74

    Context Framework

    Context Framework

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    Context Framework

    Context Framework

    76

    Relationships Chording

    Orchestration and Inflection

    38

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    Peanut butter

    78

    Google: Facebook

    Spatial

    39

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    Temporal

    Temporal

    80

    Spatial - peanut butter

    Social

    40

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    81

    Google: Facebook

    Semantic

    82

    Peanut butter in Denver

    Peanut butter in Melbourne right now?

    41

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    A

    The web is good at

    peopleand things.

    The web is really good at

    semantic relationships.

    (and okay at social relationships)

    Context is about understanding the relationships

    84

    Context Framework

    Mobile is good at places

    42

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    Context Framework

    Mobile is good at spatial

    and temporal relationships.

    86

    Google maps - PC vs. Mobile

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    Temporal and spatial relationships are underserved

    There are currently not

    many technologiesthat help us understand

    place, and temporal and

    spatial relationships.

    87

    How do you get that understanding?

    How do we get that

    understanding?

    Q:

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    Design for partial attentionand interruption

    Sympathy to context principles

    Design Principles:

    Sympathy to Context

    Reduce cognitive load

    and opportunity cost

    Ideate in the wild

    90

    Text entry will never be easy

    Design for partial attention and interruption

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    Text entry will never be easy

    Design for partial attention and interruption

    92

    Cognitive Load

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    Opportunity cost

    94

    Text entry will never be easy

    Ideate in the wild

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    Identify your assumptions

    Your Design Challenge!

    Create a mobile experience for thePortland Marriott Hotel

    96

    Identify your assumptions

    Currently you have

    Mobile Needs

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    Wand in the world

    Your Design Challenge!Step 2: Sympathy to the mobile context

    1.# Divide into groups

    2.# Head to the streets

    3.# Ideate in the wild

    Create 2-3 concepts

    based on the needs

    your team identified

    35 Minutes

    98

    in the wild ideation

    Go outside and brainstorm ideas

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    in the wild ideation

    Anatomy of a concept

    100

    in the wild ideation

    35 Minutes

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    101

    Context Framework

    Mobile is good at places

    102

    Context Framework

    Mobile is good at places

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    are uniquely mobile

    Great Mobile user experiences

    Great Mobile Experiences:

    are sympathetic to context

    speak their power3

    1

    2

    3

    Speak their power?

    AHuh?Q:

    52

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    A light switch

    105

    Shopping cart

    106

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    Shopping cart

    107

    108

    We can annotate expectations in the web world

    We can annotate expectationsin the web world

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    We can annotate expectations in the web world

    Add to cart

    Free two-dayshippingShipping

    Collectible

    Maybe a kindle

    Look insidethe book

    REALLYLook insidethe bookGet it newOR used

    Sell mine

    109

    Options have to be apparent and intuitive in mobile for people to

    110

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    How do you make interfaces that speak their power

    A How do I createmobile interfaces that

    speak their power?

    Q:

    Web designers know how to work in a rapidly evolving field

    Edit!!!

    112

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    Web designers know how to work in a rapidly evolving field

    RuthlessEditing

    113

    We made the web

    in the image of

    ourselves, and in

    the U.S., that

    means OBESE.

    ~Jason Grigsby

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    A

    115

    116

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    How do you make interfaces that speak their power

    A

    117

    How do you make interfaces that speak their power

    A

    118

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    How do you make interfaces that speak their power

    A

    119

    Josh Clark Example

    120

    It$s like a game of cards

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    Josh Clark Example

    121

    It$s like a game of cards

    Historically, we start with structure

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    Try hiding the structure

    Try starting with intuition.

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    Its like a card game

    125

    It$s like a game of cards

    Each card speaks its power

    126

    It$s like a game of cards

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    You win with a good hand

    127

    It$s like a game of cards

    Pivoting people through information

    128

    Your Design Challenge!Step 3: Creating UIs thatspeak their power

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    Pivoting people through information

    129

    130

    Create a winning hand.

    1.# Translate a concept

    from your half sheet into

    a series of UI screens.2.# Each screen should

    speak its power.

    3 REMEMBER:The point of this exerciseis to hone your editing skillsand create UIs that feel

    intuitive for users.

    30 Minutes

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    131

    Tips for Ruthless Editing

    1. What is the primary purpose of this screen?

    2. What are the 3-5 secondary actions this screen must provideto a user?

    3. What is the most intuitive way to visualize this information?

    4. Will users know how to interact with this screen within three

    seconds?

    5. Is the information on this screen too dense? What can be

    removed?

    6. How can I get users to the information they are looking for

    in the least amount of time?

    are uniquely mobile

    Great Mobile user experiences

    Great Mobile Experiences:

    are sympathetic to context

    speak their power3

    1

    2

    3

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    LUNCH!12 1:30pm

    I used to be a web designer, too

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    1

    Mobile UX

    From Principles to Prototypes

    Rachel HinmanSenior Research ScientistNokia Research Lab

    Palo Alto, California USA

    Hinman

    Part II

    Q:

    What makes mobile UX different?Q:

    2

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    2

    A

    3

    A :-(

    4

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    3

    A

    5

    ?

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    4

    77

    Bad

    Decision-Making

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    5

    The final diamonds are where gooddesign decisions matter most

    and where designers new tomobile have the least domainspecific skill and confidence.

    9

    Seated in a relatively predictable environment

    Large screen enables multi-tasking

    Keyboard and a mouse for input

    10

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    6

    11

    Highly variable context and environment

    Small screen size and limited text input

    UI takes up the entire screen

    Difficult to multi-task and easy to get lost

    ADesigners new to mobile

    dont have the domainspecific skills or heuristics

    to lean on.

    12

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    7

    PrototypePrototypePrototype

    PrototypePrototype

    PrototypePrototype

    Prototype

    13

    A

    PC Prototyping

    is considered a

    Luxury

    14

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    8

    AMobile Prototyping is

    Essential

    15

    The best wayto develop those skillsis to prototype earlyand often.

    16

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    9

    A

    Prototypes are the ultimate

    decision-making aid

    17

    Our plan for todayReview the four whys of mobile prototyping

    Identify the two genres of prototyping andoverview of six prototyping methods

    Review the key differences between NUI

    and GUI interfaces

    Overview of animation principles that can beincorporated into your mobile experiences

    Three hands-on activities

    18

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    10

    Our plan for today

    Review the four whys of mobile prototyping

    Identify the two genres of prototyping andoverview six prototyping methods

    Review the key differences between NUIand GUI interfaces

    Overview of animation principles that can be

    incorporated into your mobile experiences

    Three hands-on activities

    19

    Our plan for todayReview the four whys of mobile prototyping

    Identify the two genres of prototyping andoverview six prototyping methods

    Review the key differences between NUI

    and GUI interfaces

    Overview of animation principles that can beincorporated into your mobile experiences

    Three hands-on activities

    20

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    11

    Our plan for today

    Review the four whys of mobile prototyping

    Identify the two genres of prototyping andoverview six prototyping methods

    Review the key differences between NUIand GUI interfaces

    Overview of animation principles that can be

    incorporated into your mobile experiences

    Three hands-on activities

    21

    Our plan for todayReview the four whys of mobile prototyping

    Identify the two genres of prototyping andoverview six prototyping methods

    Review the key differences between NUI

    and GUI interfaces

    Overview of animation principles that can beincorporated into your mobile experiences

    Three hands-on activities

    22

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    Okay, lets get started!

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    Prototyping

    24

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    Explore the Unknowns

    Whys of prototyping

    Improve your design decision-making

    stealthisslide!

    Gather User Feedback

    Communicate an Idea

    Fine-tune an Idea

    25

    YouTube Video

    Communicating an Idea or Experience

    26

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    Gather User Feedback

    27

    Explore the Unknowns

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    Fine-Tune an Idea

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    Two Genres

    30

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    Experiential Prototyping

    31

    Tactical Prototyping

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    You are working on a broader

    mobile project.1

    ExperientialPrototyping:Best suited for design explorations where:

    Target mobile hardware andsoftware scope is unknown.(perhaps being created).

    2

    stealthislide

    The design space is relativelyunchartered.

    3

    33

    You are working on a focusedmobile project.

    1

    TacticalPrototyping:Best suited for design explorations where:

    Target mobile hardware and

    software scope is known.2

    stealthislide

    The design space is relatively known.3

    34

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    Experiential Prototyping

    35

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    Context Matters

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    Context will likely be

    your blindside

    Context Framework

    stealthislide

    40

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    Context Frameworkstealthislide

    41

    42

    Experiential Prototyping

    will help you understandcontext

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    You are working on a broader

    mobile project.

    Experiential Prototyping:Best suited for design explorations where:

    Target mobile hardware andsoftware scope is unknown.(perhaps being created).

    The design space is relativelyunchartered.

    1

    2

    3

    Concept Videos

    Experiential Prototypes

    Storyboarding

    Speed Dating Prototypes

    Body Storming

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    Bodystorming

    Through Lines

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    In reality peoples lives are messy

    52

    Similar to improvisational theater, body

    storming involves acting out possible

    scenarios or use cases with actors and props.Unlike computer-based technology that is

    logic based and only makes visible theconditions that existed before, people are

    illogical, perceptive, aware, and self-correcting.

    Body storming is a technique that helps

    capture and harness these messy yet essential

    aspects of human behavior and account for

    them in the mobile design process.

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    Photo by Christian Crumlish (xian), 2009 on 53

    1. Select groups of five to eightparticipants in a troupe.

    54

    1. Select groups of five to eightparticipants in a troupe.2. Identify 3-5 experience

    scenarios for your troupe toperform.

    Examples: Purchasing a cup ofcoffee with my iPhone, selectingwhich phone to purchase in

    a carriers store.

    Photo by Christian Crumlish (xian), 2009 on Flickr

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    55

    3. Every player must have arole; there should be no

    trees that are just forbackground. Use large

    cards that label the rolespeople are playing.

    Photo by Christian Crumlish (xian), 2009 on Flickr

    56

    4. Props can have feelings,thoughts, and the ability to

    speak. Use thought-bubblecards to show what a

    participant is thinkingversus saying.

    Photo by Christian Crumlish (xian), 2009 on Flickr

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    5. Have a narrator or color commentator whocan explain things. The narrator can

    pretend the scenario is like television,using a remote to stop action, rewind,

    or fast-forward.

    Photo by Christian Crumlish (xian), 2009 on Flickr

    58

    6. De-brief after each scenario. What didthe group learn? What was surprising?

    What seemed important? Capture

    what you learned from the exerciseand discuss how you can integrate itinto what happens next.

    Photo by Christian Crumlish (xian), 2009 on Flickr

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    59

    Bodystorming will help youcapture the emotional tenor of

    mobile interactions

    60

    Design in Context

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    Concept Videos

    Experiential Prototypes

    Storyboarding

    Speed Dating Prototypes

    Body Storming

    62

    Speed Dating Prototypes

    Illustration courtesy of Scott Davidoff

    Rapidly Exploring Application Design through Speed Dating

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    63

    Scott Davidoffof CMU

    Few design toolsHigh Cost of FailureUnpredictable social consequences

    Rapidly Exploring Application Design through Speed Dating

    Abundance brings perspective.

    Speed Dating PrototypesBuilds on three theories:

    Need to cross boundaries to knowthey exist.

    Multiple low-cost engagements withmultiple concepts enables a broader

    perspective to emerge.

    1

    2

    3

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    65

    Step One

    Identify most promisingconcepts

    Illustration courtesy of Scott Davidoff

    Rapidly Exploring Application Design through Speed Dating 66

    Step TwoCreate storyboards thatdepict each concept

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    67

    Step Three

    Present storyboards tousers gather feedback

    Photo courtesy of Scott Davidoff

    Rapidly Exploring Application Design through Speed Dating 68

    Step Four

    Create prototypes

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    Photo courtesy of Scott Davidoff

    Rapidly Exploring Application Design through Speed Dating 69

    Step FiveConduct user enactmentswith prototypes

    70

    Speed Dating Prototypes are

    especially well-suited forgathering user impressions ofa new-to-the-world experience

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    Concept Videos

    Experiential Prototypes

    Storyboarding

    Speed Dating Prototypes

    Body Storming

    Concept Videos

    Nokia 888 communicator concept phone design by Tamer Nakisci 72

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    73

    7474

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    High ImpactHighly ShareableGood for High-LevelIdeas

    Technology still indevelopment

    Concept VideosPros

    75

    High ImpactHighly ShareableGood for High-LevelIdeas

    Technology still indevelopment

    Concept Videos

    Pros

    Resource Intensive!!!Skill IntensiveCultural FitConcept videos dontmake bad ideas good.

    Cons

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    77

    The first step of creating aconcept video is.

    Concept Videos

    Experiential Prototypes

    Storyboarding

    Speed Dating Prototypes

    Body Storming

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    Storyboarding

    79

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    Mobile UX Storyboarding

    Identify the central idea(s) you aretrying to communicate.

    81

    Mobile UX StoryboardingIdentify the central idea(s) you aretrying to communicate.

    Create a character and identify thekey issues he/she currently faces.

    82

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    Mobile UX Storyboarding

    Identify the central idea(s) you aretrying to communicate.

    Rough out a basic story.

    Create a character and identify thekey issues he/she currently faces.

    83

    Start filling in the cells. Rough out thecomplete story, then fill in details.

    Mobile UX StoryboardingIdentify the central idea(s) you aretrying to communicate.

    Rough out a basic story.

    Create a character and identify thekey issues he/she currently faces.

    84

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    Start filling in the cells. Rough out thecomplete story, then fill in details.

    Mobile UX Storyboarding

    Identify the central idea(s) you aretrying to communicate.

    Rough out the basic story

    Create a character and identify thekey issues he/she currently faces.

    85

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    87

    ActivityYour Design Challenge!Storyboarding

    88

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    ActivityYour Design Challenge!Storyboarding: Ideas

    89

    ActivityYour Design Challenge!Storyboarding

    Select one concept youd like to exploremore deeply using the storyboardingtechnique.

    Storyboard one scenario using thetemplates provided.

    Remember to identify the key issues thecharacter faces and rough out thecomplete story before filling in details.

    1

    2

    3

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    Tactical Prototyping

    Flash Prototype

    Tactical Prototypes

    In-Screen Mobile Prototypes

    stealthislide

    Keynote/Powerpoint Prototypes

    Mobile Browser Prototypes

    Platform Specific Prototype

    Sketching/Paper Prototyping

    92

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    Flash Prototype

    Tactical Prototypes

    In-Screen Mobile Prototypes

    stealthislide

    Keynote/Powerpoint Prototypes

    Mobile Browser Prototypes

    Platform Specific Prototype

    Sketching/Paper Prototyping

    93

    Sketching

    94

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    Great mobile UIs

    speak their power

    95

    A Huh?Q:

    96

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    97

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    99

    100

    We can annotate expectations

    in the web world

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    Add to cart

    Free two-dayshipping

    Shipping

    Collectible

    Maybe a kindle

    Look insidethe book

    REALLYLook insidethe book

    Get it newOR used

    Sell mine

    101

    102

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    103

    Design for partial attention and

    interruption

    A How do I createmobile interfaces thatspeak their power?

    Q:

    104

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    Edit!!!

    105

    Ruthless

    Editing

    106

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    107

    A Brave NUIWorld

    108

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    109

    Seated in a relatively predictable environment

    Large screen enables multi-tasking

    Keyboard and a mouse for input

    110

    Were reaching the edgesof what GUI can do

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    111

    Most mobile smartphoneshave touchscreens withNatural User Interfaces

    112

    GUIs Become Brittleon a Mobile Device

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    115

    116GUI/NUI Chasm

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    Key differences between

    NUI and GUI

    117

    Defining Attributes of

    GUIs

    118

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    119

    GUI Mental Model =Computer as tool

    120

    GUI = RecognitionWhat you seeis what you get

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    GUI = Metaphorics, containment and place

    121

    GUIs = Heavy Chrome, Icons & Buttons

    122

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    Defining Attributes of

    NUIs

    123

    124

    NUI Mental Model =Computer as media

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    125

    NUI = IntuitionWhat you dois what you get

    126

    NUI = Fluid, Unmediated, and Organic

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    NUIs = Content is the Star

    127

    128

    Highly variable context and environment

    Small screen size and limited text input

    UI takes up the entire screen

    Difficult to multi-task and easy to get lost

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    GUI = Experiences are anchored

    129

    130

    NUI = Experiences Unfold

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    131

    NUIs Unfold Like a Game

    NUIs Can Feel Anchor-less

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    133

    The Nested Doll Pattern1

    Mobile Experiences UnfoldPatterns for how mobile experiences unfoldand progressively reveal their nature

    stealthislide

    The Hub and Spoke Pattern2

    The Bento Box Pattern3

    The Filtered View Pattern4

    134

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    135

    Nested Doll Pattern

    136

    Hub and Spoke Pattern

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    137

    Bento Box Pattern

    138

    Filtered View Pattern

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    A

    139

    Trick to unfolding =

    Information boulders to pebbles

    A

    140

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    A

    141

    ActivityYour Design Challenge!From GUI to NUI

    142

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    ActivityYour Design Challenge!From GUI to NUI

    Identify an interaction sequence youd liketo recreate using NUI principles.

    Sketch out the interaction using thetemplates provided.

    Identify how youd like your mobileexperience to unfold.

    1

    2

    3

    143

    144

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    145

    146

    ActivityREMEMBER!Its easy to go crazy and try to do it all.Instead, focus on applying what weve covered

    Understanding the differences betweengraphical and natural user interfaces.

    Experimenting with how your mobileexperience can unfold and and progressively

    reveal its nature.

    Play around with the unfolding patterns thathave been presented or invent some of yourown.

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    147

    148

    Paper In-Screen Prototypes

    Following Process documented by Diego Pulido viaUX Magazine Paper In Screen PrototypesPhotos courtesy of Diego Pulido and UX Magazine

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    1. Sketchscreen layouts.

    ###

    Photo courtesy of Diego Pulido and UX Magazine149

    1. Sketch screen layouts.

    2. Scan or photographthe sketches.

    Photo courtesy of Diego Pulido and UX Magazine150

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    1. Sketch screen layouts.

    2. Scan or photographthe sketches.

    3. Making sizingadjustments to thefiles.

    Photo courtesy of Diego Pulido and UX Magazine 151

    4. Save the resizedimages in a file formatsupported by the mobiledevice. Be mindful of thesequencing of yourscreens and label filesaccordingly.

    Photo courtesy of Diego Pulido and UX Magazine152

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    153

    4. Save the resized

    images in a file formatsupported by the mobiledevice. Be mindful ofthe sequencing of yourscreens and label filesaccordingly.

    5. Import the files intothe mobile devices

    photo gallery.

    Photo courtesy of Diego Pulido and UX Magazine

    154

    4. Save the resizedimages in a file formatsupported by the mobiledevice. Be mindful of thesequencing of yourscreens and label filesaccordingly.

    5. Import the files intothe mobile devicesphoto gallery.

    6. Click and swipe away.

    Photo courtesy of Diego Pulido and UX Magazine

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    155

    ActivityYour Design Challenge!Create an in-screen prototype.

    Hang your screen designs on the wall.

    Photograph each design.

    Transfer photos from the camera to computerand make any sizing adjustments.

    Sync images to your mobile deviceand swipe away.

    Flash Prototype

    Tactical Prototypes

    In-Screen Mobile Prototypes

    stealthislide

    Keynote/Powerpoint Prototypes

    Mobile Browser Prototypes

    Platform Specific Prototype

    Sketching

    156

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    157

    Paper Prototyping

    158

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    159

    Mobile Browser Prototypes

    160

    Keynote/Powerpoint Prototypes

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    161

    LOGOTagline

    162Edit

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    LOGOTagline

    163Edit

    Sydney Opera HouseThere is no doubt that the Sydney Opera House is hismasterpiece. It is one of the great iconic buildings ofthe 20th century, an image of great beauty that has

    become known throughout the world a symbol fornot only a city, but a whole country and continent.

    LOGOTagline

    164Edit

    Sydney Opera HouseThere is no doubt that the Sydney Opera House is

    his masterpiece. It is one of the great iconicbuildings of the 20th century, an image of great

    beauty that has become known throughout the

    world a symbol for not only a city, but a wholecountry and continent.

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    LOGOTagline

    165Edit

    Sydney Opera HouseThere is no doubt that the Sydney Opera House is

    his masterpiece. It is one of the great iconicbuildings of the 20th century, an image of great

    beauty that has become known throughout the

    world a symbol for not only a city, but a wholecountry and continent.

    LOGOTagline

    166Edit

    LOGOTagline

    166Edit

    Sydney Opera HouseThere is no doubt that the Sydney Opera House is hismasterpiece. It is one of the great iconic buildings ofthe 20th century, an image of great beauty that has

    become known throughout the world a symbol fornot only a city, but a whole country and continent.

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    LOGOTagline

    167Edit

    Supports *some* gesturesand transitions.

    Reasons for Prototypingin Keynote/Powerpoint

    stealthislide

    Level of fidelity is high gives you an endresult that looks and feels like a real app.

    Its as close as you can get to the real thingwithout digging into code.

    Its super efficient and fast!

    168

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    Motion:New Design Material

    169

    Animation & TransitionsA new design elements that can:

    stealthislide

    Help users form a mental model of howinformation will unfold.

    Help make your experience feel moreintuitive for users.

    Reinforce cognition.

    Provide cues for interaction.

    170

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    Twelve Basic Principlesof Animation

    171

    Principle OneSquash and Stretch

    172

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    Principle One

    Squash and Stretch

    173

    Principle TwoAnticipation

    174

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    Principle Two

    Anticipation

    175

    Principle ThreeStaging

    176

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    Principle Three

    Staging

    177

    Principle FourStraight Aheadand Pose to Pose

    178

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    Principle Four

    Straight Aheadand Pose to Pose

    179

    Principle FiveFollow Throughand Overlapping Action

    180

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    181

    Principle Five

    Follow Throughand Overlapping Action

    Principle SixSlow in and Out

    182

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    Principle Six

    Slow in and Out

    183

    Principle SevenArcs

    184

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    Principle Seven

    Arcs

    185

    Principle EightSecondary Action

    186

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    Principle Eight

    Secondary Action

    187

    Principle NineTiming

    188

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    Principle Nine

    Timing

    189

    Principle TenExaggeration

    190

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    Principle Ten

    Exaggeration

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    Principle Eleven and TwelveSolid Drawing and Appeal

    192

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    193

    Sketches Courtesy of Greg Nudelmen

    Storyboarding iPad Transitions

    Specifying Transitions

    Transitions and AnimationMethods for specifying motion:

    Build a prototype of key motion phrasesusing PowerPoint, Keynote or other

    prototyping tool.

    Include specifications on wireframes.

    194

    Hand drawn sketches.

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    Motion is an Art.

    There are no formulas.

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    Fidelity

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    Failure

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    Prototyping is not a Panacea

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    A

    PC Prototyping

    is considered a

    Luxury

    AMobile Prototyping is

    Essential

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    Thank you!Email:[email protected]

    Templates and Online Resources:www.rachelhinman.com/mobile_prototyping_essentials