ux for a mobile age audience

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Pure Digital Since 1983 UX for a Mobile-Age Audience Krysta Stone @krystastone Marti Gukeisen @UXmarti

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Page 1: UX for a Mobile Age Audience

Pure Digital Since 1983

UX for a Mobile-Age Audience

Krysta Stone @krystastone

Marti Gukeisen @UXmarti

Page 2: UX for a Mobile Age Audience

Intro | We Have Entered the “Mobile Age”

• Over 95% of the US population owns a mobile phone• Nearly 25% of the US population currently owns a

smartphone. – It’s projected that by 2014, over 40% of all mobile phones

will be smartphones• Nearly 10% of the US population currently owns a tablet

– The number of tablet users is projected to more than double in 2011, and then double again in 2012

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Page 3: UX for a Mobile Age Audience

Outline

• Intro

• Influence of iPad in UX

• The Mobile vs. Desktop War is Over

• Omniscient Innovation

• It Shouldn’t Feel Like Homework

• What Does it All Mean?

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Page 4: UX for a Mobile Age Audience

Pure Digital Since 1983

Influence of iPad in UX

Page 5: UX for a Mobile Age Audience

Influence of iPad in UX | What are they?

• Ease of Use

• Metaphor

• Discoverability

• Entertainment

• Touch Screen

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Page 6: UX for a Mobile Age Audience

Ease of Use | What is it?

Apple emphasizes a simple, clean interface

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Page 7: UX for a Mobile Age Audience

Ease of Use | In comparison

PC emphasizes multitasking & feature explosion.

this slide

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Page 8: UX for a Mobile Age Audience

Ease of Use | Influence

• More focused on one task at a time• Reduce feature assault• Reduce competition for attention on the screen

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Page 9: UX for a Mobile Age Audience

Metaphor | What is it?

Using something to represent something it is not.what it is what it means on a screen

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Page 10: UX for a Mobile Age Audience

Metaphor | Astronomical Example

• Music player that uses images & concepts from astronomy to visualize music collections.Sun = ArtistPlanet = AlbumMoon = Song

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Page 11: UX for a Mobile Age Audience

Metaphor | Old lessons for new design

This is too far

Party like it’s…

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Page 12: UX for a Mobile Age Audience

Metaphor | This spectrum is a metaphor

More Time & Effort to InterpretEntertainment Play

Goal Completion Efficiency

Less Time & Effort to Interpret

Given the context of a project, what is appropriate?

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Literal Used More Metaphor Abstracted

Used Less

Page 13: UX for a Mobile Age Audience

Metaphor | So why was this okay?

• iPad sets ‘playful’ as an expectation

• Object is entertainment, not goal completion

• Basics are still presented in a conventional way

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Page 14: UX for a Mobile Age Audience

Discoverability | It’s evolving

• Discoverability is shifting – it’s becoming part of the entertainment of the experience and that’s ok!

• Conventions and standards for iPad don’t exist yet, but they’re emerging

• Is it (finally) time to let go of the ‘traditional’ web nav design? (so 1996!)

“Discoverability: the ability for a user of a design to locate something that they need, in order to complete a certain task.”

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Don’t forget:• Users still need to be able to accomplish tasks• Leverage mental models!• Make functions discoverable by users “just in time.”

Page 15: UX for a Mobile Age Audience

Entertainment | But what does it DO?

• Purpose and functionality aren’t always the primary objective

• Explore the capabilities of the medium to create adelightful experience

• Right place at the right time: Don’t abandon your common sense.

• What is the core purpose of the experience? Is there a way to make it more entertaining?

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Page 16: UX for a Mobile Age Audience

Touchscreen | Tips• Be ready for multiple orientations

• Be ready to start…and to stop

• Keep the focus on the primary task

• Use simplified hierarchies

• Think gestures, not clicks

• Make targets at least 44x44 points

• Move beyond the linear

• Create opportunities to collaborate

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Page 17: UX for a Mobile Age Audience

Example | Designing for Touchscreens

The Fantastic Flying Books of Mr. Morris Lessmore

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Page 18: UX for a Mobile Age Audience

Example | Designing for Touchscreens

The Fantastic Flying Books of Mr. Morris Lessmore

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Page 19: UX for a Mobile Age Audience

Pure Digital Since 1983

The Mobile vs. Desktop War is Over

Page 20: UX for a Mobile Age Audience

It was a tie | Cross-platform is IN

• It’s time to catch up to mobile user expectations.

• Stop thinking about a separate sites for “fixed Internet” (i.e. desktop), mobile and tablet experiences (unless there’s a specific need).

• Think about how a single user experience design can meet the needs of many devices.

• Consumers want consistent, or even better, contextually relevant experiences.

• “Make it work on my device, make it cool & delightful and give me what I want, when I need it.”

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Page 21: UX for a Mobile Age Audience

Responsive Design | What is it?

• One way to keep up with all of the devices/resolutions on the market

• Applies an architectural philosophy to digital design, that structures should respond to the environment and people in them

• Designs should respond to a user’s behavior and environment based on screen size (resolution), platform and orientation

• Fluid grids, flexible images and media queries

• Eliminates the need for a different design and development phase for each new gadget on the market

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Page 22: UX for a Mobile Age Audience

Responsive Design | Examples

Sweet Hat Club http://sweethatclub.org/

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Page 23: UX for a Mobile Age Audience

Responsive Design | Examples

Food Sense http://foodsense.is/

Many more examples at http://mediaqueri.es/

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Page 24: UX for a Mobile Age Audience

Pure Digital Since 1983

Omniscient Innovation

Page 25: UX for a Mobile Age Audience

Contextual Awareness | what is it?

Contextual awareness is the idea that things that are “aware” of the context around them and behave differently if their environment changes.

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Page 26: UX for a Mobile Age Audience

Contextual Awareness | Using these…

• GPS • Accelerometer• Camera• Bluetooth• RFID• Infrared

• API’s• Google maps• Google Street view

• Twitter, et al• Facebook, Google+ et al• Foursquare, et al

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Page 27: UX for a Mobile Age Audience

Contextual Awareness | we might know…

• Location • Time of Day• Temperature

• Device Orientation • Device Movement• Device Acceleration• Device Speed

• What places are nearby• What devices are nearby• What objects are nearby• What can be seen nearby

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Page 28: UX for a Mobile Age Audience

Contextual Awareness | we might know…

• Who is using the device• User Mega Meta

– gender, status, likes, employer, birthday, etc.

• Searches• Tweets • Friends• Financial information

• User data• Aggregate data• Data over time / trending• Everything about everyone

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Page 29: UX for a Mobile Age Audience

Contextual Awareness | Location + Orientation

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Contextual Awareness | Street View + Location + Camera

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Contextual Awareness | why this matters

• New opportunities to leverage creatively

• Bring mobile-magic ideas to your clients

• Consider influence of mobile-mania on the immobile web experience and expectations

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Page 32: UX for a Mobile Age Audience

Pure Digital Since 1983

It Shouldn’t Feel Like Homework

Page 33: UX for a Mobile Age Audience

Gamification | What is it?

You can apply the basic elements that make games fun and engaging to things that typically aren't considered a game.

-Gamification.org

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Gamification | Game Mechanics

• The processes by which games work

• Gamification applies game mechanics to situations other than games

• Game mechanics used well can help encourage engagement, active learning, and loyalty

• Gamification and mobile work well together

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Gamification | Checking In

Gowalla scvngr Foursquare We & Co

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Gamification | Fitbit

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Gamification | Bartle’s Personality Types

Richard Bartle’s gamer personality types are a way of thinking about how different people approach games. They can be helpful to think about when developing other user experiences as well.♦Achievers – collect markers of accomplishment, such as points

♠Explorers – enjoy the world of the game more than game objectives

♥Socializers – prefer to play with others—games are about the social experience

♣Killers – focus on competition

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Page 38: UX for a Mobile Age Audience

Gamification | Applying to UX

How do gamification and gaming personality types influence the UX process?

• Consider how gamification might apply to your context– Can you make your application more game-like?– Consider how to make tasks appeal to the various gaming personalities

• Incorporate personality types into personas ♦ ♠ ♥ ♣

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Page 39: UX for a Mobile Age Audience

Pure Digital Since 1983

What Does It All Mean?

Page 40: UX for a Mobile Age Audience

Considerations | For your mind to munch on

• Moderation in all things

– Find the right balance given the context[ play / metaphor / discovery / gamification / simplicity / efficiency / familiarity / ease of use ]

• Conventions don’t really exist yet for mobile/touch

• This stuff SCREAMS interdisciplinary

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Page 41: UX for a Mobile Age Audience

Remember | How people really use technology

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We love you

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DISCUSS

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Krysta Stone@krystastone [email protected]

Enlighten.com/blog@[email protected]

Marti Gukeisen@[email protected]