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Practical Agile Mobile design and Android 4.0 Target May Forum By Adi Berda Lara Korik Yotam Ben Dror Date 13 May 2013 2013 Practical Agile Mobile design May Forum: Practical Agile Mobile design. and Android 4.0 Thursday, May 23, 13

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Practical Agile Mobile designand Android 4.0

TargetMay Forum

ByAdi BerdaLara KorikYotam Ben Dror

Date13 May 2013

2013 Practical Agile Mobile design

May Forum:Practical Agile Mobile design.and Android 4.0

Thursday, May 23, 13

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Agile Mobile Design Forum

Greg Nudelman

Greg Nudelman is the author of Android Design Patterns: Interaction Design Solutions for Developers (Wiley, 2013) and a co-author of the Smashing Mobile Book. He blogs about Android design at AndroidDesignBook.com where Greg hosts monthly free Agile Android Design Masterclass.

For 12 years, Greg worked with today’s top Fortune 500 companies, non-pro"ts, and startups: eBay, WebEx, Wells Fargo, IBM, Groupon, Associated Press, US Patent Of"ce, and many others.

Greg authored over 30 industry articles on mobile and tablet design and design strategy for leading industry magazines: Smashing Magazine, Boxes and Arrows, JavaWorld, ASP.NET Pro, UXmatters and UXMagazine.

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Agile Design

Thursday, May 23, 13

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Agile Design

Trick #1:Replace Kick Off Meetingwith aKick Off Design Workshop

Thursday, May 23, 13

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Agile Mobile Design Forum

Agile Design

Trick #1:Replace Kick Off Meetingwith aKick Off Design Workshop

Trick #2:Replace Usability Testingwith aRITE Using PostIt Notes

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Workshop

1) Context

2) Goals

3) Personas

4) Vision Storyboard

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Agile Mobile Design Forum

Workshop Outline

1) Draw a storyboard

2) Convert it to initial wireframes

3) Apply X-Platform UX Framework

4) Re-draw wireframes

5) Apply UX Design Patterns

6) Re-draw wireframes

7) Practice user testing with Post-Its

Workshop

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Agile Mobile Design Forum

Storyboarding:

1) Establish a strong sense of place

2) Don’t use more than 6 sticky notes (try to)

3) Don’t spent too much time

4) You can use stick figures and detailed objects

Workshop

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Wireframing

1) Draw on post-its

2) Don’t try to make it too accurate

3) Separate keyboard

Thursday, May 23, 13

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Agile Mobile Design Forum

Wireframing

1) Draw on post-its

2) Don’t try to make it too accurate

3) Separate keyboard

Thursday, May 23, 13

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Agile Mobile Design Forum

Wireframing

1) Draw on post-its

2) Don’t try to make it too accurate

3) Separate keyboard

Thursday, May 23, 13

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Agile Mobile Design Forum

RITE study vs Usability testing

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RITE study vs Usability testing

Rapid Iterative

Test and

Evaluation

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RITE study vs Usability testing

Usability Test

1) 8-10 participants

2) fairly elaborate prototype

3) pre-defined tasks

4) laboratory setting

5) minimal prototype changes during the study

6 ) at the end of the study a usability report is produced

outlining issues and recommendations.

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RITE study vs Usability testing

Usability Test

1) 8-10 participants

2) fairly elaborate prototype

3) pre-defined tasks

4) laboratory setting

5) minimal prototype changes during the study

6 ) at the end of the study a usability report is produced

outlining issues and recommendations.

RITE study

1) 9-12 participants in 3-4 rounds (3 people per round).

2) allowing to update the prototype and fix the issues

discovered during the previous day’s testing

3) simplest possible mobile prototype, usually paper or linked

HTML

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RITE study vs Usability testing

So.. RITE study is just like 3-4 smaller usability testing?

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RITE study vs Usability testing

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Agile Mobile Design Forum

RITE study vs Usability testing

Doesn’t it make sense that mobile teams should update the existing user-centered methodologies to meet the demands of this new platform?

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RITE study vs Usability testing

#1: Mobile usability tests encourage project managers to treat user-testing as something to check-off, not lead the design process.

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RITE study vs Usability testing

#2: Mobile usability test prototypes are often too rigid for demands of mobile.

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Agile Mobile Design Forum

RITE study vs Usability testing

#3: Mobile usability tests are focused on reports, not solutions.

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RITE study vs Usability testing

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Creative Vision

Google focused the design principles of Android 4.0 around !ve overarching goals, which applies to the core apps, as well as to the system at large. As you design appsto work with Android, consider these goals:

Key Android 4.0 Design Principles

“ A M a t u r e d A n d r o i d ”

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Key Android 4.0 Design Principles

Google focused the design principles of Android 4.0 around !ve desired goals, which applies to the core apps, as well as to the system at large. As you design apps to work with Android, consider these goals:

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Key Android 4.0 Design Principles

Right Size for Every Device

Mobile SpaceUnbound

Think GloballyAct Locally

Tap AnywhereWelcome to Flatland

Google focused the design principles of Android 4.0 around !ve desired goals, which applies to the core apps, as well as to the system at large. As you design apps to work with Android, consider these goals:

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Welcome to Flatland Semi-transparent, greyscale, almost wire-framy.

Sometimes, can be a challenge for users (how people know where to tap?)

On the other hand, opens a lot of opportunities.

I’m not a physical object, I’m a pure digital product.

Key Android 4.0 Design Principles

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Messaging apps: iOS vs. Android 4.0Key Android 4.0 Design Principles

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Semi-transparent menus of Android 4.0Key Android 4.0 Design Principles

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Windows mobile vs. Android 4.0Key Android 4.0 Design Principles

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Tap Anywhere Everything on the screen is a touch target

Key Android 4.0 Design Principles

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Android 4.0 vs. iOS table rowsKey Android 4.0 Design Principles

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Android “Tap -worthy Areas” vs. iOS beveled buttons

Key Android 4.0 Design Principles

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Right Size for Every Device

Key Android 4.0 Design Principles

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Larger devices have more buttonsKey Android 4.0 Design Principles

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Rotating a device means you lose or gain options

Key Android 4.0 Design Principles

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Agile Mobile Design Forum

Rotating a device means you lose or gain options

Key Android 4.0 Design Principles

Layout Considerations for Split Action Bars

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Mobile Space Unbound

Key Android 4.0 Design Principles

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Mobile Space UnboundKey Android 4.0 Design Principles

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Holo EverywhereKey Android 4.0 Design Principles

Gmail in Holo Light.Settings in Holo DarkTalk in Holo Light with dark action bar

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Think Globally, Act Locally

Key Android 4.0 Design Principles

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Think Globally, Act LocallyKey Android 4.0 Design Principles

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Key Android 4.0 Design Principles

S u m m a r y

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Pattern Design

“Take any form you choose and repeat it at regular intervalsand, just as repetitive sounds produce rhythm or cadence,you have pattern. However, the use of pattern in design is nohaphazard matter, but a disciplined activity in which the artistmust impose a pleasing order and structure on the whole toachieve an aesthetically satisfying end product”Lewis F. Day

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SPRINGBOARD/LIST

Things you have/things to do

Navigation

Orientation

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TAP AHEAD

Typing avoidance

Slower bandwidth

Better experience

Popular keywords

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GROUP THE SUGGESTED OPTION

Organized

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SEARCH FROM THE ACTION BAR

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MULTIPLY SEARCH

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SEARCH RESULTS

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SEARCH RESULTS

Information

Multiple view options

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ACTION OVERFLOW

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DASHBOARD

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DASHBOARD

Thursday, May 23, 13

Practical Agile Mobile design

TargetMay Forum

ByAdi BerdaLara KorikYotam Ben Dror

Date13 May 2013

2013 Practical Agile Mobile design

Thanks!

Thursday, May 23, 13