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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.
Thursday, May 23, 13
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Agile Mobile Design Forum
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
Thursday, May 23, 13
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Agile Mobile Design Forum
Workshop
1) Context
2) Goals
3) Personas
4) Vision Storyboard
Thursday, May 23, 13
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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
Thursday, May 23, 13
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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
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
v
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
v
Agile Mobile Design Forum
RITE study vs Usability testing
Rapid Iterative
Test and
Evaluation
Thursday, May 23, 13
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Agile Mobile Design Forum
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.
Thursday, May 23, 13
v
Agile Mobile Design Forum
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
Thursday, May 23, 13
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Agile Mobile Design Forum
RITE study vs Usability testing
So.. RITE study is just like 3-4 smaller usability testing?
Thursday, May 23, 13
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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?
Thursday, May 23, 13
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Agile Mobile Design Forum
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.
Thursday, May 23, 13
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Agile Mobile Design Forum
RITE study vs Usability testing
#2: Mobile usability test prototypes are often too rigid for demands of mobile.
Thursday, May 23, 13
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Agile Mobile Design Forum
RITE study vs Usability testing
#3: Mobile usability tests are focused on reports, not solutions.
Thursday, May 23, 13
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Agile Mobile Design Forum
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 ”
Thursday, May 23, 13
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Agile Mobile Design Forum
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:
Thursday, May 23, 13
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Agile Mobile Design Forum
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:
Thursday, May 23, 13
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Agile Mobile Design Forum
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
Thursday, May 23, 13
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Agile Mobile Design Forum
Messaging apps: iOS vs. Android 4.0Key Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Semi-transparent menus of Android 4.0Key Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Windows mobile vs. Android 4.0Key Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Tap Anywhere Everything on the screen is a touch target
Key Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Android 4.0 vs. iOS table rowsKey Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Android “Tap -worthy Areas” vs. iOS beveled buttons
Key Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Right Size for Every Device
Key Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Larger devices have more buttonsKey Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Rotating a device means you lose or gain options
Key Android 4.0 Design Principles
Thursday, May 23, 13
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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
Thursday, May 23, 13
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Agile Mobile Design Forum
Mobile Space Unbound
Key Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Mobile Space UnboundKey Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Holo EverywhereKey Android 4.0 Design Principles
Gmail in Holo Light.Settings in Holo DarkTalk in Holo Light with dark action bar
Thursday, May 23, 13
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Agile Mobile Design Forum
Think Globally, Act Locally
Key Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
Think Globally, Act LocallyKey Android 4.0 Design Principles
Thursday, May 23, 13
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Agile Mobile Design Forum
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
Thursday, May 23, 13
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Agile Mobile Design Forum
SPRINGBOARD/LIST
Things you have/things to do
Navigation
Orientation
Thursday, May 23, 13
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Agile Mobile Design Forum
TAP AHEAD
Typing avoidance
Slower bandwidth
Better experience
Popular keywords
Thursday, May 23, 13