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Designing for Mobile – An Overview of Early Stage UX Processes with Raine Qian Presented on September 18 2014, 2:45 - 3:30pm at FITC's Web Unleashed Toronto 2014 More info at www.fitc.ca Mobile has a huge influence in our everyday lives and behaviour; technology has evolved and we’re always “connected”, which creates so much opportunity for designers. It is essential that we (as designers) understand the mechanisms that drive human perception, cognition and behaviour, so that we can ultimately craft solutions that achieve our desired outcomes. OBJECTIVE Understanding how UX processes impact design outcomes in mobile applications TARGET AUDIENCE UI/UX Developers and Designers ASSUMED AUDIENCE KNOWLEDGE Basic UI/UX Principles FIVE THINGS THAT THE AUDIENCE WILL LEARN An overview of how Pivotal Labs approaches the Discovery process. Key considerations when designing for Mobile. An overview of early stage UX research. Understanding user personas, behaviour and use cases. How to identify the right problem(s) to solve.
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DESIGNING FOR MOBILE EARLY STAGE UX DESIGN PROCESSRaine Qian
HI, I AM RAINE QIAN
Mobile UI and UX designer
Manager of Product Design at Pivotal Labs
@RaineQian
WHAT IS UX?
User experience is how a person feels when interacting with a particular product, system or service.
BEHAVIORS EMOTIONSATTITUDES
UX is a Systerm
USABILITY
Usability is how easy, efficient and enjoyable a human-made object is to use.
5 E of Usability
• Ease of learning : Learnability and Memorability
• Engagement
• Efficiency
• Effectiveness
• Error Tolerance
THE DISCIPLINES OF USER EXPERIENCE DESIGN
PSYCHOLOGY: LOSS AVERSION
The strong tendency in humans to avoid loss, over and above their desire to acquire gains.
OPTION 1 OPTION 2
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COGNITION: PERIPHERAL ATTENTION
Peripheral vision has faster reaction for detecting motion in objects.
INVASIVE EFFECTIVE
!!
UX DESIGN INCLUDES ALL KINDS OF DESIGN THINKING FOR AN END USER.
MOBILE
MOBILE VS. DESKTOP
DESKTOPMOBILE
• Predictable environments
• Predictable inputs
• Large interface
• For detailed tasks
• Variable environments
• Limited input system
• Smaller interface
• In multitasking scenarios
LEAN FORWARD & LEAN-BACK EXPERIENCES
• Engaging
• Requires increased
interaction
LEAN FORWARD
• Low level of engagement
• Consumption mode
• Longer attention span
LEAN BACK
LEAN BACK APPS LEAN FORWARD APPS
DESIGN PROCESS
Identify the right problem for the right user
UNDERSTAND CREATE
1. Inception
2. Discovery
3. Framing
4. Visual & Interaction Design
5. Implementation
DESIGN PROCESS
Feedback +
Iteration
IN THE EARLY STAGES
Goals
End Users
Use Cases, Scenarios
User Needs, Wants, Motivations
Technical Feasibility
Deep Understanding
GOALS
• What is the Purpose of the App?
• Client’s Goals User’s Goals
• Stay Focused and Prioritize
LEAN VALIDATION WORKSHOP
• Collaborative with key
stakeholders
• Product proposition
• Feature prioritization
END USERS
• End user behavior
• Personas
• Focus on target user group
ETHNOGRAPHIC RESEARCH
• Observe target users in real
world setting
• Get insight into habits,
preferences and behavior
• Conduct your own practical
research
USE CASES, SCENARIOS
• Workflows
• Social context
• Environmental factors
• Errors or edge cases
PROJECT EXAMPLE
Universal Mobile Payment App
STORYBOARDING
A method used to communicate ideas and create a sense of shared context and purpose.
USER EXPERIENCE MAP
A visual representation that illustrates a user’s activity flow, mental status, expectations, and actions for a particular goal.
USER NEEDS, WANTS & MOTIVATIONS
• Know the needs and unvoiced desires
• User interviews
• Dig below the surface
PROJECT EXAMPLE
Designing An App For
A Cruise Ship
ONSITE USER RESEARCH
RESULTS OF CUSTORMER PRIMARY NEEDS
Assumed:
Fun activities on the cruise ship
Actual:
Communicating with fellow travellers
TECHNICAL FEASIBILITY
• Balance between design and engineering
• Agile style and communication
• Willingness to think about the future
ALWAYS REMEMBER WHO YOU ARE DESIGNING FOR AND WHY ARE YOU DESIGNING IT.
THANK YOU