DESIGNING MOBILE EXPERIENCES

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  • 1. DESIGNINGMOBILEEXPERIENCESwith Brian Fling

2. AvailableNOWhttp://mobiledesign.org 3. HOUSEKEEPINGmobiledesign.orgmobiledesign.org/workshopflingmedia.comslideshare.net/flinglinkedin.com/in/fling@fling 4. The Layersof theMobileExperience 5. IDEA The rst thing we need is an idea that inspires us. 6. NEEDS & GOALSIdentify a basic need with our desired user. IDEA The rst thing we need is an idea that inspires us. 7. CONTEXTThe circumstances where information adds value.NEEDS & GOALSIdentify a basic need with our desired user. IDEA The rst thing we need is an idea that inspires us. 8. STRATEGY How we can add value to the business. CONTEXTThe circumstances where information adds value.NEEDS & GOALSIdentify a basic need with our desired user. IDEA The rst thing we need is an idea that inspires us. 9. DEVICE PLANChoose the devices that best serves our audience.STRATEGY How we can add value to the business. CONTEXTThe circumstances where information adds value.NEEDS & GOALSIdentify a basic need with our desired user. IDEA The rst thing we need is an idea that inspires us. 10. DESIGN Create a user experience based around needs.DEVICE PLAN Choose the devices that best serves our audience.STRATEGYHow we can add value to the business. CONTEXT The circumstances where information adds value.NEEDS & GOALS Identify a basic need with our desired user. IDEAThe rst thing we need is an idea that inspires us. 11. PROTOTYPETest the experience within the context.DESIGN Create a user experience based around needs. DEVICE PLANChoose the devices that best serves our audience. STRATEGY How we can add value to the business.CONTEXTThe circumstances where information adds value. NEEDS & GOALSIdentify a basic need with our desired user.IDEAThe rst thing we need is an idea that inspires us. 12. DEVELOPMENT Put all the pieces together.PROTOTYPETest the experience within the context.DESIGN Create a user experience based around needs. DEVICE PLANChoose the devices that best serves our audience. STRATEGY How we can add value to the business.CONTEXTThe circumstances where information adds value. NEEDS & GOALSIdentify a basic need with our desired user.IDEAThe rst thing we need is an idea that inspires us. 13. TESTINGAnd test, and test, and test some more.DEVELOPMENT Put all the pieces together.PROTOTYPETest the experience within the context.DESIGN Create a user experience based around needs. DEVICE PLANChoose the devices that best serves our audience. STRATEGY How we can add value to the business.CONTEXTThe circumstances where information adds value. NEEDS & GOALSIdentify a basic need with our desired user.IDEAThe rst thing we need is an idea that inspires us. 14. OPTIMIZATIONReduce all assets to its lowest possible size.TESTINGAnd test, and test, and test some more.DEVELOPMENT Put all the pieces together.PROTOTYPETest the experience within the context.DESIGN Create a user experience based around needs. DEVICE PLANChoose the devices that best serves our audience. STRATEGY How we can add value to the business.CONTEXTThe circumstances where information adds value. NEEDS & GOALSIdentify a basic need with our desired user.IDEAThe rst thing we need is an idea that inspires us. 15. PORTINGAdapt for other devices that t our strategy.OPTIMIZATIONReduce all assets to its lowest possible size.TESTINGAnd test, and test, and test some more.DEVELOPMENT Put all the pieces together.PROTOTYPETest the experience within the context.DESIGN Create a user experience based around needs. DEVICE PLANChoose the devices that best serves our audience. STRATEGY How we can add value to the business.CONTEXTThe circumstances where information adds value. NEEDS & GOALSIdentify a basic need with our desired user.IDEAThe rst thing we need is an idea that inspires us. 16. DiscussionWhat do you want to learntoday? Is it to create visual experiences? Is it to take advantage of the mobileopportunity? Is it to gure out how to make sense ofthis new medium? Is it something more? All of the above? 17. What is MobileDesign? 18. JARGON ALERTMobile DesignThe creation of user experiencesfor the mobile context. 19. It doesnt startwith Photoshop 20. WhyMobile? 21. Whats Next? 22. Generation Y97% own a computer94% own a mobile phone76% use Instant Messaging69% use Facebook56% own an iPod 23. Generation Z Born in the modern digitalage. Technology is infused at birth. 24. Generation Z Born in the modern digitalage. Technology is infused at birth. The iPhone is to them 25. Generation Z Born in the modern digitalage. Technology is infused at birth. The iPhone is to themas the Macintosh was to us. 26. The Mobile Generation2009 2010 2011 2012 2013 2014 2015Everyone Elsesource: us census bureau 27. In less ve years, themobile generation could have morebuying power than all other demographics 28. DiscussionWhy are you here? What is it about mobile that appeals toyou the most? What do you see as being the obstacles?(your understanding? your company? thetechnology? etc.) What are the biggest opportunities? 29. NewRules 30. RuleForg #1 et W You hat ThinYou kKnow 31. Android 7%Java ME7%iPhone Symbian 69% 6%Windows Mobile 5% Blackberry 3%Palm 2% 32. RuleBelie #2 ve WYouhatSee,Wha Not t YouRead 33. Experiment 34. Share your ndings 35. Rule Con #3straiNev nts er ComeFirst 36. vs. 37. RuleFocu#4 s on Context,Goa ls an Nee d ds 38. RuleYou #5 CanSupp tEverort ything 39. Android 7%Java ME7%iPhone Symbian 69% 6%Windows Mobile 5% Blackberry 3%Palm 2% 40. Rule #6DonCont vertCrea, te 41. Rule # Keep 7SimpIt le 42. Needs&Goals 43. JARGON ALERTNeedsThe circumstances in whichsomething is necessary, or thatrequire some course of action. 44. Abraham Harold Maslow(April 1, 1908 June 8, 1970)was an American psychologist.He is noted for his concept-ualization of a "hierarchy ofhuman needs", and isconsidered the founder ofhumanistic psychology. 45. JARGON ALERTGoalsThe object of a persons ambitionor e ort; an aim or desired result 46. Te lsoa ch sG nic es alSweetsinG oa SpotBulsUser Goals 47. JARGON ALERTNeurolinguisticProgrammingA model of interpersonalcommunication chiey concerned withthe relationship between successfulpatterns of behavior and the subjectiveexperiences underlying them. 48. Learni Audng Type 20% itory of all connect wpeop is al ith othleconn l they n ers verb ecte eedd anto fe ally withd pro elothe ductive rs 49. Lear ning T Visuype 35%al of al Bein g ab l peopillustratele to see clecharts an d as dia onceptsfor t d gra gramhis m phss orajoris he ity le lpfultypearni.ng 50. LearKineni ng T ypesthe 45% of all p tic incorpor eopland hand ate m uscleproc -eyee me ess a movem morynd re ent t infortaino mat new ion 51. ExerciseNeeds & Goals Lets examine BBC What human needs does the BBC serve? What are the goals of the BBCsaudience? Does the BBC utilize neurolinguisticprogramming models? If so, how? How do we document our ndings? 52. Context 53. JARGON ALERTContextThe circumstances that form thesetting for an event, statement, oridea, and in terms of which it canbe fully understood and assessed. 54. Context with a capital CContext is how the user will derive BIG Cvalue from somethingthey are currently doing.In other words, theunderstanding ofcircumstance. It is themental model they willestablish to formunderstanding. 55. The mode, medium, orcontext environment in which we little c perform a task or thecircumstances ofunderstanding. our present location our device of access our state of mind 56. My present location.Physical My physical context willContextdictate how I access information and therefore how I derive value from it. 57. My device of access. MediaThe media context isntContext just about the immediacyof the information wereceiveHow to engage people inreal time. 58. Our present state ofModal mind.Context Where should I eat? Should I buy it now orlater? Is this safe or not? 59. RadioTVLiveBillboard ryVi to sudialAuWord ofPrint AdMouthKinesthetic Mobile Events DeviceQR 60. WAP Bluetooth RadioTVSMSSMS LiveBillboardWAPry VitoMMSsu di al Au QR Cod Word ofPrint Ad MouthSMS KinestheticSMS WAPMobile EventsDevice QR Code Website MMS 61. WAP DiscussIVR SMSBuySMSIVR NotifySend toFriend WAP Bluetooth Radio TVSend to Friend NotifySMSSMS Live Billboardd to B ndWAPry VitoMMS su dialAu W QR Code Word ofPrint Ad MouthSMSify Kinesthetic No SMS WAP Mobile Events Buy DeviceSend toFriend QR Code Website MMS Join NotifySMS SMSEmailWAP SiteMMSWAP Site 62. JoinDown Notify loadVote VoteDownload NotifyWAP Discuss IVR SMS Buy SMSIVR Notify Send to FriendWAP BluetoothRadioTV Send toFriend Notify SMSSMS LiveBillboardSend to Buy Friend WAPry Vi toMMS sudialAuJoinWAP SiteQR Code Word ofPrint Ad MouthSMSNotify KinestheticNotifySMS WAP MobileEventsBuyDevice Send to FriendQR Code Website MMS JoinNotifySMS SMS EmailWAP Site MMSWAP Site SMSSend to Friend Send to Friend Notify NotifyPostWAP Site Send toFriend 63. ExerciseDefine the Context Again lets use the BBC as our example What are the physical contexts? What are the media contexts? What are the modal contexts? What is the BIG Context? What are some of the possible businessstrategies simply by addressingcontext? 64. Typesof Apps 65. TypesApp of Appslicat Medionium 66. SMSExperiences where the goalis to alert users of newinformation. 67. WEBSITEExperiences that providethe user with simpleinformational data. 68. WIDGETSExperiences that are basedon an existing multi-platform framework. 69. WEBAPPSWhen you want to employ across-platform applicationstrategy. 70. NATIVE APPSExperiences that takeadvantage of the nativefeatures of the device. 71. GAMESExperiences that entertain. 72. MEDIUM MATRIX Device UserOfflineDevice Long TermComplexityLanguage Initial CostSupportExperienceSupportFeatures CostSMS All SimpleLimitedN/A NoNone Low HighMobileAll SimpleLimited HTML NoNone Low LowWeb