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Presentation given at mobile Mondays labs event in Boston on September 10th 2012. The topic is an intro to the state of mobile experience design. Topics covered are the mobile problem, user interface design for mobile, and user experience design for mobile. More info see http://momoboston.com/ The presenter is Adrian Mendoza, co-founder of Marlin Mobile based in Boston. Visit Adrian Mendoza sblog at http://www.marlinmobile.com/blog
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marlinmobile
marlinmobile MOBILE UX WITH ADRIAN MENDOZA 2
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DEVICES
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IOS
ANDROID
CARRIERS
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OS’S
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OS VERSIONS
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SCREEN RESOLUTIONS
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2048 x 1536 pixels
1024 X 768 pixels
960 x 1600 pixels
480 x 854 pixels
480 x 800 pixels
320 x 480 pixels
What the?
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IT’S A MILLION MATRIX PROBLEM
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Your Mobile User
Experience
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BE ON THE DEVICE
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This is a start, but in no way is it scalable.
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KNOW THY DEVICES
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7X difference
Real devices = Real Results.
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KNOW THY USERS
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Source: Google
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KNOW THY USERS
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Do you know what your user wants, have you asked them? Feedback is king.
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KNOW THAT EXPECTATIONS ARE DIFFERENT
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404 error
Mobile is not your desktop experience The concept of failure is redefined. Its not just about your site being down its about your experience not being optimized for mobile.
One extra
click
One extra
second
One extra
MB
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KNOW THAT DESIGN IS DIFFERENT
• Use Gestures instead of Clicks • UI needs space for fingers (around 48 pixels) • Users and UI are different for each platform (For example: Android users know what a menu button is.. iPhone user use the big button approach. “one button for all”) • Design, user experience, and developer are tied together
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UX
Design
Dev
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WIREFRAME FOR MOBILE
• Design screens based around flows. Not just a single screen • Show call to actions after the each flow • Keep the users in a loop
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PROTOTYPING …. BE ON THE DEVICE
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Everything changes when you get on the device. See how the UI looks, interacts, and get feedback from users.
I wasn’t kidding
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CREATE A MOBILE “EXPERIENCE” STRATEGY
• Design for multiple platforms if you can • Target your users if you know them • Ask the hard question before you start.
• Are you a mobile web, app, or web app Or are you all of the above? Are you designing for a tablet?
• Weight the advantages and disadvantages of each (For example: Do you go response and weigh the performance issues )
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