DESIGNING FOR MOBILE EARLY STAGE UX DESIGN PROCESS.

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Presentation transcript:

DESIGNING FOR MOBILE EARLY STAGE UX DESIGN PROCESS

WHAT IS UX? User experience is how a person feels when interacting with a particular product, system or service. BEHAVIORSEMOTIONSATTITUDES

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 Save $300/year. Buy this widget! Stop losing $300/year. Buy this widget!

COGNITION: PERIPHERAL ATTENTION Peripheral vision has faster reaction for detecting motion in objects.

INVASIVEEFFECTIVE ! !

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 GoalsUser’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.