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.
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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.