User-Centered Design for Mobile Experiences Dean Rehberger, Ph.D. Director, Liza Potts, Ph.D. Director.

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Presentation transcript:

User-Centered Design for Mobile Experiences Dean Rehberger, Ph.D. Director, Liza Potts, Ph.D. Director of UX, Matrix @LizaPotts There is an App For That!

Companion Web Site

Introductions  Quick introductions  Name  Museum  Role

Exploring the Landscape Mobile Applications and Museums  Workshop purpose: whether you build it in house or outsource your mobile project, we want to give you the tools to control and understand the design of your project.

6 Initial Thoughts & Actions  Museums are wonder stewards of exhibitions; need to put same care into mobile applications  Don’t design for cool; design for users  Beware of the software development triangle

6 Initial Thoughts & Actions  Explore, play, and make lists

6 Initial Thoughts & Actions  Explore, play, and make lists

6 Initial Thoughts & Actions  Explore, play, and make lists

6 Initial Thoughts & Actions  Read reviews

6 Initial Thoughts & Actions  Be social

Tours

Augmented Reality

AR & QR-Codes

User Participation

Serious Games

Mobile Applications  Mobile ready web site  Web applications  Native apps  Native apps – semi-automated  Native apps – fully outsourced

Mobile Web Site and Web App  Upside  Cost effective  Multiple uses of same content  Lightweight – media can live on servers  Easy to port to different platforms  Drawbacks  User needs to be online  Roaming charges (particularly for non-U.S. visitors)

Native Apps  Upside  Self contained  Use offline  Richer possible feature set  Downside  Bigger  More Expensive  More updates

Native Apps: semi-automated  Museum folks add content (test, images, audio, video) to content management system (CMS) then outside company published app (confined feature set)

Native Apps: fully-outsourced

Experience Design [what is it?] Contextual research methods are vital to the success of experience design An experience is an ecosystem – not one interface etc Experience design is an interdisciplinary exercise

User-Centered Design Lifecycle When we design, we want to focus on transforming human activity (for the better)

User-Centered Research Participate Engage Context

Various Micro-Methods

UCD Activities  Project Goals  Project Brief  Actor Maps  Storyboards  Use Cases  Activity Diagrams  Return to Brief  Elevator Pitch

UCD Activity: Project Goals  What do you want your visitors to learn?  What exhibition or event is coming up that you would like to promote?  What aspect of your museum is best served by being made mobile?  Which groups would you most like to engage?  What would you like to do a better job of evaluating or counting? What metric do you need that you are not getting accurately now?

UCD Activity: Project Brief Add screen shot of project brief here

UCD Activity: Actor Maps

Breaking Down Walls

UCD Activity: Use Cases

Storyboards for Films

Storyboards for Apps

Breaking Down Walls

UCD Activity: Activity Diagrams

UCD Activity: Return to Brief  Review project brief  Has the concept changed?  Are the objectives the same?  Did the value prop change?  What more do we need to learn about our audience?  Are there other competitors out there?  Etc….

Elevator Pitch We will transform the way [users] do [activity] in order to [benefits to users] and [benefits to institution].

User-Centered Design for Mobile Experiences Dean Rehberger, Ph.D. Director, Liza Potts, Ph.D. Director of UX, Matrix @LizaPotts

Feature Snapshots Design for all platforms

Feature Snapshots