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First of all, some context MOBILE USER EXPERIENCE inspiring new ways of design and development Antony Ribot, CEO, Ribot.

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Presentation on theme: "First of all, some context MOBILE USER EXPERIENCE inspiring new ways of design and development Antony Ribot, CEO, Ribot."— Presentation transcript:

1 First of all, some context MOBILE USER EXPERIENCE inspiring new ways of design and development Antony Ribot, CEO, Ribot

2 First of all, some context then studied ants, bees and termites joined the mobile scene 5 years ago co-founded ribot 1.5 years ago BACKGROUND started at tomato (’99) ceo / art director

3 Why does ribot exist? explore and play with interfaces in small spaces passion for creating things under many constraints push UI boundaries

4 MethodRelationship Personal definitions Interaction design how the user interacts with the object User experience the qualitative emotional description of multiple interactions with an object

5 The user-centered developer a bridge between designer and developer not a role for every developer does not replace traditional UX expert (A NOTE TO DEVS) develops with the user in mind why the need for the new role?

6 What’s different about mobile UX mobile UX deals with many more constraints goal: to make a positive impact on the experience UX is in its infancy (AS A FIELD)

7 Constraints of mobile network latency input mechanism memory form factor computational power context battery THERE ARE MANY

8 The mobile environment IT’S LIKE MARS single early failure = non-returning user

9 Mars, Neptune, Pluto... handset range operators data allowance / pricing THE ENVIRONMENT DIFFERS, DEPENDING ON WHERE YOU ARE e.g. South Africa, Europe, Japan... user behaviour

10 How to deal with Mars Leave the hard stuff to desktop web develop relationship as quickly as possible user retention is a good indicator of product performance, but loyalty is minimal in mobile

11 like a large bag of chocolate buttons Time for a snack... small snippets of info 30-60 seconds simple, but repetitive regular DATA-SNACKING

12 Re-use learnt behaviours Re-use interactions inherent in the device Minimise the number of surprises soft key positions menu navigation colour tone of voice

13 vs http://mobilewebbook.com Mobile is not about making things smaller smalleraller MiniaturisationMobilisation

14 It’s all about the subtleties Fewer options = simple and more effective interface Polish makes the UX and app stand out

15 Working around the 3G icon

16 Reward-based exploration keep it as simple as possible (the hard part) allow the user to play within safe boundaries user’s comfort increases sense of exploration increases discovery of features almost by accident FOCUSING ON THE KEY FEATURE AND DOING IT WELL

17 Opera Mini page by page scrolling A REWARD-BASED MOBILE BROWSER

18 Short-cuts in the soft key menu Opera Mini A REWARD-BASED MOBILE BROWSER

19 http://www.admob.com/metrics How to deal with diversity select lead handsets for your target audience use the design process to tackle “graceful degradation”

20 Workshop Idea exploration Paper wireframes Formalised digital wireframes User/expert testing Aesthetic concepts Screen design Rapid prototype Docs Art direction Mobile UX - the easier path

21 Why use rapid prototyping test ideas quickly in a tangible environment extremely useful reference for developers an interactive showcase of the intended UX

22 Mobile rapid prototyping tools Flash (lite v3.0) XHTML + CSS Nokia Web Runtime Silverlight

23 One design doesn’t fit all Input mechanisms require their own design Touch screen elements need to look interactive large enough to press? Nav-pad driven action-based language make the most of simple nav

24 Questions Antony Ribot ribot.co.uk


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