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Heuristics for Mobile phones Dave Maruszewski & Shirley Carvalhedo
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Heuristics for Mobile phones Mobile interactions are often small steps in part of larger user goals. Many interactions must be intuitive and rapid. For example, if we are searching for an address when late for an appointment, we will have a low threshold for learning, registering or other obstacles to retrieving the data and locating our destination.
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HEURISTIC GUIDE FOR MOBILE DESIGN All mobile interactions are user-driven New mobile experiences compete with legacy user Models Ease of use is paramount Calm technology will be valued over constant disruptions The device as continuous companion opens the realm for mobile experiences of different intensities and durations Mobile interactions can extend beyond the device Mobile interactions are often small steps in part of larger user goals Peer-to-peer is the most trusted form of mobile marketing With GPS on the near horizon, the mobile phone will be able to provide services that redefine our social networks and the places we inhabit Mobile phones will not be limited to the processing capabilities of the device
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Do One Thing and do it well iPhone UI Design
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Apple-Style drink the Apple UI kool-aid
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The 80/20 Rule fewer features = better experience “At least 80 percent of your users will use a very limited number of features in an application, while less than 20 percent will use all the features.”
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UI Elements as Real Objects “When possible, model your application’s objects and actions on objects and actions in the real world.” use what your users know
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Multi-Touch Ergonomics give your users the finger “Provide a fingertip-size target area for all tappable elements.” “Put most frequently used information near the top, where it is most visible and accessible.”
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Prototyping Paper prototyping Working prototypes
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1 understand your users. ZEN & THE ART OF MOBILE APPLICATION STRATEGY
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2 be goal-oriented.
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3 add value everyware.
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4 design for mobility.
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5 privacy, please.
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6 be findable.
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7 measure once. measure twice.
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8 think big.
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9 start small (and fail often).
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Heuristics for Mobile phones
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Savio, Nadav and Braiterman, Jared. Design Sketch: The Context of Mobile Interaction. http://69.89.31.51/~deciphe2/giantant/output/mobile_context_model.pdf Bibliography
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iPhone UI Design & Prototyping Anna Callahan Raizlabs
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zen & the art of mobile application strategy bryan maleszyk senior consultant, isobar north america/molecular
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