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Published byLynette Butler Modified over 9 years ago
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DESIGNING FOR MOBILE EARLY STAGE UX DESIGN PROCESS
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WHAT IS UX? User experience is how a person feels when interacting with a particular product, system or service. BEHAVIORSEMOTIONSATTITUDES
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UX is a Systerm
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USABILITY Usability is how easy, efficient and enjoyable a human-made object is to use.
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5 E of Usability Ease of learning : Learnability and Memorability Engagement Efficiency Effectiveness Error Tolerance
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THE DISCIPLINES OF USER EXPERIENCE DESIGN
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PSYCHOLOGY: LOSS AVERSION The strong tendency in humans to avoid loss, over and above their desire to acquire gains.
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OPTION 1 OPTION 2 Save $300/year. Buy this widget! Stop losing $300/year. Buy this widget!
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COGNITION: PERIPHERAL ATTENTION Peripheral vision has faster reaction for detecting motion in objects.
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INVASIVEEFFECTIVE ! !
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UX DESIGN INCLUDES ALL KINDS OF DESIGN THINKING FOR AN END USER.
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MOBILE
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MOBILE VS. DESKTOP
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DESKTOPMOBILE Predictable environments Predictable inputs Large interface For detailed tasks Variable environments Limited input system Smaller interface In multitasking scenarios
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LEAN FORWARD & LEAN-BACK EXPERIENCES
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Engaging Requires increased interaction LEAN FORWARD
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Low level of engagement Consumption mode Longer attention span LEAN BACK
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LEAN BACK APPS LEAN FORWARD APPS
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DESIGN PROCESS Identify the right problem for the right user UNDERSTAND CREATE
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1.Inception 2.Discovery 3. Framing 4. Visual & Interaction Design 5. Implementation DESIGN PROCESS Feedback + Iteration
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IN THE EARLY STAGES Goals End Users Use Cases, Scenarios User Needs, Wants, Motivations Technical Feasibility Deep Understanding
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GOALS What is the Purpose of the App? Client’s GoalsUser’s Goals Stay Focused and Prioritize
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LEAN VALIDATION WORKSHOP Collaborative with key stakeholders Product proposition Feature prioritization
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END USERS End user behavior Personas Focus on target user group
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ETHNOGRAPHIC RESEARCH Observe target users in real world setting Get insight into habits, preferences and behavior Conduct your own practical research
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USE CASES, SCENARIOS Workflows Social context Environmental factors Errors or edge cases
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PROJECT EXAMPLE Universal Mobile Payment App
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STORYBOARDING A method used to communicate ideas and create a sense of shared context and purpose.
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USER EXPERIENCE MAP A visual representation that illustrates a user’s activity flow, mental status, expectations, and actions for a particular goal.
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USER NEEDS, WANTS & MOTIVATIONS Know the needs and unvoiced desires User interviews Dig below the surface
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PROJECT EXAMPLE Designing An App For A Cruise Ship
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ONSITE USER RESEARCH
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RESULTS OF CUSTORMER PRIMARY NEEDS Assumed: Fun activities on the cruise ship Actual: Communicating with fellow travellers
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TECHNICAL FEASIBILITY Balance between design and engineering Agile style and communication Willingness to think about the future
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ALWAYS REMEMBER WHO YOU ARE DESIGNING FOR AND WHY ARE YOU DESIGNING IT.
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