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DESIGNING FOR MOBILE EARLY STAGE UX DESIGN PROCESS.

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Presentation on theme: "DESIGNING FOR MOBILE EARLY STAGE UX DESIGN PROCESS."— Presentation transcript:

1 DESIGNING FOR MOBILE EARLY STAGE UX DESIGN PROCESS

2 WHAT IS UX? User experience is how a person feels when interacting with a particular product, system or service. BEHAVIORSEMOTIONSATTITUDES

3 UX is a Systerm

4 USABILITY Usability is how easy, efficient and enjoyable a human-made object is to use.

5 5 E of Usability Ease of learning : Learnability and Memorability Engagement Efficiency Effectiveness Error Tolerance

6 THE DISCIPLINES OF USER EXPERIENCE DESIGN

7 PSYCHOLOGY: LOSS AVERSION The strong tendency in humans to avoid loss, over and above their desire to acquire gains.

8 OPTION 1 OPTION 2 Save $300/year. Buy this widget! Stop losing $300/year. Buy this widget!

9 COGNITION: PERIPHERAL ATTENTION Peripheral vision has faster reaction for detecting motion in objects.

10 INVASIVEEFFECTIVE ! !

11 UX DESIGN INCLUDES ALL KINDS OF DESIGN THINKING FOR AN END USER.

12 MOBILE

13 MOBILE VS. DESKTOP

14 DESKTOPMOBILE Predictable environments Predictable inputs Large interface For detailed tasks Variable environments Limited input system Smaller interface In multitasking scenarios

15 LEAN FORWARD & LEAN-BACK EXPERIENCES

16 Engaging Requires increased interaction LEAN FORWARD

17 Low level of engagement Consumption mode Longer attention span LEAN BACK

18 LEAN BACK APPS LEAN FORWARD APPS

19 DESIGN PROCESS Identify the right problem for the right user UNDERSTAND CREATE

20 1.Inception 2.Discovery 3. Framing 4. Visual & Interaction Design 5. Implementation DESIGN PROCESS Feedback + Iteration

21 IN THE EARLY STAGES Goals End Users Use Cases, Scenarios User Needs, Wants, Motivations Technical Feasibility Deep Understanding

22 GOALS What is the Purpose of the App? Client’s GoalsUser’s Goals Stay Focused and Prioritize

23 LEAN VALIDATION WORKSHOP Collaborative with key stakeholders Product proposition Feature prioritization

24 END USERS End user behavior Personas Focus on target user group

25 ETHNOGRAPHIC RESEARCH Observe target users in real world setting Get insight into habits, preferences and behavior Conduct your own practical research

26 USE CASES, SCENARIOS Workflows Social context Environmental factors Errors or edge cases

27 PROJECT EXAMPLE Universal Mobile Payment App

28 STORYBOARDING A method used to communicate ideas and create a sense of shared context and purpose.

29 USER EXPERIENCE MAP A visual representation that illustrates a user’s activity flow, mental status, expectations, and actions for a particular goal.

30 USER NEEDS, WANTS & MOTIVATIONS Know the needs and unvoiced desires User interviews Dig below the surface

31 PROJECT EXAMPLE Designing An App For A Cruise Ship

32 ONSITE USER RESEARCH

33 RESULTS OF CUSTORMER PRIMARY NEEDS Assumed: Fun activities on the cruise ship Actual: Communicating with fellow travellers

34 TECHNICAL FEASIBILITY Balance between design and engineering Agile style and communication Willingness to think about the future

35 ALWAYS REMEMBER WHO YOU ARE DESIGNING FOR AND WHY ARE YOU DESIGNING IT.


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