Download presentation
Presentation is loading. Please wait.
Published byCory Lamb Modified over 9 years ago
1
User-Centered Design for Mobile Experiences Dean Rehberger, Ph.D. Director, Matrix rehberge@msu.edu @deanreh rehberge@msu.edu Liza Potts, Ph.D. Director of UX, Matrix lpotts@msu.edu lpotts@msu.edu @LizaPotts There is an App For That!
2
Companion Web Site http://museummobile.matrix.msu.edu
3
Introductions Quick introductions Name Museum Role
4
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.
5
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
6 Initial Thoughts & Actions Explore, play, and make lists
7
6 Initial Thoughts & Actions Explore, play, and make lists
8
6 Initial Thoughts & Actions Explore, play, and make lists
9
6 Initial Thoughts & Actions Read reviews
10
6 Initial Thoughts & Actions Be social
11
Tours
13
Augmented Reality
14
AR & QR-Codes
15
User Participation
16
Serious Games
17
Mobile Applications Mobile ready web site Web applications Native apps Native apps – semi-automated Native apps – fully outsourced
18
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)
19
Native Apps Upside Self contained Use offline Richer possible feature set Downside Bigger More Expensive More updates
20
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)
21
Native Apps: fully-outsourced
22
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
23
User-Centered Design Lifecycle When we design, we want to focus on transforming human activity (for the better)
24
User-Centered Research 1 2 3 Participate Engage Context
25
Various Micro-Methods
26
UCD Activities Project Goals Project Brief Actor Maps Storyboards Use Cases Activity Diagrams Return to Brief Elevator Pitch
27
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?
29
UCD Activity: Project Brief Add screen shot of project brief here
30
UCD Activity: Actor Maps
31
Breaking Down Walls
32
UCD Activity: Use Cases
33
Storyboards for Films
34
Storyboards for Apps
35
Breaking Down Walls
36
UCD Activity: Activity Diagrams
37
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….
38
Elevator Pitch We will transform the way [users] do [activity] in order to [benefits to users] and [benefits to institution].
39
User-Centered Design for Mobile Experiences Dean Rehberger, Ph.D. Director, Matrix rehberge@msu.edu @deanreh rehberge@msu.edu Liza Potts, Ph.D. Director of UX, Matrix lpotts@msu.edu lpotts@msu.edu @LizaPotts
40
Feature Snapshots Design for all platforms
41
Feature Snapshots
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.