mobile & tablet ux | nyu school of professional studies | week 1 (intro)

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Mobile & Tablet UX

Roz Chast, The New Yorker (2009)

Liz Filardi January 27, 2015  

SHOW OF HANDS Do you remember your first handheld device?

DO TELL! Name, location, profession, memory of first handheld device

Please keep in mind… 1.  Stay muted when not talking. 2.  Raise your hand before talking. 3.  No private messages. 4.  No web cam unless you are presenting. 5.  If you have tech problems, contact:

NYU IT Service Desk: 1-212-998-3333

Christoph Hitz, The New York Times

Agenda 6:30-7:00 PM Introduction to this Course 7:00-7:20 PM Review: What is UX Design? 7:20-7:45 PM Intro to Mobile & Tablet 7:45-8:00 PM BREAK 8:00-8:20 PM “The Download” Activity 8:20-8:35 PM Market Research 8:35-8:50 PM User Research 8:50-9:30 PM Assignment 1, Q&A

We’re peers. This is our contract.

MY JOB: •  Facilitate curriculum, design activities for you •  Share my experience, case studies, examples •  Give you feedback YOUR JOB: •  Show up, participate, engage, ask questions •  Complete the coursework •  Share your insights with the class

Please raise your hand & ask questions along the way!

PSSST…..

Curriculum Week 1 (January 27) Intro to Mobile & Tablet UX

•  Review: What is User Experience? •  Getting in the Mobile Mindset •  “The Download” Activity: Write & Share Out •  A-La-Carte Market Research •  Conducting User Research

Curriculum Week 2 (February 3) Identify the Opportunity •  Analysis of User Research •  Project Briefs, Personas, and User Journeys •  Case Study: The Met App

–  Project Brief –  Personas –  User Journeys

•  Competitive Analysis of Mobile Products

Curriculum Week 3 (February 10) Visualize Your Mobile Product

•  Deep Dive: Mobile Usability and Best Practices •  Sketches and Wireframes •  Prototypes

Curriculum Week 4 (February 17) Pitch Your Product, Then Test It Out •  Final Presentations: Pitch Your Product to the Class •  Usability / User Acceptance Testing

Ward Sutton, The New Yorker

Liam Francis Walsh, The New Yorker

Course Structure •  Meetings: online every Tuesday, 6:30-9:30 PM EST •  Discussions: weekly, due before the next meeting •  Assignments: weekly, due before the next meeting

Grades: •  10% attendance in meetings * •  30% weekly discussions •  60% weekly assignments

* Minor assignments, such as the student survey, may also factor into the attendance grade.

Discussions Where: NYU Classes > This course site > Forums What: An opportunity to engage with your peers, complete discussion assignments, and ask general questions. How:

1.  Post to the forum after you complete the week’s reading. Make connections between your experience, the reading, and the lesson that week.

2.  Be sure to leave a few days for others to respond before the next class session.

3.  Respond to your peers’ posts. It’s part of your grade.

Assignments Where: NYU Classes > This course site > Assignments What: An opportunity to put the lesson into practice. UX is a discipline where you learn by doing. We will discuss each assignment in depth at the end of each meeting.

Contact Me OFFICE HOURS Where: NYU Classes > This course site > Chat Room When: Wednesdays, 7-9 PM EST MESSAGES & EMAIL Where: NYU Classes > This course site > Messages Email: ewf210@nyu.edu I will respond within 48 hours during the week. I am not available on weekends.

Questions so far?

Alex Gregory, The New Yorker

What is User Experience Design?

User Experience Design is…

•  A step in the software design process

•  Another term for user interface design

•  A process of making products easy to use for a majority of people

•  An excuse to ignore stakeholder concerns

User Experience Design is…

•  A step in the software design process •  The practice of prioritizing user needs during product design

•  Another term for user interface design •  Concerned with the whole experience, not just interface design

•  A process of making products easy to use for a majority of people •  Concerned with making products delightful to use for target users

•  An excuse to ignore stakeholder concerns •  An opportunity to raise user needs alongside stakeholder concerns

User Experience Design is…

•  The more expensive way to design products

•  A rigid process that always produces the same documentation

•  The role of one team member •  A single, patented discipline s

User Experience Design is…

•  The more expensive way to design products •  Available to anyone designing something with any size budget

•  A rigid process that always produces the same documentation •  Practiced using a dynamic range of tools and methods

•  The role of one team member •  Best executed when the whole team is onboard and engaged

•  A single, patented discipline •  A young approach that combines methods from across disciplines

Great UX Design is…

EASY TO USE, EASY TO LEARN VALUABLE

CONSISTENT & RESPONSIVE * Magical

Delightful Frictionless [Insert buzzword]

Via NYMag.com “What Silicon Valley’s Favorite Word Says About Tech Priorities”

What do we know about Mobile?

You already know a lot!

You all have smartphones and tablets. You have all engaged in UX design.

42% 58% American adults

who own a tablet

American adults who own

a smartphone

“Mobile and Technology Fact Sheet,” Pew Research Center’s Internet and American Life Project. Statistics are dated January 2014.

Pew Research Center: (1) “Mobile and Technology Fact Sheet,” 2014; (2) “Emerging Nations Embrace Internet, Mobile Technologies,” 2013

95% China

Portion of Population with Cell Phone

94% Russia

90% U.S.

Handheld devices do a lot more than enable voice calls.

Our devices are extensions of ourselves.

Indian Girl, or The Dawn of Christianity by Erastus Dow Palmer 1855-1856

It’s physical.  

“As Humans, we are captivated with the interplay between the build-up and the release. And as app developers, we can leverage this interplay to enhance our apps.” —Rob Foster, Mysterious Trousers

Photo: Ariel Zambelich, Wired.com

VIRTUAL BUBBLE WRAP Ø  The thumb-optimized menu in Path Ø  The bounce at the end of the scroll view Ø  That pull-to-refresh animation

“I believe a visceral app actually causes your body to release endorphins.” —Rob Foster, Mysterious Trousers

15 Minute Break

Get ready to write when you return.

The Download Think about what you did in the last 24 hours. Write down 3-5 events from the day. When/Where/Why did you use your device(s)? Ø Check your browser history Ø Look at recently used apps 5 MINUTES

The Download MOBILE

INTERACTION FEATURES &

PRODUCTS USED

The Download ANY INSIGHTS? WHAT WAS UNEXPECTED?

The Download This exercise was like a research method called a diary study. Who does diary studies and why!?

RESEARCH METHODS Qualitative: 7-day diary, video recordings of app use, and follow-up interviews Quantitative: 1000-person survey and device tracking

Me Time.

Me Time.

Which brand UX is better for Me Time?

Lululemon  

Which brand UX is better for Me Time?

Uniqlo  

Take Away

Research, done well, leads us to the design opportunity. Research makes for better designers.

A-La-Carte Market Research

Market Research is NOT User Research.

BUT

Consuming market research helps you understand markets,

which is useful.

Where to Start •  Pew Research Center

•  Global research and advisory firms like Nielsen and Forrester

•  Analytics companies like Flurry and App Annie

•  Google it (many reports are published publically and free to access)

Take it with a grain of salt •  Check the date of the report and the research.

•  Look into the context for the report. –  Where does it come from? –  Was it commissioned, or is it used to sell a product?

•  Notice how data was collected. –  Quality research reports describe research methods

up front. You will notice market research and user research utilize some of the same methods.

Market Research

User Research

Market Research

User Research

u  Research is formal, expensive, time consuming.

u  Purpose is to understand the market.

u  Findings are shared.

u  Research is casual, practical and cheap.

u  Purpose is to make a design decision.

u  Findings are used by the product team only.

Market Research

User Research

u  Research is formal, expensive, time consuming.

u  Purpose is to understand the market.

u  Findings are shared.

u  Research is casual, practical and cheap.

u  Purpose is to make a design decision.

u  Findings are used by the product team only.

UX people r

ead it

UX people d

o it

About that User Research…

Benefits of User Research

ü Saves time and money ü Focuses team efforts ü Defuses design arguments

Questions so far?

User Research Process

1.  Define the Problem 2.  Select the Approach 3.  Collect Data 4.  Synthesize Results 5.  Identify the Opportunity

DARIA The Client

MALL FOOD COURT The Setting

DARIA The Client “Design a mobile app to eliminate the biggest pain points in our service design.”

RESEARCH OBJECTIVES “In design, you’re solving for user needs and business goals. In research, you’re solving for a lack of information.” “You want to know when you’re finished, right?” —Erika Hall, Just Enough Research

1. Define the Problem

1.  Start with a ‘tidy’ verb. –  Define. Determine. Evaluate. Identify.

2.  Include the scope of the task. –  Interview 3-5 users. Observe weekday rush

hour.

3.  Put it together, concisely.

To identify the top three wayfinding pain points at Terminal 4 of the JFK airport.

2. Select the Approach

Ø Visit Usability.gov Ø Check out IDEO Method Cards

There’s an app for that…

TODAY: •  Observations – always a great place to start •  Interviews – discover what’s under the surface

Observation

QUESTIONS •  What services are offered? •  What are the key behaviors? •  Who is there--what are some of

the more common visitor demographics? 

•  Where do people get stuck? What at the bottlenecks?

Interviews

•  Prepare 3-5 questions •  Approach your target audience •  Ask for permission, have courtesy and respect •  Take shorthand notes •  Review and fill in details after

Assignment 1: Conduct User Research

1.  Choose a location near you. 2.  Write your research objective. 3.  Research Method 1: observe and take notes. 4.  Research Method 2: conduct three interviews. 5.  Compile & turn in your research.

NOTE: We will finish the process and analyze and report on research next week!

The Assignment

MALL FOOD COURT The Setting

MUSEUM LOBBY The Setting

GROCERY STORE The Setting

•  Review: What is User Experience? •  Getting in the Mobile Mindset •  “The Download” Activity: Write & Share Out •  A-La-Carte Market Research •  Conducting User Research

Lesson Review

Questions?  

Prepare for Next Week

•  Assignment 1: Get Ready for Show & Tell

•  Materials to Have Handy: • Post-its • Markers • Blank wall or poster board

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