building mobile apps and experiences that don't suck

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Mobile experiences that don’t suck Susan Ibach Technical evangelist Microsoft Canada [email protected] @hockeygeekgirl

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Building mobile apps and experiences that don't suck

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Page 1: Building mobile apps and experiences that don't suck

Mobile experiences that don’t suck

Susan

Ibach

Technical evangelist

Microsoft Canada

[email protected]

@hockeygeekgirl

Page 2: Building mobile apps and experiences that don't suck

Today we will talk about:

BASIC PRINCIPLES OF MOBILE APP

DESIGN

WHAT MAKES A MOBILE APP GREAT?

IDEAS: THE CURRENCY OF AWESOMENESS

Page 3: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP

DESIGN

Page 4: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

What motivates a mobile user to launch an app?

mobile use cases derive from 3 basic

motivations

i’m microtasking

i’m local

i’m bored

Page 5: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

i’m microtasking

microtasks are short

bursts of activity, often

done between larger

tasks.

idea capture is an example of microtasking.

TM & © Warner Bros. Entertainment, Inc.

Page 6: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

i’m local

phones and tablets

know where you are,

they are local is a

context.

Page 7: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

i’m bored

games account for the

majority of popular

paid apps across all

mobile platforms.

any app (game or

other) that can fill a

time gap addictively

and with fun is largely

successful.

Page 8: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

Let’s state the obvious

Page 9: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

A mobile device is not just a small pc

you can’t think of the phone as just a scaled-down desktop – if you do, you’re

missing the point (and a lot of nuances)

Page 10: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

A desktop looks like this

Page 11: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

Here’s what we think mobile looks like

Page 12: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

Here’s what mobile really looks like

Page 13: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

You might be thinking of an app like this

Page 14: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

This might be the app your user needs

Page 15: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

Or maybe this is appropriate, it might be

Page 16: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

On the desktop we have controls on top

controls on the top,

content at the bottom

Page 17: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

On mobile this is reversed

content

controls

Page 18: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

What’s exactly is under my thumb?

Page 19: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

Think about thumb comfort zones

Page 20: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

Case study: foursquare for windows phone 7

Page 21: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

Hey – down in the front!

Page 22: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

May we suggest a simple fix…

Page 23: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

fitt’s law

T: Average time taken to complete the movement

a: Start/stop time of the device

b: Inherent speed of the device

D: Distance from the starting point to target center

W: Width of target, measured along axis of motion

Page 24: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

fitt’s law, translated

the bigger and closer a target is, the easier it

is to hit.

well, duh.

Page 25: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

How big is a finger, anyway?

44 pixels / 7mm

(iPhone minimum)

26 pixels / 7mm

(wp7 exceptional

minimum)

34 pixels / 9mm

(general wp7 minimum)

Page 26: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

Grids are good for more than mapping

dungeons in D&D

Page 27: Building mobile apps and experiences that don't suck

BASIC PRINCIPLES OF MOBILE APP DESIGN

Meet the new improved fittsquare!

original fittsquare

made the map

bigger

nice, big targets

for oft-used

tasks; the most

important task

gets the biggest

target

Page 28: Building mobile apps and experiences that don't suck

WHAT MAKES A MOBILE APP GREAT?

Page 29: Building mobile apps and experiences that don't suck

WHAT MAKES A MOBILE APP GREAT

outside of genetics, cloning is boring

qed

≠ ≠

≠ ∴

Page 30: Building mobile apps and experiences that don't suck

WHAT MAKES A MOBILE APP GREAT

Leverage the platform

panorama in Windows Phone

pivot in Windows Phone

shallow experience

expansive

artistic

deeper experience

data-driven

informational

Page 31: Building mobile apps and experiences that don't suck

WHAT MAKES A MOBILE APP GREAT

Don’t fight the platform

every platform has its own unique “flavour” and style

consistency of experience between native activities and 3rd party

apps enjoyable for user

predictability is not a dirty word - intuitive user interfaces are

usually better suited to user experience

Page 32: Building mobile apps and experiences that don't suck

WHAT MAKES A MOBILE APP GREAT

Use appropriate app function bars

for main tasks, use on-screen controls

For often used tasks, use the app function bar

for rarer tasks, use a secondary menu

Page 33: Building mobile apps and experiences that don't suck

WHAT MAKES A MOBILE APP GREAT

Be cautious with gestures

remember that many users are reluctant to use them

many gestures can’t be used in one-handed scenarios

consider offering single-digit alternatives to gestures

(this does not mean replace gestures in your app)

gestures need to be thumb-friendly

Page 34: Building mobile apps and experiences that don't suck

WHAT MAKES A MOBILE APP GREAT

Make gestures natural

etch-a-sketch: shake

to clear canvas

Compass/spirit level:

roll device in various

directions

guitar simulator:

multi-finger for

chords

Page 35: Building mobile apps and experiences that don't suck

WHAT MAKES A MOBILE APP GREAT

Context affects user expectations:

What happens when you shake?

urban spoon: shake means randomize the result

facebook: refresh content

pcalc: clear the current calculation

etch-a-sketch: clear the canvas

Page 36: Building mobile apps and experiences that don't suck

WHAT MAKES A MOBILE APP GREAT

No-one likes typing on mobile keyboards

text input is a pain in the best of circumstances, so keep it to a minimum and help

users as much as possible

Page 37: Building mobile apps and experiences that don't suck

IDEAS: THE CURRENCY OF AWESOMENESS

Page 38: Building mobile apps and experiences that don't suck

IDEAS: THE CURRENCY OF AWESOMENESS

Remember the three motivations

i’m multitasking

i’m local

i’m bored

Page 39: Building mobile apps and experiences that don't suck

IDEAS: THE CURRENCY OF AWESOMENESS

Mobile devices are personal, make

the apps personal too!

Page 40: Building mobile apps and experiences that don't suck

IDEAS: THE CURRENCY OF AWESOMENESS

Help users learn

solitaire was written to help familiarize people with

mouse technique

maybe it’s time to write a game to familiarize

people with phone gestures!

Page 41: Building mobile apps and experiences that don't suck

IDEAS: THE CURRENCY OF AWESOMENESS

Put a twist on a classic

here’s a dirty little secret: fighting games like street fighter and mortal kombat

are essentially rock-paper-scissors.

Page 42: Building mobile apps and experiences that don't suck

IDEAS: THE CURRENCY OF AWESOMENESS

Help users be awesome in the moment

think of games like rock band and dance

central, which give people the chance to be

stars

think of apps that let sports fans call up players’

stats while they’re at the game

think of the kitchen, a place typically without a

computer, but a need for info available on the

net

Page 43: Building mobile apps and experiences that don't suck

IDEAS: THE CURRENCY OF AWESOMENESS

the design philosophy of great apps…

…isn’t all that different across the competitive mobile platforms.

great apps:

don’t make us think about their interfaces

deal with complex tasks, but insulate us from that complexity

make accomplishing our goals easier

help users be awesome in the moment

Page 44: Building mobile apps and experiences that don't suck

So there you have it!

BASIC PRINCIPLES OF MOBILE APP

DESIGN

WHAT MAKES A MOBILE APP GREAT?

IDEAS: THE CURRENCY OF AWESOMENESS

Page 45: Building mobile apps and experiences that don't suck

Resources for mobile development

• BuildForWindows.ca – for Windows 8

• Dev.windowsphone.com – for Windows Phone

• Connecting with Microsoft Canada?

• Join the discussion on Linked In “Canadian Developer Connection”

Page 46: Building mobile apps and experiences that don't suck

Mobile experiences that don’t suck

Susan

Ibach

Technical evangelist

Microsoft Canada

[email protected]

@hockeygeekgirl