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    Luke Wroblewski, LukeW Ideation & Design

    Why You Should Design for Mobile FirstTuesday, November 9, 2010

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    Why You Should Design for Mobile First

    Luke Wroblewski, LukeW Ideation & Design | Most of this sessions content isdifferent from Lukes full-day workshop.

    According to Luke, Web products should be designed for mobile first. For years,most Web teams have designed for the desktop. Mobile, if it even happened,was a port off the desktop version, designed and built before anyone evenconsidered the mobile experience. This made perfect sense for a while.Browsing the Web on mobile phones was painful; carriers controlled access tothe Web on their devices; and mobile network speeds made everything oftengrind to a halt.

    But things have changed so dramatically over the past few years that startingwith the desktop may be an increasingly backwards way of thinking about a

    Web product. Designing for mobile first can not only open up new opportunitiesfor growth, it can lead to a better overall user experience for a Web site orapplication.

    In this session, Luke Wroblewski will dig into the three key reasons to considermobile first: mobile is seeing explosive growth; mobile forces you to focus; andmobile extends your capabilities.

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    1!

    1

    MOBILEFIRSTLUKE WROBLEWSKIUI15 BOSTON 2010

    @LUKEW

    2

    Web products should be designed for mobile first.

    (Even if no mobile version is planned.)

    Flickr photo by @kevinv033

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    3

    Mobile First at Google

    Google programmers are doing workon mobile applications first, because

    they are better apps and that's whattop programmers want to develop.

    Eric Schmidt, Google CEO

    4

    MOBILE FIRST

    1.GROWTH2.CONSTRAINTS3.CAPABILITIES

    = OPPORTUNITY

    = FOCUS

    = INNOVATION

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    3!

    5

    Mobile Design Considerations

    Multiple screen sizes & densitiesPerformance optimizationTouch targets, gestures, and actionsLocation systems

    Device capabilities

    6

    MOBILE FIRST

    1.GROWTH2.CONSTRAINTS3.CAPABILITIES

    = OPPORTUNITY

    = FOCUS

    = INNOVATION

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    4!

    7

    1990

    PC

    100M+

    2010 2020

    Mobile Consumer

    10B+

    Mobile Web growth has outpaced desktop Web growth 8x

    Smartphone sales will pass PC sales in 2012

    2000

    Desktop Internet

    1B+

    Note: PC installed base reached 100MM in 1993, cellphone / Internet users reached 1B in 2002 / 2005 respectively;25Source: ITU, Mark Lipacis, Morgan Stanley Research.

    GROWTH = OPPORTUNITY

    8

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    2006

    High-end RAZR-inspiredphone with class 12 EDGE

    high-speed data & WAP2.0/xHTML Web browser.

    2G network GSM 850 / 900 / 1800 / 1900SMS, EMS, MMS, Email, Instant Messaging

    2 megapixel cameraMusic playerResolution: 176 x 220 pixels

    Colors: 262,144 (18-bit)

    10

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    6!

    11Source: AT&T, Morgan Stanley Research.

    4,932% Increase

    2006 2007 2008 2009

    AT&T mobile data traffic increased 50x in 3 years

    iPhone iPhone 3G iPhone 3GS

    www.lukew.com/ff/

    Motorola Z3

    12

    27% of all Yelp searches come fromtheir iPhone application which had

    1.4 million unique users in May 2010

    That month Yelp had 32 millionmonthly unique users around the

    world

    Source: http://officialblog.yelp.com/2010/06/yelp-mobile

    27% of searches come from 4% of users

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    Facebook on the iPhone

    Create a product, dontre-imagine one for small

    screens. Great mobileproducts are created,

    never ported.Brian Fling

    14

    My goal was initially just to make a mobile companion, but Ibecame convinced it was possible to create a version of Facebook

    that was actually better than the website.Joe Hewitt

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    MOBILE FIRST

    1.GROWTH2.CONSTRAINTS3.CAPABILITIES

    = OPPORTUNITY

    = FOCUS

    = INNOVATION

    16

    SCREEN SIZEFocus on core actionsKnow your usersUse scalable design

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    320x4801024x768

    Screen Size

    18

    Focus on Core Elements

    In iPhone apps, the main function

    should be immediately apparent.Minimize the number of controls

    from which users have to choose.iPhone Interface Guidelines

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    19

    20

    Southwest Airlines Mobile App

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    11!

    21

    22

    Screen Size

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    12!

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    Screen Size

    24

    Know your audience

    i k p o o i

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    13!

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    Expedia Itinerary

    26

    Expedia Itinerary

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    14!

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    28

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    Designing For Multiple Screen Sizes

    320x480

    30

    iPhone 320x480 3.5 in 164ppi

    Palm Pre 320x480 3.1 in 186ppi

    Palm Pixie 320x400 2.63 in 194ppi

    T-Mobile G1

    MyTouch 3GHTC Hero

    320x480 3.2 in 180ppi

    Motorola Droid 480x854 3.7 in 264ppi

    Nexus One

    HTC Desire

    480x800 3.7 in 252ppi

    Nokia N97 360x640 3.2 in 229ppi

    Nokia N900 800x480 3.5 in 266ppi

    iPhone4 640x960 3.5 in 329ppi

    Smartphone Screen Sizes

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    The Impact of PPI

    Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes

    32

    The Impact of PPI

    Cinema Display 1920x1200 24 in 94ppi

    Nokia N900 800x480 3.5 in 266ppi

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    Designing for Multiple Screen Sizes

    Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes

    1.Define device groups

    tiny: 84, 96, 101, 128, 130, 132small: 160, 176

    medium: 208, 220, 240large: 320, 360, 480+

    desktop: 800+

    34

    Designing for Multiple Screen Sizes

    Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes

    1.Define device groups2.Create a default reference design

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    18!

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    1.Define device groups2.Create a default reference design3.Define rules for content and design adaptation

    Designing for Multiple Screen Sizes

    Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes

    http://www.littlespringsdesign.com/blog/blog/2009/03/11/photoshop-layout-is-not-your-friend/

    36

    Designing for Multiple Screen Sizes

    1.Define device groups2.Create a default reference design3.Define rules for content and design adaptation4.Opt for web standards and a flexible layout

    Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes

    http://www.alistapart.com/articles/switchymclayout/

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    Hardware Control for Menu

    40

    Make Content the Action

    You should not view the large iPad screen as an invitation to bring

    back all the functionality you pruned from your your iPhoneapplication. iPad Interface Guidelines

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    21!

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    42

    Design Matters on the iPhone

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    22!

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    SPEEDKeep performance top of mindTake advantage of HTML5

    44

    Connection Speed

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    23!

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    Performance Tips

    Load contents lazilyUse application cache for local content storageUse CSS3 and canvas tag instead of images where

    possible

    Reduce Requests & File Size

    Take Advantage of HTML5

    Source: Make the mobile web faster,Jeremy Weinstein

    Eliminate redirectsUse CSS sprites to serve multiple imagesConsolidate CSS & Javascript into a single fileMinify your code

    46

    Performance Matters!

    Sources: slideshare.net/stubbornella/designing-fast-websites-presentation & slideshare.net/markstanton/speed-matters

    Fastest 10% of users stay 50% longer thanslowest 10%

    500ms delay drops search traffic by 20%.The cost of slower performance increases

    over time.

    100ms delay results in 1% sales loss.(potential $191M in lost revenue in 2008)

    400ms delay results in 5-9% drop in full-page traffic.

    1s delay results 4% drop in revenue

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    24!

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    CONTEXTQuick bursts everywhereOne-handed

    48

    During a typical day84% at home

    80% during misc. times throughout the day

    74% waiting in lines

    64% at work i k p o o a in i

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    Where phones used

    One-handed touch

    i k p o o o

    52

    MOBILE FIRST

    1.GROWTH2.CONSTRAINTS3.CAPABILITIES

    = OPPORTUNITY

    = FOCUS

    = INNOVATION

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    TOUCHSimplify your user interfaceDont count on hovers

    54Source: Nokia deices sold. Nokia Capital markets day 2009.

    Nokia smartphone mix

    2008 2009 2010PROJECTED

    Keypad

    Qwerty Only

    Touch INCLUDES QWERTY + TOUCH

    1.1 billion consumers with Nokia devices in 2009

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    Touch Targets

    Source: Matt Legend Gemmell mattgemmell.com

    Apple recommends aminimum target size:29px wide44px tall

    56

    Touch Targets

    Recommended touchtarget size is 9mm/34px

    Minimum touch targetsize is 7mm/26px

    Minimum spacingbetween elements is2mm/8px

    Visual size is 60-100% ofthe touch target size

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    29!

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    58

    Target Sizes for Slipping Fingers

    Source: Matt Legend Gemmell mattgemmell.com

    If you tap and hold in theyellow area, button will

    highlight

    If you drag finger & release ingreen area, button will stilltrigger

    If you let go outside greenarea, button does not trigger

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    30!

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    Basic Touch Gestures

    Tap

    Double Tap

    Drag

    Flick

    Pinch

    Spread

    Press

    Press & Tap

    Press & Drag

    Rotate

    Touch Gestures Platforms

    iPhone OS

    Android

    Web OS

    Windows Phone 7

    OS X

    Windows 7

    RIM 6.0

    Ubuntu

    And more...

    60

    Basic Touch Gestures

    Images: Dan Willis Research: Craig Villamor & LukeW

    TapBriefly touch surface with fingertip.

    Double TapRapidly touch surface twice with fingertip.

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    Basic Touch Gestures

    Images: Dan Willis Research: Craig Villamor & LukeW

    DragMove fingertip over surface without losing contact.

    FlickQuickly brush surface with fingertip.

    62

    Basic Touch Gestures

    Images: Dan Willis Research: Craig Villamor & LukeW

    PinchTouch surface with two fingers and bring them closer together.

    SpreadTouch surface with two fingers and move them apart.

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    Basic Touch Gestures

    Images: Dan Willis Research: Craig Villamor & LukeW

    PressTouch surface for extended periodof time.

    Press & DragPress surface with one finger and move second finger over surface without losingcontact.

    Press & TapPress surface with one finger andbriefly touch surface with secondfinger.

    64

    Basic Touch Gestures

    Images: Dan Willis Research: Craig Villamor & LukeW

    RotateTouch surface with two fingers and move them in a clockwise orcounterclockwise direction.

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    System-related Actions

    Images: Dan Willis Research: Craig Villamor & LukeW

    66

    Object-related Actions

    Images: Dan Willis Research: Craig Villamor & LukeW

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    Navigation-related Actions

    Images: Dan Willis Research: Craig Villamor & LukeW

    www.lukew.com/touch

    68

    Specialized Touch Gestures

    Source: User-Defined Gestures for Surface Computing

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    Gestures as Input

    70

    Pop-Up Menus on iPhone

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    Pop-Up Menus on Android

    72

    Multi-Field Pop-Up Menus on iPhone

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    Multi-Field Pop-Up Menus on Android

    74

    Hover Details & Actions

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    76

    Tooltip with Hover

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    LOCATIONPositioningFiltering

    78

    Location as Input

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    Location as Input

    80

    Location as Input

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    Accuracy Positioning Time Battery LifeGPS 10m 2-10 minutes (only

    outdoors)5-6 hours onmost phones

    WiFi 50m (improves withdensity)

    Almost instant(server connect &lookup)

    No additionaleffect

    Cell tower

    triangulation

    100-1400m (based ondensity)

    Almost instant(server connect &lookup)

    Negligible

    Single Cell

    Tower

    500-2500m (based ondensity)

    Almost instant(server connect &lookup)

    Negligible

    IP Country: 99%City: 46% US, 53% IntlZIP: 0%

    Almost instant(server connect &lookup)

    Negligible

    Smartphones: hybrid of GPS, Wifi, and cell tower triangulation

    Laptops/desktops: WiFi, IP, rarely GPS

    Location Systems

    82

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    AND MOREOrientationAudio & VideoThe List Goes On

    84

    Mobile Device Capabilities

    Application cache for local storage CSS3 & Canvas for performance optimization Multi-touch sensors Location detection Device positioning & motion: from an accelerometer Orientation: direction from a digital compass Audio: input from a microphone; output to speaker Video & image: capture/input from a camera Push: real-time notifications instant to user Device connections: through Bluetooth between devices Proximity: device closeness to physical objects Ambient Light: light/dark environment awareness RFID reader: identify & track objects with broadcasted identifiers Haptic feedback: feel different surfaces on a screen Biometrics: retinal, fingerprint, etc.

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    Multiple Orientations

    86

    iPad Orientation

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    Standard Orientation

    88

    Pivot Orientation

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    Orientation Detection in Firefox 3.6

    Source: http://hacks.mozilla.org/2009/10/orientation-for-firefox/

    90

    Tilt Scrolling in Instapaper

    Source: http://vimeo.com/1540283

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    Voice as Input

    92

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    Location & Orientation as Input

    94

    Location & Orientation as Input

    When discovered by users

    boosted their sustained trafficby 40 to 50 percent.

    It was sort of beyond our

    expectations. We had no idea.

    Yelp CEO,Jeremy Stoppelman

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    Awkward Interactions

    SCAN TO CHECKOUT

    Flickr photo by Nokia Point & Find

    96

    Images as Input

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    SnapTell on iPhone

    98

    Images as Input

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    Images as Input

    100

    Images as Input

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    Nerd.Found.

    Flickr photo by Nokia Point & Find

    102

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    iPhone RFID Reader

    104

    Location Check-in

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    Facebook Presence

    106

    Mobile Device Capabilities

    Application cache for local storage CSS3 & Canvas for performance optimization Multi-touch sensors Location detection Device positioning & motion: from an accelerometer Orientation: direction from a digital compass Audio: input from a microphone; output to speaker Video & image: capture/input from a camera Push: real-time notifications instant to user Device connections: through Bluetooth between devices Proximity: device closeness to physical objects Ambient Light: light/dark environment awareness RFID reader: identify & track objects with broadcasted identifiers Haptic feedback: feel different surfaces on a screen Biometrics: retinal, fingerprint, etc.

    Gyroscope: 360 degrees of motion Dual cameras: front & back facing

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    MOBILE FIRST

    1.GROWTH2.CONSTRAINTS3.CAPABILITIES

    = OPPORTUNITY

    = FOCUS

    = INNOVATION

    108

    Mobile Design Considerations

    Multiple screen sizes & densitiesPerformance optimizationTouch targets, gestures, and actionsLocation systemsDevice capabilities

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    109

    More Information

    @lukewwww.lukew.comWeb Form Design

    www.rosenfeldmedia.com/books/webforms/

    Discount code: (25%)

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