4. User Experience
All the aspects of how people use an interactive
product: the way it feels in their hands, how well they
understand how it works, how they feel about it while
they’re using it, how well it serves their purposes, and
how well it fits into the entire context in which they are
using it.
5. “App users have a big app appetite, downloading
about 10 apps per month on average, but they rarely
use these apps frequently or for long.”
Josh Clark “Tapworthy: Designing Great iPhone Apps”
6. 47% easier to use than a mobile browser
46% most entertaining way to use their mobile device
44% fastest way to get information
http://appdevelopersalliance.org/files/pages/The%20Growing%20App%20Market%20Slides%209-17-2012.pdf
7. TOTAL GLOBAL APPLICATIONS MARKET (2017)
$101.2 BILLION
http://www.strategyr.com/Smartphone_Apps_Market_Report.asp
10. THINK ABOUT THE CONTEXT OF USE
A mobile device can be used at anytime, anywhere.
Context affects the interaction between the people
and the interface.
26. YOUR ICON IS YOUR BUSINESS CARD
“Make your icon colorful, make it memorable, make it fun, but whatever
you do, don’t make it mysterious. The app icon is fundamentally an
advertisement, and like any good ad, it has to be clear what it’s selling.”
28. AFFORDANCE
Design aspect of an object
which suggest how the object
should be used; a visual clue
to its function and use.
29. DESIGN FOR EFFICIENCY
Enable people to navigate to the most important
content and functionality in as few steps as possible.
1 2 3
30. ♥ DESIGN FOR EMOTION ♥
“It is not enough that we build products that function,
that are understandable and usable, we also need to
build products that bring joy and excitement,
pleasure and fun, and, yes, beauty to people’s lives.”
— Don Norman