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Mobile Strategy
Defining a mobile strategy that works!
About OpenRoad
•   OpenRoad builds websites, intranets, mobile experiences and web
    applications.

•   We offer strategy, user experience design, custom development,
    and analytics & measurement services.
Intro to Selma
• 12   years experience in user experience design

• leads   UX team at OpenRoad

• strategy, ui   design, user research and evaluation

• mobile   experience: 4 years at Nokia

• taughtfor 3 years at Langara College (Human
 Factors & Information Design)
Topics Covered Today:
•   Why Mobile

•   Part 1: Defining Mobile Strategy

    •   Defining your Requirements

    •   Understanding Context of Use

    •   Native versus Mobile apps

    •   Measuring Success
Topics Covered Today:
•   Part 2: User Experience Design for Mobile

    •   User’s expectations of digital experiences

    •   UI Principles for mobile

    •   Universal Design Challenges

    •   Mobile Device Considerations

•   Part 3: Evaluating your mobile design
Why Mobile?
What is mobile?
How are people using mobile?




insights from webcredible mobile research study (UK, 2012)
Wasted time, out & about

“If something pops into my
mind, I will look it up.”
                             “I don’t want to sit and stare
                             at people, so i look at my
                             phone.”
Downtime at home
“When I’m at home on the
sofa I never get up to use my
laptop, I use my phone.”
                                “I browse offers on my
                                phone & then print them off
                                from my laptop”
Tackle a problem on the go
Useful tasks, shorter process
Part of a routine

“If I haven’t really used an app
within a month, I delete it.”

                                   “I just counted, I have 183
                                   apps...I only use 10 of them!”
Part of a routine
http://www.flickr.com/photos/dougcaldwell/4213877479
What problem is a mobile
 solution going to solve?
Going ‘mobile’ is not always to
         solution!
“Some companies will never get substantial mobile
use and should stick to making their desktop sites
less insufferable on small screens.”
- Jakob Nielsen, 2012
Part 1: Defining Your Mobile
         Strategy
Value Proposition?

    Optimized
                                            Save Time?
   functionality?




Avoiding Calling in?     Customer Value     Save Money?



Information when
                                            Less Hassle?
   they need it?
                         Provide a unique
                           experience?
Your mobile strategy


• Design    for ‘fat thumbed’ people

• Start   with your digital strategy

• Deliver   a consistent brand experience
Defining Your Requirements
        Business & User
Customer                                                   Business
       Requirements                                               Requirements


           Business                                          Seducible
           Compromise                                        Moments
                                                             Exploited



                                   Maximum
                                   Value




Won’t Do                                Will Do                                      Won’t Do

              http://www.openroad.ca/2011/07/21/visualizing-requirements-vs-scope/
Defining Business Requirements

• Review   & align with company strategic plans

• Interview   key stakeholders

• Brainstorming   workshops

• Competitive   landscape review
FUTURE




PRESENT
FUTURE
            Service


Education




                                        Financial &
                                        Technology




                               Knowledge,
                               Innovation,
PRESENT               People   & Sharing
FUTURE
                                    Service
                                                          Small Business


                                                   Account Management

Education
                                                                                                                 Fund
                                                                                                                 Review
               Social Marketing

                                                                                                  Business        Tech
Community Engagement                                                                              Intelligence    Enabling
                              Serious Injury Prevention                                                           the Work


               High-risk strategy


                                                                Innovation                               Financial &
                                                                                     Knowledge           Technology
                                                                                     Transition

                                        Health, Safety
                                        Wellness & Security                Sharing

                         Employee
                         Engagement           Employee Leadership
                                              in the Community

                                                                                         Knowledge,
                                                                                         Innovation,
PRESENT                                      People                                      & Sharing
FUTURE
                                    Service
                                                          Small Business


                                                   Account Management

Education
                                                                                                                 Fund
                                                                                                                 Review
               Social Marketing

                                                                                                  Business        Tech
Community Engagement                                                                              Intelligence    Enabling
                              Serious Injury Prevention                                                           the Work


               High-risk strategy


                                                                Innovation                               Financial &
                                                                                     Knowledge           Technology
                                                                                     Transition

                                        Health, Safety
                                        Wellness & Security                Sharing

                         Employee
                         Engagement           Employee Leadership
                                              in the Community

                                                                                         Knowledge,
                                                                                         Innovation,
PRESENT                                      People                                      & Sharing
Understanding Your Users
It would be amazing
                               if I could...
       I need to...



Uncover what people actually do
              vs
   what they say they will do

                               I want to...

          This one feature
          would be killer...
UCD Analysis Tools
• Observational    research

• One-on-one     interviews

• Surveys

 Plus:

• Analytics   review and analysis
Customer                                                   Business
       Requirements                                               Requirements


           Business                                          Seducible
           Compromise                                        Moments
                                                             Exploited



                                   Maximum
                                   Value




Won’t Do                                Will Do                                      Won’t Do

              http://www.openroad.ca/2011/07/21/visualizing-requirements-vs-scope/
Understanding Context Of Use
       Defining your Mobile Strategy
What is Context of Use?
What is Context of Use?
Right thing
What is Context of Use?
Right thing

at the right time,
What is Context of Use?
Right thing

at the right time,

at the right place,
What is Context of Use?
Right thing

at the right time,

at the right place,

for the right person.
http://www.giantant.com/antenna/2007/06/design-sketch-the-context-of-m.html
Uncovering context of use

• How   are your consumers going to access the solution?

• Where   are they going to be?

• What   are they going to do?

• Why   are they going to try and do those things?

• What   are they using?
Example: Jamie Oliver Recipe
            app
How Jaimie understood his
     users & context of use

• Cooks that like step-by-step instructions are his
 biggest audience

• When  people are cooking, their hands are messy &
 they won’t want to touch the screen to go to the
 next step
Break
Key Performance Indicators
What are KPIs?
•   “(KPIs) are simply a tool for assessing the impact of a particular
    project or activity.

•   While these are often numeric in nature (‘improve sales by 20%’)
    they can also be qualitative (‘improve staff satisfaction levels’).

•   In either case, metrics provide clear and tangible goals for a
    project, and criteria for project success.”

                   -- James Robertson
                   “Metrics for knowledge management and content management”
What are KPIs?
“ Use rates, ratios, percentages and averages instead of raw
numbers

Leverage tachometers and thermometers and stoplights instead
of pie charts and graphs

Provide temporal context and highlight change instead of
presenting tables of data

Drive business-critical action”

        -- Eric T Peterson
        “The Big Book of Key Performance Indicators”
Example KPIs
•   Average time to respond to e-mail inquiries
•   Sales per visitor
•   Average order size
•   Percentage of content greater than 90 days old
•   Percent new visitors
•   Percentage of content rated 3 stars or higher
•   Average number of edits prior to publish
•   Average time spent on site
•   Average cost per acquisition
Why KPIs?
What gets measured
     gets done




         Image: http://principle-driven.blogspot.com/2007/04/beyond-minimum.html
Benefits of KPIs
    They allow:

•   Targets to be set
•   Success to be assessed
•   ROI to be estimated
•   Ongoing viability to be tracked
•   Focus on our goals and priorities
•   A way to hold ourselves accountable
•   A foundation for a continuous
     improvement process
Take aim at SMART objectives
•   Specific – Objectives should specify what they want to achieve.

•   Measurable – You should be able to measure whether you are
    meeting the objectives or not.

•   Achievable - Are the objectives you set, achievable and
    attainable?

•   Realistic – Can you realistically achieve the objectives with the
    resources you have?

•   Time – When do you want to achieve the set objectives?
Part 2: Mobile UI Design
User Expectations Of Digital
       Experiences
Expectations for digital
interactions are set primarily by
      desktop interactions
Search
Online Account Use
Navigation
Security
Defining Your Mobile Tasks
Difference between Desktop & Mobile solutions
Design for Simplicity

“Whenever the number of functions and required
operations exceed the number of controls, the
design becomes arbitrary, unnatural and
complicated”

- Donald Norman, 1993
Carrier          12:00 PM
                    Page Title

http://www.domain.com            Google
Carrier          12:00 PM
                    Page Title

http://www.domain.com            Google
Answer the questions:


What does ‘mobile’ mean for this product?



What are the priorities of features?
Define Core User Scenarios
Desktop -> Mobile Tasks
1. Create a page
2. Post a comment
3. Favourite a page
4. View a profile
5. Subscribe to a feed
6. Post a photo
7. Attach a document                     What will users do
8. Email a group
                                         on their mobile?
9. Create a project collaboration area
10.Like a page
11.Delete a page
12.Update status
13.Fill in a form
14.Participate in a poll
15.Create a calendar event
16.Create a blog post
17.…….
ThoughtFarmer Core User Scenarios

•   Search the people directory, find someone's cell phone, call it

•   Read an email about a page, click the link, read the content on
    mobile & comment on the page

•   Search to find a page, view the page

•   Update status

•   View the activity feed
Important tasks should take up the most space
                      less visible

more                     By Many                 By Few
clicks
                      Frequent by
                                            Frequent by few,
         Frequent          many
                                            Suggested, few clicks
                      Visible, few clicks
                      Occasional by           Occasional by
         Occasional       many                     few
                      Suggested, more        Hidden, more clicks
                           clicks
Reduce Functionality
Mobile Design Challenges
Environment*    Time*




Culture*       Device*
Universal Design Challenges
• Mobile   Device Considerations

• Device   Usability

• Discoverability   of application

• Annoyances     imposed on others

• Part   of a larger system
Mobile Device Considerations
                   UI Design
    iOS            Standards

                   Supported
 Windows 7          Handsets

                  Development
  Android           Toolkits

Blackberry OS    Open vs Closed
Software
Mobile Hardware
Mobile Device Usability:
        beyond your control
• Keyboard Type

• Volume   control

• Navigation

 • hardware    keys vs touch screen
Mobile Interaction Usability
1.Gestures

2.Postures

3.Tap Errors
Swipe
Awkward postures
Tap Errors
Discoverability of the
    Application
Annoyances imposed on others
Part of a larger system
            that has higher priority
            functions
Native Versus Mobile App
Mobile adoption




          http://www.businessinsider.com/the-one-chart-you-need-to-see-to-understand-mobile-2011-11
“Mobile apps currently have
better usability than mobile sites,
but forthcoming changes will
eventually make a mobile site the
superior strategy.”

Jakob Nielsen - Feb 2012



                   http://www.useit.com/alertbox/mobile-sites-apps.html
“Why would I download
      an app that I am hardly
          going to use?”




insights from webcredible mobile research study (UK, 2012)
Native App vs Mobile Web

 App                                Web

• More responsive                  • Build once, run anywhere
• Follows native app               • Better integration with
 conventions                        hyperlinks

• Better integration with device   • Easy deployment, no app
 features                           stores

                                   • More future proof
Mobile UI Design Principles
1. Design for Simplicity
• Relate   visual precedence to task importance

• Reduce    functionality

• Keep   navigation narrow and shallow

• Avoid    extraneous information on each screen

• Reduce    or remove preferences
2. Design with Small Screen in
              Mind
• Minimize     user input

• Minimize     vertical scrolling and avoid horizontal
 scroll

• User    hyperlinking effectively

• Provide    useful error messages

• Prioritize   the information on the screen
3. Provide Useful Feedback


• Identify   critical feedback

• Employ     alternative feedback modalities intelligently

• Ensure     quick system response time
4. Maintain Existing Design
                 Standards


• Use   Existing Standards

• Use   Real World Metaphors
5. Respect both the physical and
         mental effort


• Use   wizards to simplify complex interactions

• Design   for efficiency
http://vimeo.com/6245088
Activity: Sketching A Mobile
           Solution
Working in a group...
Randomly select a website from
     the stack of cards...
You will have 20 minutes to...
• Identify   key tasks to be supported on
 mobile

• Identify
        what tasks are not going to be
 supported

• Identify   highlevel business goals & user goals

• Sketch     the mobile solution of a website.
Be ready to present your work!
Part 3:
Evaluating Your Mobile Design
Usability Testing



•A technique used to evaluate a product by testing
it on users
Many types of evaluations and
         methods
                 Cognitive     Comparative
 Task Testing
                Walkthrough      Study


 Heuristic        Remote
                               Diary Studies
 Evaluation      Evaluations


 Moderated      Unmoderated
Heuristic Evaluation

• Systematicevaluation of an interface against a
 standard set of usability rules

• Completed    by 1 or more usability experts

• Findings& recommendations are given a usability
 severity rating
Heuristic Comment Example

Indicates where on the
screenshot the heuristic was            Heuristic Broken:     Speak the User's Language
broken.                           1
                                        Summary:              The App is requesting information
                                                              from the user but the user still has no
A summary of why the                                          real idea of what the app does and
heuristic was broken:                                         why they need to enter this
                                                              information.

                                        Usability Impact:     High
The impact of this problem
on the user's ability to                Recommendation: Users will not give personal
complete the tasks they                                 information unless they understand
are commonly trying to                                  the value of an App.
complete.

Low impact indicates a
problem that does not
impair the user's ability to          Recommendations on how to most
complete a task but does              easily resolve the broken heuristic
slow them down.                       within the interface. Often
                                      recommendations include minimal
Medium is a significant                fixes along with larger but more
usability problem that the            effective fixes.
user will eventually be able
to overcome.

High indicates a very
serious problem that could
stop the user completely
their task.
Usability Testing with End-Users
Logistics
• upto   1.5 hr sessions

•7 - 9 participants recruited to match target
 demographics

• scenario    based

• usability   metrics measured: satisfaction & task
 success
Only 7 - 9 participants?




                    Jakob Nielsen 2000
Test Early. Test Often.
UCD Phases
                 Analysis




Deployment                     Design




              Implementation
Evaluate at each Phase
                                         Concept evaluation
                       Analysis




       Deployment                              Design
Continuous
mprovement                                              Prototype
                                                        evaluation
                    Implementation
                                    Beta
                                  evaluation
Tour of Wavefront Usability
         Facilities

    (following summary)
Mobile Strategy Recap
Defining your mobile strategy


• Design    for ‘fat thumbed’ people

• Start   with your digital strategy

• Deliver   a consistent brand experience
Answer this question


What problem is mobile going to
solve?
Strategy: Key Take Aways
• Understand   what your users will do, not want they
 want

• Align
    with business goals to uncover seducible
 moments

• Context   of Use

• What    gets measured gets done
Strategy: Key Take Aways
• Understand   what your users will do, not want they
 want

• Align
    with business goals to uncover seducible
 moments

• Context   of Use

• What    gets measured gets done
Design: Key Take Aways
• Usersdigital expectations are set by web
 experiences

• Mobileapps may have better usability now, but
 mobile websites may be a longer term solution

• Design   for simplicity

• Focus   on key user tasks on mobile
Usability: Key Take Aways

• Test   early. Test often

• Integrate   into part of development process

• Cheaper     to change a concept, than change a
 product
Selma Zafar
Senior UX Designer
selma@openroad.ca
@selmaz
Tour of Wavefront Usability
         Facilities

     Across the street

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Mobile Strategy Seminar

  • 1. Mobile Strategy Defining a mobile strategy that works!
  • 2. About OpenRoad • OpenRoad builds websites, intranets, mobile experiences and web applications. • We offer strategy, user experience design, custom development, and analytics & measurement services.
  • 3.
  • 4. Intro to Selma • 12 years experience in user experience design • leads UX team at OpenRoad • strategy, ui design, user research and evaluation • mobile experience: 4 years at Nokia • taughtfor 3 years at Langara College (Human Factors & Information Design)
  • 5. Topics Covered Today: • Why Mobile • Part 1: Defining Mobile Strategy • Defining your Requirements • Understanding Context of Use • Native versus Mobile apps • Measuring Success
  • 6. Topics Covered Today: • Part 2: User Experience Design for Mobile • User’s expectations of digital experiences • UI Principles for mobile • Universal Design Challenges • Mobile Device Considerations • Part 3: Evaluating your mobile design
  • 9. How are people using mobile? insights from webcredible mobile research study (UK, 2012)
  • 10. Wasted time, out & about “If something pops into my mind, I will look it up.” “I don’t want to sit and stare at people, so i look at my phone.”
  • 11. Downtime at home “When I’m at home on the sofa I never get up to use my laptop, I use my phone.” “I browse offers on my phone & then print them off from my laptop”
  • 12. Tackle a problem on the go
  • 14. Part of a routine “If I haven’t really used an app within a month, I delete it.” “I just counted, I have 183 apps...I only use 10 of them!”
  • 15. Part of a routine
  • 17. What problem is a mobile solution going to solve?
  • 18. Going ‘mobile’ is not always to solution!
  • 19. “Some companies will never get substantial mobile use and should stick to making their desktop sites less insufferable on small screens.” - Jakob Nielsen, 2012
  • 20. Part 1: Defining Your Mobile Strategy
  • 21. Value Proposition? Optimized Save Time? functionality? Avoiding Calling in? Customer Value Save Money? Information when Less Hassle? they need it? Provide a unique experience?
  • 22. Your mobile strategy • Design for ‘fat thumbed’ people • Start with your digital strategy • Deliver a consistent brand experience
  • 23. Defining Your Requirements Business & User
  • 24. Customer Business Requirements Requirements Business Seducible Compromise Moments Exploited Maximum Value Won’t Do Will Do Won’t Do http://www.openroad.ca/2011/07/21/visualizing-requirements-vs-scope/
  • 25. Defining Business Requirements • Review & align with company strategic plans • Interview key stakeholders • Brainstorming workshops • Competitive landscape review
  • 27. FUTURE Service Education Financial & Technology Knowledge, Innovation, PRESENT People & Sharing
  • 28. FUTURE Service Small Business Account Management Education Fund Review Social Marketing Business Tech Community Engagement Intelligence Enabling Serious Injury Prevention the Work High-risk strategy Innovation Financial & Knowledge Technology Transition Health, Safety Wellness & Security Sharing Employee Engagement Employee Leadership in the Community Knowledge, Innovation, PRESENT People & Sharing
  • 29. FUTURE Service Small Business Account Management Education Fund Review Social Marketing Business Tech Community Engagement Intelligence Enabling Serious Injury Prevention the Work High-risk strategy Innovation Financial & Knowledge Technology Transition Health, Safety Wellness & Security Sharing Employee Engagement Employee Leadership in the Community Knowledge, Innovation, PRESENT People & Sharing
  • 31.
  • 32. It would be amazing if I could... I need to... Uncover what people actually do vs what they say they will do I want to... This one feature would be killer...
  • 33. UCD Analysis Tools • Observational research • One-on-one interviews • Surveys Plus: • Analytics review and analysis
  • 34. Customer Business Requirements Requirements Business Seducible Compromise Moments Exploited Maximum Value Won’t Do Will Do Won’t Do http://www.openroad.ca/2011/07/21/visualizing-requirements-vs-scope/
  • 35. Understanding Context Of Use Defining your Mobile Strategy
  • 36. What is Context of Use?
  • 37. What is Context of Use? Right thing
  • 38. What is Context of Use? Right thing at the right time,
  • 39. What is Context of Use? Right thing at the right time, at the right place,
  • 40. What is Context of Use? Right thing at the right time, at the right place, for the right person.
  • 42. Uncovering context of use • How are your consumers going to access the solution? • Where are they going to be? • What are they going to do? • Why are they going to try and do those things? • What are they using?
  • 43. Example: Jamie Oliver Recipe app
  • 44. How Jaimie understood his users & context of use • Cooks that like step-by-step instructions are his biggest audience • When people are cooking, their hands are messy & they won’t want to touch the screen to go to the next step
  • 45.
  • 46.
  • 47.
  • 48. Break
  • 50. What are KPIs? • “(KPIs) are simply a tool for assessing the impact of a particular project or activity. • While these are often numeric in nature (‘improve sales by 20%’) they can also be qualitative (‘improve staff satisfaction levels’). • In either case, metrics provide clear and tangible goals for a project, and criteria for project success.” -- James Robertson “Metrics for knowledge management and content management”
  • 51. What are KPIs? “ Use rates, ratios, percentages and averages instead of raw numbers Leverage tachometers and thermometers and stoplights instead of pie charts and graphs Provide temporal context and highlight change instead of presenting tables of data Drive business-critical action” -- Eric T Peterson “The Big Book of Key Performance Indicators”
  • 52. Example KPIs • Average time to respond to e-mail inquiries • Sales per visitor • Average order size • Percentage of content greater than 90 days old • Percent new visitors • Percentage of content rated 3 stars or higher • Average number of edits prior to publish • Average time spent on site • Average cost per acquisition
  • 54. What gets measured gets done Image: http://principle-driven.blogspot.com/2007/04/beyond-minimum.html
  • 55. Benefits of KPIs They allow: • Targets to be set • Success to be assessed • ROI to be estimated • Ongoing viability to be tracked • Focus on our goals and priorities • A way to hold ourselves accountable • A foundation for a continuous improvement process
  • 56. Take aim at SMART objectives • Specific – Objectives should specify what they want to achieve. • Measurable – You should be able to measure whether you are meeting the objectives or not. • Achievable - Are the objectives you set, achievable and attainable? • Realistic – Can you realistically achieve the objectives with the resources you have? • Time – When do you want to achieve the set objectives?
  • 57. Part 2: Mobile UI Design
  • 58. User Expectations Of Digital Experiences
  • 59. Expectations for digital interactions are set primarily by desktop interactions
  • 64. Defining Your Mobile Tasks Difference between Desktop & Mobile solutions
  • 65. Design for Simplicity “Whenever the number of functions and required operations exceed the number of controls, the design becomes arbitrary, unnatural and complicated” - Donald Norman, 1993
  • 66.
  • 67. Carrier 12:00 PM Page Title http://www.domain.com Google
  • 68. Carrier 12:00 PM Page Title http://www.domain.com Google
  • 69. Answer the questions: What does ‘mobile’ mean for this product? What are the priorities of features?
  • 70. Define Core User Scenarios
  • 71. Desktop -> Mobile Tasks 1. Create a page 2. Post a comment 3. Favourite a page 4. View a profile 5. Subscribe to a feed 6. Post a photo 7. Attach a document What will users do 8. Email a group on their mobile? 9. Create a project collaboration area 10.Like a page 11.Delete a page 12.Update status 13.Fill in a form 14.Participate in a poll 15.Create a calendar event 16.Create a blog post 17.…….
  • 72. ThoughtFarmer Core User Scenarios • Search the people directory, find someone's cell phone, call it • Read an email about a page, click the link, read the content on mobile & comment on the page • Search to find a page, view the page • Update status • View the activity feed
  • 73.
  • 74.
  • 75. Important tasks should take up the most space less visible more By Many By Few clicks Frequent by Frequent by few, Frequent many Suggested, few clicks Visible, few clicks Occasional by Occasional by Occasional many few Suggested, more Hidden, more clicks clicks
  • 78. Environment* Time* Culture* Device*
  • 79. Universal Design Challenges • Mobile Device Considerations • Device Usability • Discoverability of application • Annoyances imposed on others • Part of a larger system
  • 80. Mobile Device Considerations UI Design iOS Standards Supported Windows 7 Handsets Development Android Toolkits Blackberry OS Open vs Closed
  • 83. Mobile Device Usability: beyond your control • Keyboard Type • Volume control • Navigation • hardware keys vs touch screen
  • 85. Swipe
  • 88. Discoverability of the Application
  • 90. Part of a larger system that has higher priority functions
  • 92. Mobile adoption http://www.businessinsider.com/the-one-chart-you-need-to-see-to-understand-mobile-2011-11
  • 93. “Mobile apps currently have better usability than mobile sites, but forthcoming changes will eventually make a mobile site the superior strategy.” Jakob Nielsen - Feb 2012 http://www.useit.com/alertbox/mobile-sites-apps.html
  • 94. “Why would I download an app that I am hardly going to use?” insights from webcredible mobile research study (UK, 2012)
  • 95. Native App vs Mobile Web App Web • More responsive • Build once, run anywhere • Follows native app • Better integration with conventions hyperlinks • Better integration with device • Easy deployment, no app features stores • More future proof
  • 96. Mobile UI Design Principles
  • 97. 1. Design for Simplicity • Relate visual precedence to task importance • Reduce functionality • Keep navigation narrow and shallow • Avoid extraneous information on each screen • Reduce or remove preferences
  • 98. 2. Design with Small Screen in Mind • Minimize user input • Minimize vertical scrolling and avoid horizontal scroll • User hyperlinking effectively • Provide useful error messages • Prioritize the information on the screen
  • 99. 3. Provide Useful Feedback • Identify critical feedback • Employ alternative feedback modalities intelligently • Ensure quick system response time
  • 100. 4. Maintain Existing Design Standards • Use Existing Standards • Use Real World Metaphors
  • 101. 5. Respect both the physical and mental effort • Use wizards to simplify complex interactions • Design for efficiency
  • 103. Activity: Sketching A Mobile Solution
  • 104. Working in a group...
  • 105. Randomly select a website from the stack of cards...
  • 106. You will have 20 minutes to...
  • 107. • Identify key tasks to be supported on mobile • Identify what tasks are not going to be supported • Identify highlevel business goals & user goals • Sketch the mobile solution of a website.
  • 108. Be ready to present your work!
  • 109. Part 3: Evaluating Your Mobile Design
  • 110. Usability Testing •A technique used to evaluate a product by testing it on users
  • 111. Many types of evaluations and methods Cognitive Comparative Task Testing Walkthrough Study Heuristic Remote Diary Studies Evaluation Evaluations Moderated Unmoderated
  • 112. Heuristic Evaluation • Systematicevaluation of an interface against a standard set of usability rules • Completed by 1 or more usability experts • Findings& recommendations are given a usability severity rating
  • 113. Heuristic Comment Example Indicates where on the screenshot the heuristic was Heuristic Broken: Speak the User's Language broken. 1 Summary: The App is requesting information from the user but the user still has no A summary of why the real idea of what the app does and heuristic was broken: why they need to enter this information. Usability Impact: High The impact of this problem on the user's ability to Recommendation: Users will not give personal complete the tasks they information unless they understand are commonly trying to the value of an App. complete. Low impact indicates a problem that does not impair the user's ability to Recommendations on how to most complete a task but does easily resolve the broken heuristic slow them down. within the interface. Often recommendations include minimal Medium is a significant fixes along with larger but more usability problem that the effective fixes. user will eventually be able to overcome. High indicates a very serious problem that could stop the user completely their task.
  • 114.
  • 116. Logistics • upto 1.5 hr sessions •7 - 9 participants recruited to match target demographics • scenario based • usability metrics measured: satisfaction & task success
  • 117. Only 7 - 9 participants? Jakob Nielsen 2000
  • 118. Test Early. Test Often.
  • 119. UCD Phases Analysis Deployment Design Implementation
  • 120. Evaluate at each Phase Concept evaluation Analysis Deployment Design Continuous mprovement Prototype evaluation Implementation Beta evaluation
  • 121. Tour of Wavefront Usability Facilities (following summary)
  • 123. Defining your mobile strategy • Design for ‘fat thumbed’ people • Start with your digital strategy • Deliver a consistent brand experience
  • 124. Answer this question What problem is mobile going to solve?
  • 125. Strategy: Key Take Aways • Understand what your users will do, not want they want • Align with business goals to uncover seducible moments • Context of Use • What gets measured gets done
  • 126. Strategy: Key Take Aways • Understand what your users will do, not want they want • Align with business goals to uncover seducible moments • Context of Use • What gets measured gets done
  • 127. Design: Key Take Aways • Usersdigital expectations are set by web experiences • Mobileapps may have better usability now, but mobile websites may be a longer term solution • Design for simplicity • Focus on key user tasks on mobile
  • 128. Usability: Key Take Aways • Test early. Test often • Integrate into part of development process • Cheaper to change a concept, than change a product
  • 129.
  • 130. Selma Zafar Senior UX Designer selma@openroad.ca @selmaz
  • 131. Tour of Wavefront Usability Facilities Across the street

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  16. When deciding if to offer a mobile offering, ask yourself this question:\n\nStart with asking yourself a very important question:\nThis could be a business problem or a user problem\n
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