Seriously, you should start your mobile-related startup with an Android app, but there are many challenges that you need to fight to be competitive. First things first, you need to create a magical user experience solving a real problem. We will discuss why starting from Android could be the right strategy and how to use a lean approach to design a better user experience.
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Android or iOS First? UX Debate
1. The eternal question: Android or iOS first?
Android, but take care of UX and follow
design guidelines
Piervincenzo Madeo
07.02.2014 - Turin
2. Piervincenzo Madeo
Founder of Eyeonplay
http://eyeonplay.com
User Experience Specialist of Life Interaction
http://life-interaction.com
Google Developer Live Italia - Android UX
http://developersitalia.blogspot.it/
Startupper and Android enthusiast
11. Awesome things happen
Android 4.0 and Holo Theme
“Before Android 4.0 the variance in system themes from device to device
could make it difficult to design an app with a single predictable look and feel.
We set out to improve this situation for the developer community in Ice Cream
Sandwich and beyond.”
Adam Powell, Android Framework engineer
16. Our future plan with Android in mind
Consumer apps for football lovers
Solid backend framework
Business intelligence for game statistics
17. Android is for startups. No doubts!
Free and open source
Free resources that help you in creating great products
Thousands of new device activations
Immediate go to market
18. Dark side of the…
Monetisation strategy (in-app purchase)
Fragmentation
Competition
21. UX
User Experience is not about features.
The perfect UX meets the exact needs of the user
22. USABILITY
is a quality attribute that estimate how easy is
to use your user interface. It’s defined by: learnability,
efficiency, memorability and error repetitions
23. Mental Model
“Mental models are what people really have in their heads and what guides
their use of things”
Donald Norman, 1983
24. Mental model
What user thinks she knows about a UI impacts how she uses it
Additional experience with the system can change the users’ model
Mental models of your app is influenced by other apps
25. Courtesy of Nadav Savio | Gian Ant Design | CC | http://goo.gl/HX9EDa
26. Mobility constraints
Users have intermittent attention while using apps
It’s a multitasking scenario that means a lot of interruptions
Device constraints: battery, display and network
27. Your goals designing a new application
Make the UX of your app conform to users' mental models
Improve users' mental models
Offer relevant mobile-only functionalities
Design for user needs through highly specific tasks
Design apps that have a consistent and predictable behaviour
28. What a good UX can’t solve
Wrong product
Team structure and balance
Wrong strategy and inappropriate go to market
30. Pay attention to your top level screen
Start screen requires always special attention
Put content and frequent actions forward
31.
32. Top level switching with view controls
Make it easy to navigate and switch between top level view
Introduce the user to the major functional areas
Avoid duplication and mixed solutions
33.
34. Action Bar
Display key actions in an accessible way
Actions should have clear and predictable behaviour (add item, search)
Expose brand identity
35.
36. Swipe between Detail Views
Navigate between detail items in succession using the swipe gesture
37.
38. The Contextual Action Bar (CAB)
Useful to select data items by touching them
Trigger action to selected items
Perform specific and predictable action
39.
40. Notifications
Keep the user informed about events
Use it for smart alerts
Users hate unwanted and not informative alerts
Notifications are now really flexible. Use responsibly
Always! Allow users to disable notifications
41.
42. Pull to refresh
Swipe down to update recent items in your ListView
Use the Action Bar to keep updated the user
Add a visible loader
43.
44. Undo Bar
Show up just after a potential destructive action
Allow users to undo the most recent action
Show it in an easy-to-tap position
47. Use Density Independent Pixels
DIP or DP units keep things the same physical size across any screen size
48. Use Density Independent Pixels
1px is just 1dp at 160dpi
_____ px = [ ____ dip * ___dpi ] / 160dpi
49. 48dp for touch target
Touchable UI targets are generally laid out along 48dp units
50. 8dp for your grid
Spacing between each UI element should 8dp (multiple of 4)
51. Text and scale independent pixel (sp)
1 scale-independent pixel unit is equal to 1dp with a 100% globe text scale
User can select a system-wide scaling factor for text in Settings
Always use scale independent pixel unit for text
53. Support multiple screen
Explicitly declare in the manifest which screen sizes your application supports
Provide different layouts for different screen sizes
Provide different bitmap drawables for different screen densities
http://developer.android.com/guide/practices/screens_support.html