Presentation from Rich Holdsworth from @didlr - presented at Microsoft want to show you how Windows 8 and Windows Phone 8 are the perfect platform for you to build your next app! Event At Portsmouth University http://blogs.msdn.com/b/uk_faculty_connection/archive/2013/03/21/microsoft-want-to-show-you-how-windows-8-and-windows-phone-8-are-the-perfect-platform-for-you-to-build-your-next-app.aspx
2. What’s coming up?
• Who, what, why?
• Defining design
• What is mobile anyway?
• My design process
• The most important design principal you need to know to design
anything ever I think
• Designing Didlr
4. CEO of Wapple
• 9 years of creating mobile experiences
• Development of original tech
• Designed and built hundreds of experiences
• Creative consultation
5.
6. Comprehensive mobile publishing
• Web-based mobile site builder
• Complete device detection and optimisation
• Integrated software solutions
• Canvas
• Architect
• Exhibit
7.
8. Before that – Video Games!
• Lead designer / producer
• SCEE
• Psygnosis
• Interplay
• Silicon Dreams
• US Gold
• The BEST design training imaginable
9.
10. When we say ‘Design’ what do
we mean?
Time to get on the same page
11. Lets not get carried away
• Does a job, well
• Looks good
12. Great design is very, very hard
• The biggest challenge is over thinking and over working it
• The easiest part if knowing when its gone wrong
• If you’re honest!
• Trust your gut
18. Just kidding, I like a challenge
• So we got thinking
• Not just about what ‘mobile’ is today but the trajectory it’s on
• We came up with a few big ideas
30. App use is beating browsing
• Most users only ever visited a handful of sites anyway
• With very limited requirements
• As soon as most of a user’s needs are fulfilled by apps browsing
becomes a cumbersome irrelevance
31. Some numbers
• 2hr 38min use per day
• 80% apps, 20% browsing
• 7.9 different apps a day (rising)
• Read up: http://bit.ly/11NJsMZ
32. Consumers look to the app stores
for their favourite brands
Phones are judged on the availability of apps
33. That presents all kinds of problems
• Discovery
• Promotion
• But not problems we have to deal with today
• Today we only have to worry about making something good, not
promoting it
• Phew
34. How do I do design?
And why is all that earlier stuff relevant?
35. Get some things straight
• What do users want?
• Where and why will they be doing it?
• You have to LIVE these
37. It’s a brute force approach
• I work in cycles
• Develop hard and fast with good people who make good decisions
• Learn, adapt and change fast
• Innovate as fast as possible
38. The wildly anticipated and
possibly oversold design principal
that you need to know
(according to me)
39. What are design principals?
• They aren’t rules
• They are helpful approaches that can help improve the overall design
of your app
• There’s plenty of them… They all matter or you can choose to ignore
them all
40. Get the book
• Universal Principles of Design
• William Lidwell, Kritina Holden & Jill Butler
• ISBN 1592535879
• My go-to, tie-breaking design bible
• Hick’s Law, Fitt’s Law, Chunking, 80/20
53. Its not just me!
• There’s a team of people working on didlr
• Graphic artists
• Web developers
• Server guys
• Project people
• Etc.
• I developed the Windows Phone and Windows 8 versions
56. Keeping things really simple
• What seems like a limiting factor is actually an enabling factor
57. The big idea condensed
• a social platform where
• users draw and share
• with simple tools
• and follow each other
• and rate and share each other’s work
60. Focus on comfort, touch and style
• A little bit of experience playing with Windows Phone
• Responsiveness was paramount
• Picking the colours and the strokes – create a recognisable aesthetic
• What the prototype didn’t do spoke volumes!
61. Developing things further
• Adding a server to manage all the content
• Putting the drawing in the hands of more people
• Setting the colours – adding transparency
• Adjusting the smoothing
63. Getting the brand values right
• Like everything, this is a process
• Careful balance of identifiable brand that does not conflict with user
content
• Nor should it influence user content
65. Choosing Windows Phone
• Didlr was still very much ‘under the radar’ and ‘off the books’
• Knowing C# meant that I could reduce development costs
• Beautiful UI aligned with Didlr
• Elevating content in an sleek, animated environment
68. Of course, those platforms matter
• I simply didn’t have time to go that way
• Visual Studio rocks, I was set
• It’s been said but it’s important to know that all the tools were free
• And they are of high quality
69. Remember brute force? It keeps going
• Personal preference is to work like crazy, get things as good as
possible, move on and revisit
• Windows Phone - V2 (V3 in development)
• Windows 8 - V2 (V3 next)
• iOS - V1 (V2 in development)
• Android - V1 (better than iOS V1!)
71. Picking the recognisable controls and working
them
• No need to roll your own!
• Listboxes, panoramas, pivots, appbars and more
• These are practically built in and users know how to use them
79. Initial code transfer
• One person, one week
• Communications layer straight across
• Business logic straight across
• Tweaks to areas like storage and animation
80. Designing for Windows 8 was both easy and
hard
• We were very early – ready for launch
• Less to go on
• We had lots of help from Microsoft
• Finding our way together
• Now things are a lot easier
• We have already done one UI refresh and there’s another on the way
84. The back end is common to all
• Built around a groovy JSON api
• All content is entirely cross platform
• But remember – all platforms are uniquely tailored to their user’s
expectations
85. So, why design beautiful apps?
• Well, dur…
• Good design helps users engage with your app
• It helps them use it
• It makes them feel better