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Grandma ! Why would you click on that ?

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Your grandma is calling you again to say that Avast is a virus ?
Or is it because she just won an Audi on this strange website ?
Everybody felt this way once, but the real problem is not with her, it is the design of the products.
In this conference you will have some tips and trick to create better experience and digital products for our loved ones from the 1.0 era.

Publicada em: Design
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Grandma ! Why would you click on that ?

  1. 1. GRANDMA ! Why would you click on that ? How to design apps and experiences for those from the 1.0 era ? Arthur RETROU UX Designer - Dernier Cri - LILLE (FR)
  2. 2. RE Arthur TROU Lille (FR)
  3. 3. Design UX/UI Development Web & Mobile Hosting & Growth
  4. 4. Have you ever helped your parents or grandparents in using a tablet or a smartphone ? Question
  5. 5. Have you ever walked barefoot on a Lego ? Question
  6. 6. Question Avez-vous déjà marché pied nu sur un Lego ?
  7. 7. So, what’s an « old person » really ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ???? ?
  8. 8. Donald Melania You’re always angry you, ey ! …
  9. 9. 79 - Retired Educated Persistent Noob ++ Donald
  10. 10. Used Apps Donald Not without glasses Only one way Just the one time…
  11. 11. 74 - Retired Melania Intelligent Joyful Noob
  12. 12. 74 - Retired Melania Helped installation Planned by phone
  13. 13. So why should we design interfaces for people who don’t want them ?
  14. 14. E-health and well being
  15. 15. E-health and well being
  16. 16. Connected houses
  17. 17. Connected houses
  18. 18. Services on demand
  19. 19. =
  20. 20. So now what ? Give us something real …
  21. 21. Experience AccessibilityZ
  22. 22. Experience
  23. 23. Principle #1 The app should be able to be used everyday in a procedural way. Experience
  24. 24. Remember to go shopping tonight Can you go shopping ? Like now Experience
  25. 25. To make it simple : You need to avoid asking a detail to remember at one time. Even more if this detail have a great importance for the rest of the experience. Experience
  26. 26. Principle #2 Features must be explained along the way, gradually. Experience
  27. 27. Experience
  28. 28. Experience
  29. 29. To make it simple : You have to sequence the learning of your app to fix all the movements and reflexes needed … Notifications too !!! Experience
  30. 30. To make it simple You have to sequence the learning of your app to fix all the movements and reflexes needed … Notifications too Experience Shit, Shit Shit, Shit …
  31. 31. Principle #3 Every interactions needs a proper feedback in order to confirm the succes or the failure of the action. Experience
  32. 32. Experience Yo ! Hey !
  33. 33. To make it simple : You have to signal the user with explicit feedbacks to avoid errors, confusion or misclicks. Experience
  34. 34. Principle #4 You have to show simplified access to the most used section instead of showcasing the new stuff/features. Experience
  35. 35. Experience
  36. 36. Experience
  37. 37. Experience
  38. 38. To make it simple : You need a unity in your design ergonomy to make easy access on the most used sections in order to fix the learning of your product and the use of it. Experience
  39. 39. Accessibility
  40. 40. Principle #1 You need to be aware of the optical capacity of your target in order to offer maximal confort for the user. Accessibility
  41. 41. Accessibility Every day is taco ipsum tuesday. BARBACOA!! Give me all your tacos. Every day is taco ipsum tuesday. BARBACOA!! Give me all your tacos. Text of 12px Text of 16px Every day is taco ipsum tuesday. BARBACOA!! Give me all your tacos. Legal stuff you want to hide of 10px
  42. 42. Accessibility
  43. 43. To make it simple : You must propose options in order to maximize the confortable use of your product, no matter wich type of user. Accessibility
  44. 44. Principle #2 You have to write and explain more deeply your features and how they work Accessibility
  45. 45. Accessibility
  46. 46. Accessibility
  47. 47. Accessibility
  48. 48. To make it simple : Don’t be afraid to write long texts about complex features in order to explain it better, in a more direct way Accessibility
  49. 49. Principle #3 Avoid the blue for the most importants call to action Accessibility
  50. 50. Accessibility
  51. 51. Accessibility I’m an invisible button…
  52. 52. To make it simple : You must be careful about your color choices for all the call for action and adapt it to the most known visual defiencies. Accessibility
  53. 53. Principle #4 Just make all your call to action bigger once and for all ! Accessibility
  54. 54. Accessibility
  55. 55. Accessibility
  56. 56. Accessibility CTA of 40px CTA of 50px
  57. 57. Accessibility CTA de 40px CTA de 50px
  58. 58. To make it simple : You must make every call to action easily identified by all user and most of all easily clicable. Even with big ol’ mittens if you need to !!! Accessibility
  59. 59. So how do you conclude that ? When it’s done, we run to the buffet … Alright … Steady … Almost there…
  60. 60. Andyyyyyyyyy Did I just won an Audi just like that ?
  61. 61. Misunderstandings Fixed learnings One time use Everyday use Dependency Autonomy
  62. 62. “Good design keeps the user happy” Never leave well enough alone Raymond Loewy
  63. 63. Thx a lot ! Arthur RETROU UX Designer - Dernier Cri - LILLE (FR)

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