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Mobile experiences that don’t suck
Susan
Ibach
Technical evangelist
Microsoft Canada
Sibach@microsoft.com
@hockeygeekgirl
Today we will talk about:
BASIC PRINCIPLES OF MOBILE APP
DESIGN
WHAT MAKES A MOBILE APP GREAT?
IDEAS: THE CURRENCY OF AWESOMENESS
BASIC PRINCIPLES OF MOBILE APP
DESIGN
BASIC PRINCIPLES OF MOBILE APP DESIGN
What motivates a mobile user to launch an app?
mobile use cases derive from 3 basic
motivations
i’m microtasking
i’m local
i’m bored
BASIC PRINCIPLES OF MOBILE APP DESIGN
i’m microtasking
microtasks are short
bursts of activity, often
done between larger
tasks.
idea capture is an example of microtasking.
TM & © Warner Bros. Entertainment, Inc.
BASIC PRINCIPLES OF MOBILE APP DESIGN
i’m local
phones and tablets
know where you are,
they are local is a
context.
BASIC PRINCIPLES OF MOBILE APP DESIGN
i’m bored
games account for the
majority of popular
paid apps across all
mobile platforms.
any app (game or
other) that can fill a
time gap addictively
and with fun is largely
successful.
BASIC PRINCIPLES OF MOBILE APP DESIGN
Let’s state the obvious
≠
BASIC PRINCIPLES OF MOBILE APP DESIGN
A mobile device is not just a small pc
you can’t think of the phone as just a scaled-down desktop – if you do, you’re
missing the point (and a lot of nuances)
BASIC PRINCIPLES OF MOBILE APP DESIGN
A desktop looks like this
BASIC PRINCIPLES OF MOBILE APP DESIGN
Here’s what we think mobile looks like
BASIC PRINCIPLES OF MOBILE APP DESIGN
Here’s what mobile really looks like
BASIC PRINCIPLES OF MOBILE APP DESIGN
You might be thinking of an app like this
BASIC PRINCIPLES OF MOBILE APP DESIGN
This might be the app your user needs
BASIC PRINCIPLES OF MOBILE APP DESIGN
Or maybe this is appropriate, it might be
BASIC PRINCIPLES OF MOBILE APP DESIGN
On the desktop we have controls on top
controls on the top,
content at the bottom
BASIC PRINCIPLES OF MOBILE APP DESIGN
On mobile this is reversed
content
controls
BASIC PRINCIPLES OF MOBILE APP DESIGN
What’s exactly is under my thumb?
BASIC PRINCIPLES OF MOBILE APP DESIGN
Think about thumb comfort zones
BASIC PRINCIPLES OF MOBILE APP DESIGN
Case study: foursquare for windows phone 7
BASIC PRINCIPLES OF MOBILE APP DESIGN
Hey – down in the front!
BASIC PRINCIPLES OF MOBILE APP DESIGN
May we suggest a simple fix…
BASIC PRINCIPLES OF MOBILE APP DESIGN
fitt’s law
T: Average time taken to complete the movement
a: Start/stop time of the device
b: Inherent speed of the device
D: Distance from the starting point to target center
W: Width of target, measured along axis of motion
BASIC PRINCIPLES OF MOBILE APP DESIGN
fitt’s law, translated
the bigger and closer a target is, the easier it
is to hit.
well, duh.
BASIC PRINCIPLES OF MOBILE APP DESIGN
How big is a finger, anyway?
44 pixels / 7mm
(iPhone minimum)
26 pixels / 7mm
(wp7 exceptional
minimum)
34 pixels / 9mm
(general wp7 minimum)
BASIC PRINCIPLES OF MOBILE APP DESIGN
Grids are good for more than mapping
dungeons in D&D
BASIC PRINCIPLES OF MOBILE APP DESIGN
Meet the new improved fittsquare!
original fittsquare
made the map
bigger
nice, big targets
for oft-used
tasks; the most
important task
gets the biggest
target
WHAT MAKES A MOBILE APP GREAT?
WHAT MAKES A MOBILE APP GREAT
outside of genetics, cloning is boring
≠
qed
≠ ≠
≠∴
WHAT MAKES A MOBILE APP GREAT
Leverage the platform
panorama in Windows Phone
pivot in Windows Phone
shallow experience
expansive
artistic
deeper experience
data-driven
informational
WHAT MAKES A MOBILE APP GREAT
Don’t fight the platform
every platform has its own unique “flavour” and style
consistency of experience between native activities and 3rd party
apps enjoyable for user
predictability is not a dirty word - intuitive user interfaces are
usually better suited to user experience
WHAT MAKES A MOBILE APP GREAT
Use appropriate app function bars
for main tasks, use on-screen controls
For often used tasks, use the app function bar
for rarer tasks, use a secondary menu
WHAT MAKES A MOBILE APP GREAT
Be cautious with gestures
remember that many users are reluctant to use them
many gestures can’t be used in one-handed scenarios
consider offering single-digit alternatives to gestures
(this does not mean replace gestures in your app)
gestures need to be thumb-friendly
WHAT MAKES A MOBILE APP GREAT
Make gestures natural
etch-a-sketch: shake
to clear canvas
Compass/spirit level:
roll device in various
directions
guitar simulator:
multi-finger for
chords
WHAT MAKES A MOBILE APP GREAT
Context affects user expectations:
What happens when you shake?
urban spoon: shake means randomize the result
facebook: refresh content
pcalc: clear the current calculation
etch-a-sketch: clear the canvas
WHAT MAKES A MOBILE APP GREAT
No-one likes typing on mobile keyboards
text input is a pain in the best of circumstances, so keep it to a minimum and help
users as much as possible
IDEAS: THE CURRENCY OF AWESOMENESS
IDEAS: THE CURRENCY OF AWESOMENESS
Remember the three motivations
i’m multitasking
i’m local
i’m bored
IDEAS: THE CURRENCY OF AWESOMENESS
Mobile devices are personal, make
the apps personal too!
IDEAS: THE CURRENCY OF AWESOMENESS
Help users learn
solitaire was written to help familiarize people with
mouse technique
maybe it’s time to write a game to familiarize
people with phone gestures!
IDEAS: THE CURRENCY OF AWESOMENESS
Put a twist on a classic
here’s a dirty little secret: fighting games like street fighter and mortal kombat
are essentially rock-paper-scissors.
IDEAS: THE CURRENCY OF AWESOMENESS
Help users be awesome in the moment
think of games like rock band and dance
central, which give people the chance to be
stars
think of apps that let sports fans call up players’
stats while they’re at the game
think of the kitchen, a place typically without a
computer, but a need for info available on the
net
IDEAS: THE CURRENCY OF AWESOMENESS
the design philosophy of great apps…
…isn’t all that different across the competitive mobile platforms.
great apps:
don’t make us think about their interfaces
deal with complex tasks, but insulate us from that complexity
make accomplishing our goals easier
help users be awesome in the moment
So there you have it!
BASIC PRINCIPLES OF MOBILE APP
DESIGN
WHAT MAKES A MOBILE APP GREAT?
IDEAS: THE CURRENCY OF AWESOMENESS
Resources for mobile development
• BuildForWindows.ca – for Windows 8
• Dev.windowsphone.com – for Windows Phone
• Connecting with Microsoft Canada?
• Join the discussion on Linked In “Canadian Developer Connection”
Mobile experiences that don’t suck
Susan
Ibach
Technical evangelist
Microsoft Canada
Sibach@microsoft.com
@hockeygeekgirl

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Building mobile apps and experiences that don't suck

  • 1. Mobile experiences that don’t suck Susan Ibach Technical evangelist Microsoft Canada Sibach@microsoft.com @hockeygeekgirl
  • 2. Today we will talk about: BASIC PRINCIPLES OF MOBILE APP DESIGN WHAT MAKES A MOBILE APP GREAT? IDEAS: THE CURRENCY OF AWESOMENESS
  • 3. BASIC PRINCIPLES OF MOBILE APP DESIGN
  • 4. BASIC PRINCIPLES OF MOBILE APP DESIGN What motivates a mobile user to launch an app? mobile use cases derive from 3 basic motivations i’m microtasking i’m local i’m bored
  • 5. BASIC PRINCIPLES OF MOBILE APP DESIGN i’m microtasking microtasks are short bursts of activity, often done between larger tasks. idea capture is an example of microtasking. TM & © Warner Bros. Entertainment, Inc.
  • 6. BASIC PRINCIPLES OF MOBILE APP DESIGN i’m local phones and tablets know where you are, they are local is a context.
  • 7. BASIC PRINCIPLES OF MOBILE APP DESIGN i’m bored games account for the majority of popular paid apps across all mobile platforms. any app (game or other) that can fill a time gap addictively and with fun is largely successful.
  • 8. BASIC PRINCIPLES OF MOBILE APP DESIGN Let’s state the obvious ≠
  • 9. BASIC PRINCIPLES OF MOBILE APP DESIGN A mobile device is not just a small pc you can’t think of the phone as just a scaled-down desktop – if you do, you’re missing the point (and a lot of nuances)
  • 10. BASIC PRINCIPLES OF MOBILE APP DESIGN A desktop looks like this
  • 11. BASIC PRINCIPLES OF MOBILE APP DESIGN Here’s what we think mobile looks like
  • 12. BASIC PRINCIPLES OF MOBILE APP DESIGN Here’s what mobile really looks like
  • 13. BASIC PRINCIPLES OF MOBILE APP DESIGN You might be thinking of an app like this
  • 14. BASIC PRINCIPLES OF MOBILE APP DESIGN This might be the app your user needs
  • 15. BASIC PRINCIPLES OF MOBILE APP DESIGN Or maybe this is appropriate, it might be
  • 16. BASIC PRINCIPLES OF MOBILE APP DESIGN On the desktop we have controls on top controls on the top, content at the bottom
  • 17. BASIC PRINCIPLES OF MOBILE APP DESIGN On mobile this is reversed content controls
  • 18. BASIC PRINCIPLES OF MOBILE APP DESIGN What’s exactly is under my thumb?
  • 19. BASIC PRINCIPLES OF MOBILE APP DESIGN Think about thumb comfort zones
  • 20. BASIC PRINCIPLES OF MOBILE APP DESIGN Case study: foursquare for windows phone 7
  • 21. BASIC PRINCIPLES OF MOBILE APP DESIGN Hey – down in the front!
  • 22. BASIC PRINCIPLES OF MOBILE APP DESIGN May we suggest a simple fix…
  • 23. BASIC PRINCIPLES OF MOBILE APP DESIGN fitt’s law T: Average time taken to complete the movement a: Start/stop time of the device b: Inherent speed of the device D: Distance from the starting point to target center W: Width of target, measured along axis of motion
  • 24. BASIC PRINCIPLES OF MOBILE APP DESIGN fitt’s law, translated the bigger and closer a target is, the easier it is to hit. well, duh.
  • 25. BASIC PRINCIPLES OF MOBILE APP DESIGN How big is a finger, anyway? 44 pixels / 7mm (iPhone minimum) 26 pixels / 7mm (wp7 exceptional minimum) 34 pixels / 9mm (general wp7 minimum)
  • 26. BASIC PRINCIPLES OF MOBILE APP DESIGN Grids are good for more than mapping dungeons in D&D
  • 27. BASIC PRINCIPLES OF MOBILE APP DESIGN Meet the new improved fittsquare! original fittsquare made the map bigger nice, big targets for oft-used tasks; the most important task gets the biggest target
  • 28. WHAT MAKES A MOBILE APP GREAT?
  • 29. WHAT MAKES A MOBILE APP GREAT outside of genetics, cloning is boring ≠ qed ≠ ≠ ≠∴
  • 30. WHAT MAKES A MOBILE APP GREAT Leverage the platform panorama in Windows Phone pivot in Windows Phone shallow experience expansive artistic deeper experience data-driven informational
  • 31. WHAT MAKES A MOBILE APP GREAT Don’t fight the platform every platform has its own unique “flavour” and style consistency of experience between native activities and 3rd party apps enjoyable for user predictability is not a dirty word - intuitive user interfaces are usually better suited to user experience
  • 32. WHAT MAKES A MOBILE APP GREAT Use appropriate app function bars for main tasks, use on-screen controls For often used tasks, use the app function bar for rarer tasks, use a secondary menu
  • 33. WHAT MAKES A MOBILE APP GREAT Be cautious with gestures remember that many users are reluctant to use them many gestures can’t be used in one-handed scenarios consider offering single-digit alternatives to gestures (this does not mean replace gestures in your app) gestures need to be thumb-friendly
  • 34. WHAT MAKES A MOBILE APP GREAT Make gestures natural etch-a-sketch: shake to clear canvas Compass/spirit level: roll device in various directions guitar simulator: multi-finger for chords
  • 35. WHAT MAKES A MOBILE APP GREAT Context affects user expectations: What happens when you shake? urban spoon: shake means randomize the result facebook: refresh content pcalc: clear the current calculation etch-a-sketch: clear the canvas
  • 36. WHAT MAKES A MOBILE APP GREAT No-one likes typing on mobile keyboards text input is a pain in the best of circumstances, so keep it to a minimum and help users as much as possible
  • 37. IDEAS: THE CURRENCY OF AWESOMENESS
  • 38. IDEAS: THE CURRENCY OF AWESOMENESS Remember the three motivations i’m multitasking i’m local i’m bored
  • 39. IDEAS: THE CURRENCY OF AWESOMENESS Mobile devices are personal, make the apps personal too!
  • 40. IDEAS: THE CURRENCY OF AWESOMENESS Help users learn solitaire was written to help familiarize people with mouse technique maybe it’s time to write a game to familiarize people with phone gestures!
  • 41. IDEAS: THE CURRENCY OF AWESOMENESS Put a twist on a classic here’s a dirty little secret: fighting games like street fighter and mortal kombat are essentially rock-paper-scissors.
  • 42. IDEAS: THE CURRENCY OF AWESOMENESS Help users be awesome in the moment think of games like rock band and dance central, which give people the chance to be stars think of apps that let sports fans call up players’ stats while they’re at the game think of the kitchen, a place typically without a computer, but a need for info available on the net
  • 43. IDEAS: THE CURRENCY OF AWESOMENESS the design philosophy of great apps… …isn’t all that different across the competitive mobile platforms. great apps: don’t make us think about their interfaces deal with complex tasks, but insulate us from that complexity make accomplishing our goals easier help users be awesome in the moment
  • 44. So there you have it! BASIC PRINCIPLES OF MOBILE APP DESIGN WHAT MAKES A MOBILE APP GREAT? IDEAS: THE CURRENCY OF AWESOMENESS
  • 45. Resources for mobile development • BuildForWindows.ca – for Windows 8 • Dev.windowsphone.com – for Windows Phone • Connecting with Microsoft Canada? • Join the discussion on Linked In “Canadian Developer Connection”
  • 46. Mobile experiences that don’t suck Susan Ibach Technical evangelist Microsoft Canada Sibach@microsoft.com @hockeygeekgirl