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Amcats Limited UK
Min Ahmed
Step 1 – Market Research

 Make sure your market research is
 valid
  Why do you want a mobile application?
  Is there a need in the marketplace?
  What is the added value for the
   customer?
Step 2 - Requirements

 Build a solid requirements
   That means understanding in detail what the
    business once the application to do
   What do customers want to do on a mobile
    application?
 Do not just move a desktop or Web
  application to a mobile
 An example
   On a mobile banking application, “I want my
    bank balance”, “I went to know if I am close to
    my overdraft”
 Are you going Browser or OS?
   Windows, Blackbery, Symbian, Android &
    Iphone
Step 3 - Tasks

 Understand the tasks in detail
   Examples
     What are the differences between carrying
      out login on the web and login on the
      mobile?
 Context
   Where will the customer be using your
    mobile application?
   What are the limitations of the
    environment?
    Visibility, mobility, limited interaction as
Step 4 - Devices

 Do this at the beginning of the
 project
   What are the list of devices you will build
    your application for (Iphone, android, Nokia
    N95 etc)
   Review features all phones
     Screen size, type the browser used, soft keys,
      shortcut keys, Numeric Keyboard, joysticks,
      trackballs, touchscreens, full keyboards,
      operating system, multimedia capacity,
      strolling, page pagination etc
   Do you have middleware or other
   translation software that can adapt user
   interface subject to device
Step 5 – Check Assumptions

 Build your interactions
   use pen and paper
   Compare with web version
   Reduce tasks which require input
     Four example single sign-on
 Test your interactions
   Use the SDK available to test on devices
   Take your pen and paper drawings and
    show customers
   Get mobile – even with paper mockups!!
Step 6 – Get a Handle on Mobile
Usability
 Rules – Not fixed
   Devices tend to last length of contract
   Hence new devices available (more UX
   problems)
    Solution is short lived (unless iphone,
     Blackbery) Expensive devices longer
     contract duration
Usability Issues

Web                             Mobile
 High visibility                Low visibility – screens
                                    small
 Can use full range of
    input controls                 Limited input
                                   Limited battery and
   Power and memory not            memory
    an issue
                                   Interruptions (calls etc)
   Seamless and state             Signal drops
    centric interactions
                                   Fragmented
   Less context dependent
                                   Context dependent
   Offices, homes, static         Physical environments -
    environments                    not conducive (trains, etc)
   Usability history – since      Low usability in OS – built
    1995 gradual                    in functions are poor –
    improvements in OS              hard to learn
Usability Rules

 Hide rarely used           Don’t use small font
    features                    size
   Avoid long and             Never port an app
    complex forms               from different
   Integrate with web          platforms without
    based apps, share           optimisation
    back end info              Reduce confirmation
   Reduce Nav Items            dialogues
   Colour – Keep              Use buttons which are
    contrast ratios high        obvious
   Remember the               Reduce text as links
    orientation can            Support trackball, soft
    change!                     keys
   Make the priority
    tasks visible (3 to 6
Usability Rules

 There are 4 states       The Android Rules
   Default                  Dashboard (Primary
   Disabled (grey)           Entry Point)
   Roll over/In focuss      Action Bar
   Pressed Down             Quick Actions

 Affordances are          Generally good
  key!!!                   But can be
 If the XSLT layer        confusion with
  should allow for a       Primary &
  minimum look and         Secondary menu
  field                    items
Usability Rules

 Use OS system
  components
 Keep local font
  settings
 Multiple input
  methods
   I don’t always
   agree this is useful
Usability Rules

 Use HR’s for
  dividing up content
 Make sure the
  visual hierarchy is
  obvious
Kayak – a walkthrough
Example
Key Goal
“Get me a flight”

Tasks
Start Kayak – I have filed
it under travel

Rule: minimise the load
on the customer

How:
1.I know its Kayak as I
know the brand design
Key Goal
“Get me a flight”

Tasks
Location
Date
Travellers

Rule: minimise the load
on the customer

How:
1.High affordances on the
buttons, they look
clickable

2.Icons

3.Contrast & Colour

4.Inherit OS widget styling
Key Goal
“Get me a flight”

Tasks
Find Madrid

Rule: minimise the load
on the customer

How:
1.Use of wordwheel/type
ahead

2.Readable fonts

3.Supports touch input

4.Horizontal Rules break
up text

5.Strong visual hierarchy
Key Goal
“Get me a flight”

Tasks
Find Madrid

Rule: minimise the load
on the customer

How:
1.Remember the
orientation!

2.What are you designing
for touch screen, roller
ball, keyboard...
Key Goal
“Get me a flight”

Tasks
Specify timing information

Rule: minimise the load
on the customer

How:
1.Use of familiar OS
calendar

2.Buttons have high
affordances

3.Clear what to do next
Key Goal
“Get me a flight”

Tasks
Waiting...

Rule: minimise the load
on the customer

How:
1.Notify the user with
correct system responses

2.Make sure its fast –
reduce waiting time as
much as possible

3.Show me progress
Key Goal
“Get me a flight”

Tasks
Choose an airline
See costs

Rule: minimise the load
on the customer

How:
1.Understand the tasks
that the customer wants to
do

2.Physical space to do this
is tiny

3.Limit to priority choices

4.If you load the user with
different tasks, this
interaction will take
Key Goal
“Get me a flight”

Tasks
Ok lets choose a flight

Rule: minimise the load
on the customer

How:
1.Nice table – without it
being a table

2.Consistency with each
row, understand one row,
understand all

3.The UI provides a way
back to flights – simple
navigation
Key Goal
“Get me a flight”

Tasks
Buy!! Or get more info

Rule: minimise the load
on the customer

How:
1.Important information
related to actions

2.I have a summary of
my order

3.Icons easy to understand

4.Information hierarchy
obvious
To round up

 Usability rules have some
    universality
   Platform, Browser, Device and OS
    considerations are exceptionally
    important
   Understand requirements
   But Really Really understand your
    customers
   Test, Test and Test as much as you
    can

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Min Ahmed - Can help to build a successful mobile application

  • 2. Step 1 – Market Research  Make sure your market research is valid  Why do you want a mobile application?  Is there a need in the marketplace?  What is the added value for the customer?
  • 3. Step 2 - Requirements  Build a solid requirements  That means understanding in detail what the business once the application to do  What do customers want to do on a mobile application?  Do not just move a desktop or Web application to a mobile  An example  On a mobile banking application, “I want my bank balance”, “I went to know if I am close to my overdraft”  Are you going Browser or OS?  Windows, Blackbery, Symbian, Android & Iphone
  • 4. Step 3 - Tasks  Understand the tasks in detail  Examples  What are the differences between carrying out login on the web and login on the mobile?  Context  Where will the customer be using your mobile application?  What are the limitations of the environment?  Visibility, mobility, limited interaction as
  • 5. Step 4 - Devices  Do this at the beginning of the project  What are the list of devices you will build your application for (Iphone, android, Nokia N95 etc)  Review features all phones  Screen size, type the browser used, soft keys, shortcut keys, Numeric Keyboard, joysticks, trackballs, touchscreens, full keyboards, operating system, multimedia capacity, strolling, page pagination etc  Do you have middleware or other translation software that can adapt user interface subject to device
  • 6. Step 5 – Check Assumptions  Build your interactions  use pen and paper  Compare with web version  Reduce tasks which require input  Four example single sign-on  Test your interactions  Use the SDK available to test on devices  Take your pen and paper drawings and show customers  Get mobile – even with paper mockups!!
  • 7. Step 6 – Get a Handle on Mobile Usability  Rules – Not fixed  Devices tend to last length of contract  Hence new devices available (more UX problems)  Solution is short lived (unless iphone, Blackbery) Expensive devices longer contract duration
  • 8. Usability Issues Web Mobile  High visibility  Low visibility – screens small  Can use full range of input controls  Limited input  Limited battery and  Power and memory not memory an issue  Interruptions (calls etc)  Seamless and state  Signal drops centric interactions  Fragmented  Less context dependent  Context dependent  Offices, homes, static  Physical environments - environments not conducive (trains, etc)  Usability history – since  Low usability in OS – built 1995 gradual in functions are poor – improvements in OS hard to learn
  • 9. Usability Rules  Hide rarely used  Don’t use small font features size  Avoid long and  Never port an app complex forms from different  Integrate with web platforms without based apps, share optimisation back end info  Reduce confirmation  Reduce Nav Items dialogues  Colour – Keep  Use buttons which are contrast ratios high obvious  Remember the  Reduce text as links orientation can  Support trackball, soft change! keys  Make the priority tasks visible (3 to 6
  • 10. Usability Rules  There are 4 states  The Android Rules  Default  Dashboard (Primary  Disabled (grey) Entry Point)  Roll over/In focuss  Action Bar  Pressed Down  Quick Actions  Affordances are  Generally good key!!!  But can be  If the XSLT layer confusion with should allow for a Primary & minimum look and Secondary menu field items
  • 11. Usability Rules  Use OS system components  Keep local font settings  Multiple input methods  I don’t always agree this is useful
  • 12. Usability Rules  Use HR’s for dividing up content  Make sure the visual hierarchy is obvious
  • 13. Kayak – a walkthrough Example
  • 14. Key Goal “Get me a flight” Tasks Start Kayak – I have filed it under travel Rule: minimise the load on the customer How: 1.I know its Kayak as I know the brand design
  • 15. Key Goal “Get me a flight” Tasks Location Date Travellers Rule: minimise the load on the customer How: 1.High affordances on the buttons, they look clickable 2.Icons 3.Contrast & Colour 4.Inherit OS widget styling
  • 16. Key Goal “Get me a flight” Tasks Find Madrid Rule: minimise the load on the customer How: 1.Use of wordwheel/type ahead 2.Readable fonts 3.Supports touch input 4.Horizontal Rules break up text 5.Strong visual hierarchy
  • 17. Key Goal “Get me a flight” Tasks Find Madrid Rule: minimise the load on the customer How: 1.Remember the orientation! 2.What are you designing for touch screen, roller ball, keyboard...
  • 18. Key Goal “Get me a flight” Tasks Specify timing information Rule: minimise the load on the customer How: 1.Use of familiar OS calendar 2.Buttons have high affordances 3.Clear what to do next
  • 19.
  • 20.
  • 21. Key Goal “Get me a flight” Tasks Waiting... Rule: minimise the load on the customer How: 1.Notify the user with correct system responses 2.Make sure its fast – reduce waiting time as much as possible 3.Show me progress
  • 22. Key Goal “Get me a flight” Tasks Choose an airline See costs Rule: minimise the load on the customer How: 1.Understand the tasks that the customer wants to do 2.Physical space to do this is tiny 3.Limit to priority choices 4.If you load the user with different tasks, this interaction will take
  • 23. Key Goal “Get me a flight” Tasks Ok lets choose a flight Rule: minimise the load on the customer How: 1.Nice table – without it being a table 2.Consistency with each row, understand one row, understand all 3.The UI provides a way back to flights – simple navigation
  • 24. Key Goal “Get me a flight” Tasks Buy!! Or get more info Rule: minimise the load on the customer How: 1.Important information related to actions 2.I have a summary of my order 3.Icons easy to understand 4.Information hierarchy obvious
  • 25.
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  • 28. To round up  Usability rules have some universality  Platform, Browser, Device and OS considerations are exceptionally important  Understand requirements  But Really Really understand your customers  Test, Test and Test as much as you can

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