The document provides guidance on developing a mobile application, outlining 6 key steps: 1) conduct market research, 2) define requirements, 3) understand tasks, 4) consider target devices, 5) check assumptions, and 6) focus on mobile usability. It emphasizes the importance of usability testing and understanding how customers will use the application given limitations of mobile devices.
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
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.
26.
27.
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