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Mobile Retail
      & Brand
      Masterclass
      24 April 2012 - Munich




Mobile Apps
?
Usability

  User
  Experience
Definition „Usability“
   degree of difficulty:
    intuitive handling (ease of use)
    and learnability (user adoption)
   also: user-friendliness
Definition „Usability“
Quality of user interaction with a system.
User interface is defined as user-friendly, if it is simple
and intuitive, suits for use case and user scenario.
This includes methods of measurability:
practicability (suitable), efficiency (quick),
accessibility (barrier-free), typography, ergonomics,
etc.
Only since 2010 there are international common
Definition „User Experience“
    Individual, subjective, personally
     „felt“ user‘s impression of a product.
Definition „User Experience“
 Combination and interaction of anticipation &
 expectations, impressions, practical experience and
 evaluation
 (incl. both, usability and fun factor)
 of a product, system or service (or sum of them),
 involving or integrating context, with subjectively
 imposed standards and user estimation, fluctuating and
 varying.
Definition „User Interface“
   Interface of human-machine
    interaction
   also: UI =
    graphical design and control concept
Definition „User Interface“
Human-machine interaction (HMI) interface
based on and optimized for human capabilities and needs,
enabling the user to control and operate a machine or
system with mutual input / output interpretation.
This includes graphical design, display (visual),
microphone and speakers (audio), human-device interface
(HDI) accessories like keyboard, mouse or pen, haptic
feedback, finger touch and gestures, etc.
User Experience
   Usability + User Interface + their consistency
   Functionalities + added value
   Individual expectations
   Components of communication
   Fun factor (gamification)
   Context
UX: Consistency
   Inconsistency of control concept and
    graphical design of mobile OS,
    esp. BlackBerry, Symbian and Android
   e.g. on Android:
    allocation of „Back“ and „Menu“ buttons,
    insufficient definition of style guides
UX: Don‘ts
   Request user input for self-evident or
    unnecessary information (waiver of
    prefill)
   Violation of OS style guide
   Adopt or copy concepts from other OS
   Unacceptably long start and reaction
UX: Do‘s
   Consistent, clear and obvious structure
   Intuitive controls (not requiring manuals)
   Short distances for clicks
   Obvious Use Cases (smartphone vs. tablet !)
    and
    dedicated added value versus mobile web site
   Reasonable and complete standard settings
UX: Examples
Positive (full screen game iOS)   Positive (full scrren game WP7)
UX: Examples
Negative (iOS Settings)   Positive (iOS Settings)
UX: Examples
Negative (iOS App)   Positive (iOS App)
UX: Examples
Negative (Android App)   Positive (Android App)
UX: Examples
Negative (WP7 App)   Positive (WP7 App)
UX: Examples
Positive (iOS App)   Positive (WP7 App)
UX: Examples
Positive (iOS App)   Positive (WP7 App)
UX: Context
UX may also significantly depend on
context.
E.g.: a banking app must not be playful or
higgledy-piggledy, but serious and lucid,
the design must suit to the banking and
security use case and claims.
UX: Context
   App Store: app description and
    pics
   Information politics
   Update frequency
   Extensions: Social Plugins,
    sharing
   Utilization of app ecosystem
Golden Ratio
      Since ≈ 2400 years,
      in mathematics and arts,
      the Golden Ratio or Divine Proportion
      applies to 2 quantities as follows:




      This ratio is the golden figure
      ⱷ (Phi) ≈ 1.618
Rule of Thirds
       Every photographer knows that
       desired objects are to be placed
       in thirds.
       Laying such a pattern of lines
       onto a WP7 display you can
       easily see that elements are
       placed in an optimal way.
Golden Ratio
      Laying the Golden Ratio‘s helix
      onto the display you can see
      that empty spaces are also set
      in an optimal way.
      Live Tiles are especially
      emphasized and the total
      composition looks balanced.
Design Guides
   iOS:
http://bit.ly/iOSDesignGuides
   Android:
http://bit.ly/AndroidDesignGuides
   Windows Phone:
http://bit.ly/WP7DesignGuides
Thank You
very much 
     Franz Haslbeck         André Haase




 Composed by: Franz Haslbeck, André
 Haase
 Presented by: Franz Haslbeck

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Camerjam mobile marketing masterclass m academy

  • 1. Mobile Retail & Brand Masterclass 24 April 2012 - Munich Mobile Apps
  • 2. ? Usability User Experience
  • 3. Definition „Usability“  degree of difficulty: intuitive handling (ease of use) and learnability (user adoption)  also: user-friendliness
  • 4. Definition „Usability“ Quality of user interaction with a system. User interface is defined as user-friendly, if it is simple and intuitive, suits for use case and user scenario. This includes methods of measurability: practicability (suitable), efficiency (quick), accessibility (barrier-free), typography, ergonomics, etc. Only since 2010 there are international common
  • 5. Definition „User Experience“  Individual, subjective, personally „felt“ user‘s impression of a product.
  • 6. Definition „User Experience“ Combination and interaction of anticipation & expectations, impressions, practical experience and evaluation (incl. both, usability and fun factor) of a product, system or service (or sum of them), involving or integrating context, with subjectively imposed standards and user estimation, fluctuating and varying.
  • 7. Definition „User Interface“  Interface of human-machine interaction  also: UI = graphical design and control concept
  • 8. Definition „User Interface“ Human-machine interaction (HMI) interface based on and optimized for human capabilities and needs, enabling the user to control and operate a machine or system with mutual input / output interpretation. This includes graphical design, display (visual), microphone and speakers (audio), human-device interface (HDI) accessories like keyboard, mouse or pen, haptic feedback, finger touch and gestures, etc.
  • 9. User Experience  Usability + User Interface + their consistency  Functionalities + added value  Individual expectations  Components of communication  Fun factor (gamification)  Context
  • 10. UX: Consistency  Inconsistency of control concept and graphical design of mobile OS, esp. BlackBerry, Symbian and Android  e.g. on Android: allocation of „Back“ and „Menu“ buttons, insufficient definition of style guides
  • 11. UX: Don‘ts  Request user input for self-evident or unnecessary information (waiver of prefill)  Violation of OS style guide  Adopt or copy concepts from other OS  Unacceptably long start and reaction
  • 12. UX: Do‘s  Consistent, clear and obvious structure  Intuitive controls (not requiring manuals)  Short distances for clicks  Obvious Use Cases (smartphone vs. tablet !) and dedicated added value versus mobile web site  Reasonable and complete standard settings
  • 13. UX: Examples Positive (full screen game iOS) Positive (full scrren game WP7)
  • 14. UX: Examples Negative (iOS Settings) Positive (iOS Settings)
  • 15. UX: Examples Negative (iOS App) Positive (iOS App)
  • 16. UX: Examples Negative (Android App) Positive (Android App)
  • 17. UX: Examples Negative (WP7 App) Positive (WP7 App)
  • 18. UX: Examples Positive (iOS App) Positive (WP7 App)
  • 19. UX: Examples Positive (iOS App) Positive (WP7 App)
  • 20. UX: Context UX may also significantly depend on context. E.g.: a banking app must not be playful or higgledy-piggledy, but serious and lucid, the design must suit to the banking and security use case and claims.
  • 21. UX: Context  App Store: app description and pics  Information politics  Update frequency  Extensions: Social Plugins, sharing  Utilization of app ecosystem
  • 22. Golden Ratio Since ≈ 2400 years, in mathematics and arts, the Golden Ratio or Divine Proportion applies to 2 quantities as follows: This ratio is the golden figure ⱷ (Phi) ≈ 1.618
  • 23. Rule of Thirds Every photographer knows that desired objects are to be placed in thirds. Laying such a pattern of lines onto a WP7 display you can easily see that elements are placed in an optimal way.
  • 24. Golden Ratio Laying the Golden Ratio‘s helix onto the display you can see that empty spaces are also set in an optimal way. Live Tiles are especially emphasized and the total composition looks balanced.
  • 25. Design Guides  iOS: http://bit.ly/iOSDesignGuides  Android: http://bit.ly/AndroidDesignGuides  Windows Phone: http://bit.ly/WP7DesignGuides
  • 26. Thank You very much  Franz Haslbeck André Haase Composed by: Franz Haslbeck, André Haase Presented by: Franz Haslbeck