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with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61.
2.
3.
4.
5.
6.
The Puget Sound Region
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
The Puget Sound Region
“They have the best coffee,
computers and smack”
—Robyn Hitchcock
Viva Sea-Tac
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
STREETS CARTOGRAPHY CALIPER CRANE
ESCAPEMENT TUMBLER_LOCK GEARS
PLUMBING SPIRAL_STAIRCASE
URBAN_PLANNING CROSSBOW WINCH
WHEELBARROW SHOWERS
CENTRAL_HEATING LIGHTHOUSE
ALARM_CLOCK CHAIN_DRIVE CANNON
LEVERS WATER_MILL GIMBAL DRY_DOCK
ANALOG_COMPUTERS FIRE_HOSE
VENDING_MACHINE WIND_VANE
CLOCK_TOWER AUTOMATIC_DOORS
Ancient Greek Technology
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
POLITICAL_PHILOSOPHY
ETHICS METAPHYSICS
ONTOLOGY LOGIC
BIOLOGY RHETORIC
& AESTHETICS
“Greek philosophy has
shaped the entire
Western thought since
its inception.”
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
ABACUS AMPHITHEATER AQUEDUCT ARCH
BOOK BRASS BRIDGE CAMEOS CAST_IRON
CEMENT CRANE DAM DOME LOOM
FLAMETHROWER GLASS BLOWING
HAND_SOAP HYDRAULICS HYDROMETER
KNIFE LIGHTHOUSES LEATHER MILLS
STEAM_ENGINE NEWSPAPER ODOMETER
PADDLE_WHEEL PEWTER POTTERY
REAPER SAILS RUDDER SAUSAGE SEWERS
SPIRAL_STAIRCASE STENOGRAPHY
STREET_MAPS SURGICAL_INSTRUMENTS
Some Innovations from the Roman Empire
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
“In an economy where the only certainty is
uncertainty, the one source of lasting
competitive advantage is knowledge. When
markets shift, technologies proliferate, and
products become obsolete almost overnight,
successful companies are those that
consistently create new knowledge,
disseminate it widely throughout the
organization and quickly embody it in new
technologies and products”
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are you’ve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#1
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
Phones are
about making
the most of
the moment,
simple tasks,
& context.
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
Tablets are
about focus,
consumption,
simple tasks
& portability.
...or just think of your
app as a great book.
with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are you’ve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#2
1 out of 3 projects
gosidewaysbecauseof
BAD DATA
Content is Data
thereisno
Design without Data
1 out of 3 projects
gosidewaysbecauseof
BAD DATA
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
“A new form of Web
content that is
meaningful to computers
will unleash a revolution
of new possibilities.”
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
Push or Pull?
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
Figure out how your app
will Push & Pull data
before you begin.
with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are you’ve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#3
JARGON ALERT
Context
The circumstances that form
the setting for an event,
statement, or idea, and in
terms of which it can be fully
understood and assessed.
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
Events
TV
Billboard
Radio
Live
Auditory
Kinesthetic
Visual
Word of
Mouth
Print Ad
Mobile
Device
QR
Events
TV
Billboard
Radio
Live
Website
Auditory
Kinesthetic
Visual
Word of
Mouth
Print Ad
Mobile
Device
WAP
SMS
QR Cod
SMS
QR Code
WAP
SMS
SMS
Bluetooth
WAP
MMS
MMS
Events
TV
Billboard
Radio
Live
Website
Auditory
Kinesthetic
Visual
Word of
Mouth
Print Ad
Mobile
Device
IVR
SMS
IVR
SMS
WAP
SMS
QR Code
SMS
QR Code
SMS
MMS
SMS
WAP
SMS
SMS
Bluetooth
Notify
WAP
WAP
MMS
Email
Send to
Friend
W
No
B
WAP Site
WAP Site
Join
Buy
MMS
ify
d to
nd
Discuss
Send to
Friend
Notify
Buy
Send to
Friend
Notify
Events
TV
Billboard
Radio
Live
Website
Auditory
Kinesthetic
Visual
Word of
Mouth
Print Ad
Mobile
Device
IVR
SMS
IVR
SMS
WAP
SMS
QR Code
SMS
QR Code
SMS
SMS
MMS
SMS
WAP
SMS
SMS
Bluetooth
Notify
WAP
WAP
MMS
Email
Send to
Friend
WAP Site
Notify
Buy
WAP Site
WAP Site
Send to
Friend
Join
Buy
Notify
Notify
Send to
Friend
Post WAP Site
MMS
Send to
Friend
Notify
Send to
Friend
Join
Discuss
Send to
Friend
Notify
Down
load
Down
loadNotify
Vote
Join
Vote
Notify
Buy
Send to
Friend
Notify
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
Always add value to the
users context*
Always add value to the
users context*
*Doing so requires a little Psych 101
with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are you’ve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#4
CONTEXT
MEDIUM
(Mobile)
INTERACTION
?
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
JARGON ALERT
Needs
The circumstances in which
something is necessary, or that
require some course of action.
Abraham Harold Maslow
(April 1, 1908 – June 8, 1970)
was an American psychologist.
He is noted for his concept-
ualization of a "hierarchy of
human needs", and is
considered the founder of
humanistic psychology.
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
“Unlike personality, attitudes
are expected to change as a
function of experience.”
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
Affect.
JARGON ALERT
Affective Response
The emotional response that
expresses an individual's degree
of preference for an entity.
Affect.
Behavior.
JARGON ALERT
Behavioral Intention
The verbal indication or typical
behavioral tendency of an
individual.
Affect.
Behavior.
Cognition.
JARGON ALERT
Cognitive Response
The evaluation of the entity that
constitutes an individual's beliefs
about the object.
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
The “deck” is still very much
alive and doing incredibly
well.
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are you’ve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#5
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
with Brian Fling
Rules for Building
Amazing Apps for
Mobile & Tablet
61. UNDERSTAND THE MEDIUM
Get to know what your tablet means to
your users and how they will use them.
2. GET YOUR DATA DIALED
Data is the new content, and it comes from
everywhere.
3. BE A MASTER OF CONTEXT
Dive into context, it is the easiest way to
level up to awesomeness.
4. DESIGN FOR INTERACTION
Chances are you’ve never done anything
like it before.
5. FOCUS ON THE DETAILS
A gift for pixel perfection and psych degree
can come in handy.
6. ALLOW AMPLE TIME
It takes a lot longer than you might think.
#6
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
Mobile Design = Web Design
Mobile Design = Web Design
The Elements of User Experience
A basic duality: The Web was originally conceived as a hypertextual information space;
but the development of increasingly sophisticated front- and back-end technologies has
fostered its use as a remote software interface. This dual nature has led to much confusion,
as user experience practitioners have attempted to adapt their terminology to cases beyond
the scope of its original application. The goal of this document is to define some of these
terms within their appropriate contexts, and to clarify the underlying relationships among
these various elements.
Jesse James Garrett
jjg@jjg.net
Visual Design: graphic treatment of interface
elements (the "look" in "look-and-feel")
Information Architecture: structural design
of the information space to facilitate
intuitive access to content
Interaction Design: development of
application flows to facilitate user tasks,
defining how the user interacts with
site functionality
Navigation Design: design of interface
elements to facilitate the user's movement
through the information architecture
Information Design: in the Tuftean sense:
designing the presentation of information
to facilitate understanding
Functional Specifications: "feature set":
detailed descriptions of functionality the site
must include in order to meet user needs
User Needs: externally derived goals
for the site; identified through user research,
ethno/techno/psychographics, etc.
Site Objectives: business, creative, or other
internally derived goals for the site
Content Requirements: definition of
content elements required in the site
in order to meet user needs
Interface Design: as in traditional HCI:
design of interface elements to facilitate
user interaction with functionality
Information Design: in the Tuftean sense:
designing the presentation of information
to facilitate understanding
Web as software interface Web as hypertext system
Visual Design: visual treatment of text,
graphic page elements and navigational
components
Concrete
Abstract
time
Conception
Completion
Functional
Specifications
Content
Requirements
Interaction
Design
Information
Architecture
Visual Design
Information Design
Interface Design Navigation Design
Site Objectives
User Needs
User Needs: externally derived goals
for the site; identified through user research,
ethno/techno/psychographics, etc.
Site Objectives: business, creative, or other
internally derived goals for the site
This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development)
that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a
user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today.
task-oriented information-oriented
30 March 2000
© 2000 Jesse James Garrett http://www.jjg.net/ia/
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
Mobile Design is Software Design
Mobile Design is Software Design
Mobile Design is an
entirely new breed of
design.
Of which the rules and best
practices are still being defined.
Over 10 years in mobile
& I still feel like it’s the
first day in school
Planning Interactions Design Integration Development Testing Fixes Deployment
DESIGNERS DEVELOPERS
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
6 Rules for Building Amazing Apps for Mobile & Tablet Devices
Case Studies
Get in Touch
Find Out How We Can Help You.
Brian Fling
Founder & President
brian@pinchzoom.com
+1 206 351-6060
Charlie Barr
Client Director
charlie@pinchzoom.com
+1 206 395-5085
My name is Brian Fling and
Iʼm a Mobile Designer
twitter.com/fling
bookmobiledesign.org
companypinchzoom.com
blogflingmedia.com
THANK YOU

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6 Rules for Building Amazing Apps for Mobile & Tablet Devices

  • 1. with Brian Fling Rules for Building Amazing Apps for Mobile & Tablet 61. 2. 3. 4. 5. 6.
  • 4. The Puget Sound Region “They have the best coffee, computers and smack” —Robyn Hitchcock Viva Sea-Tac
  • 19. STREETS CARTOGRAPHY CALIPER CRANE ESCAPEMENT TUMBLER_LOCK GEARS PLUMBING SPIRAL_STAIRCASE URBAN_PLANNING CROSSBOW WINCH WHEELBARROW SHOWERS CENTRAL_HEATING LIGHTHOUSE ALARM_CLOCK CHAIN_DRIVE CANNON LEVERS WATER_MILL GIMBAL DRY_DOCK ANALOG_COMPUTERS FIRE_HOSE VENDING_MACHINE WIND_VANE CLOCK_TOWER AUTOMATIC_DOORS Ancient Greek Technology
  • 22. “Greek philosophy has shaped the entire Western thought since its inception.”
  • 32. ABACUS AMPHITHEATER AQUEDUCT ARCH BOOK BRASS BRIDGE CAMEOS CAST_IRON CEMENT CRANE DAM DOME LOOM FLAMETHROWER GLASS BLOWING HAND_SOAP HYDRAULICS HYDROMETER KNIFE LIGHTHOUSES LEATHER MILLS STEAM_ENGINE NEWSPAPER ODOMETER PADDLE_WHEEL PEWTER POTTERY REAPER SAILS RUDDER SAUSAGE SEWERS SPIRAL_STAIRCASE STENOGRAPHY STREET_MAPS SURGICAL_INSTRUMENTS Some Innovations from the Roman Empire
  • 44. “In an economy where the only certainty is uncertainty, the one source of lasting competitive advantage is knowledge. When markets shift, technologies proliferate, and products become obsolete almost overnight, successful companies are those that consistently create new knowledge, disseminate it widely throughout the organization and quickly embody it in new technologies and products”
  • 55. with Brian Fling Rules for Building Amazing Apps for Mobile & Tablet 61. UNDERSTAND THE MEDIUM Get to know what your tablet means to your users and how they will use them. 2. GET YOUR DATA DIALED Data is the new content, and it comes from everywhere. 3. BE A MASTER OF CONTEXT Dive into context, it is the easiest way to level up to awesomeness. 4. DESIGN FOR INTERACTION Chances are you’ve never done anything like it before. 5. FOCUS ON THE DETAILS A gift for pixel perfection and psych degree can come in handy. 6. ALLOW AMPLE TIME It takes a lot longer than you might think. #1
  • 58. Phones are about making the most of the moment, simple tasks, & context.
  • 61. ...or just think of your app as a great book.
  • 62. with Brian Fling Rules for Building Amazing Apps for Mobile & Tablet 61. UNDERSTAND THE MEDIUM Get to know what your tablet means to your users and how they will use them. 2. GET YOUR DATA DIALED Data is the new content, and it comes from everywhere. 3. BE A MASTER OF CONTEXT Dive into context, it is the easiest way to level up to awesomeness. 4. DESIGN FOR INTERACTION Chances are you’ve never done anything like it before. 5. FOCUS ON THE DETAILS A gift for pixel perfection and psych degree can come in handy. 6. ALLOW AMPLE TIME It takes a lot longer than you might think. #2
  • 63. 1 out of 3 projects gosidewaysbecauseof BAD DATA
  • 66. 1 out of 3 projects gosidewaysbecauseof BAD DATA
  • 68. “A new form of Web content that is meaningful to computers will unleash a revolution of new possibilities.”
  • 76. Figure out how your app will Push & Pull data before you begin.
  • 77. with Brian Fling Rules for Building Amazing Apps for Mobile & Tablet 61. UNDERSTAND THE MEDIUM Get to know what your tablet means to your users and how they will use them. 2. GET YOUR DATA DIALED Data is the new content, and it comes from everywhere. 3. BE A MASTER OF CONTEXT Dive into context, it is the easiest way to level up to awesomeness. 4. DESIGN FOR INTERACTION Chances are you’ve never done anything like it before. 5. FOCUS ON THE DETAILS A gift for pixel perfection and psych degree can come in handy. 6. ALLOW AMPLE TIME It takes a lot longer than you might think. #3
  • 78. JARGON ALERT Context The circumstances that form the setting for an event, statement, or idea, and in terms of which it can be fully understood and assessed.
  • 82. Events TV Billboard Radio Live Website Auditory Kinesthetic Visual Word of Mouth Print Ad Mobile Device IVR SMS IVR SMS WAP SMS QR Code SMS QR Code SMS MMS SMS WAP SMS SMS Bluetooth Notify WAP WAP MMS Email Send to Friend W No B WAP Site WAP Site Join Buy MMS ify d to nd Discuss Send to Friend Notify Buy Send to Friend Notify
  • 83. Events TV Billboard Radio Live Website Auditory Kinesthetic Visual Word of Mouth Print Ad Mobile Device IVR SMS IVR SMS WAP SMS QR Code SMS QR Code SMS SMS MMS SMS WAP SMS SMS Bluetooth Notify WAP WAP MMS Email Send to Friend WAP Site Notify Buy WAP Site WAP Site Send to Friend Join Buy Notify Notify Send to Friend Post WAP Site MMS Send to Friend Notify Send to Friend Join Discuss Send to Friend Notify Down load Down loadNotify Vote Join Vote Notify Buy Send to Friend Notify
  • 88. Always add value to the users context*
  • 89. Always add value to the users context* *Doing so requires a little Psych 101
  • 90. with Brian Fling Rules for Building Amazing Apps for Mobile & Tablet 61. UNDERSTAND THE MEDIUM Get to know what your tablet means to your users and how they will use them. 2. GET YOUR DATA DIALED Data is the new content, and it comes from everywhere. 3. BE A MASTER OF CONTEXT Dive into context, it is the easiest way to level up to awesomeness. 4. DESIGN FOR INTERACTION Chances are you’ve never done anything like it before. 5. FOCUS ON THE DETAILS A gift for pixel perfection and psych degree can come in handy. 6. ALLOW AMPLE TIME It takes a lot longer than you might think. #4
  • 95. JARGON ALERT Needs The circumstances in which something is necessary, or that require some course of action.
  • 96. Abraham Harold Maslow (April 1, 1908 – June 8, 1970) was an American psychologist. He is noted for his concept- ualization of a "hierarchy of human needs", and is considered the founder of humanistic psychology.
  • 104. “Unlike personality, attitudes are expected to change as a function of experience.”
  • 107. JARGON ALERT Affective Response The emotional response that expresses an individual's degree of preference for an entity.
  • 109. JARGON ALERT Behavioral Intention The verbal indication or typical behavioral tendency of an individual.
  • 111. JARGON ALERT Cognitive Response The evaluation of the entity that constitutes an individual's beliefs about the object.
  • 115. The “deck” is still very much alive and doing incredibly well.
  • 119. with Brian Fling Rules for Building Amazing Apps for Mobile & Tablet 61. UNDERSTAND THE MEDIUM Get to know what your tablet means to your users and how they will use them. 2. GET YOUR DATA DIALED Data is the new content, and it comes from everywhere. 3. BE A MASTER OF CONTEXT Dive into context, it is the easiest way to level up to awesomeness. 4. DESIGN FOR INTERACTION Chances are you’ve never done anything like it before. 5. FOCUS ON THE DETAILS A gift for pixel perfection and psych degree can come in handy. 6. ALLOW AMPLE TIME It takes a lot longer than you might think. #5
  • 129. with Brian Fling Rules for Building Amazing Apps for Mobile & Tablet 61. UNDERSTAND THE MEDIUM Get to know what your tablet means to your users and how they will use them. 2. GET YOUR DATA DIALED Data is the new content, and it comes from everywhere. 3. BE A MASTER OF CONTEXT Dive into context, it is the easiest way to level up to awesomeness. 4. DESIGN FOR INTERACTION Chances are you’ve never done anything like it before. 5. FOCUS ON THE DETAILS A gift for pixel perfection and psych degree can come in handy. 6. ALLOW AMPLE TIME It takes a lot longer than you might think. #6
  • 133. Mobile Design = Web Design
  • 134. Mobile Design = Web Design
  • 135. The Elements of User Experience A basic duality: The Web was originally conceived as a hypertextual information space; but the development of increasingly sophisticated front- and back-end technologies has fostered its use as a remote software interface. This dual nature has led to much confusion, as user experience practitioners have attempted to adapt their terminology to cases beyond the scope of its original application. The goal of this document is to define some of these terms within their appropriate contexts, and to clarify the underlying relationships among these various elements. Jesse James Garrett jjg@jjg.net Visual Design: graphic treatment of interface elements (the "look" in "look-and-feel") Information Architecture: structural design of the information space to facilitate intuitive access to content Interaction Design: development of application flows to facilitate user tasks, defining how the user interacts with site functionality Navigation Design: design of interface elements to facilitate the user's movement through the information architecture Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding Functional Specifications: "feature set": detailed descriptions of functionality the site must include in order to meet user needs User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site Content Requirements: definition of content elements required in the site in order to meet user needs Interface Design: as in traditional HCI: design of interface elements to facilitate user interaction with functionality Information Design: in the Tuftean sense: designing the presentation of information to facilitate understanding Web as software interface Web as hypertext system Visual Design: visual treatment of text, graphic page elements and navigational components Concrete Abstract time Conception Completion Functional Specifications Content Requirements Interaction Design Information Architecture Visual Design Information Design Interface Design Navigation Design Site Objectives User Needs User Needs: externally derived goals for the site; identified through user research, ethno/techno/psychographics, etc. Site Objectives: business, creative, or other internally derived goals for the site This picture is incomplete: The model outlined here does not account for secondary considerations (such as those arising during technical or content development) that may influence decisions during user experience development. Also, this model does not describe a development process, nor does it define roles within a user experience development team. Rather, it seeks to define the key considerations that go into the development of user experience on the Web today. task-oriented information-oriented 30 March 2000 © 2000 Jesse James Garrett http://www.jjg.net/ia/
  • 137. Mobile Design is Software Design
  • 138. Mobile Design is Software Design
  • 139. Mobile Design is an entirely new breed of design. Of which the rules and best practices are still being defined.
  • 140. Over 10 years in mobile & I still feel like it’s the first day in school
  • 141. Planning Interactions Design Integration Development Testing Fixes Deployment DESIGNERS DEVELOPERS
  • 146. Get in Touch Find Out How We Can Help You. Brian Fling Founder & President brian@pinchzoom.com +1 206 351-6060 Charlie Barr Client Director charlie@pinchzoom.com +1 206 395-5085 My name is Brian Fling and Iʼm a Mobile Designer twitter.com/fling bookmobiledesign.org companypinchzoom.com blogflingmedia.com THANK YOU