Slides from my class on November 19th 2012 at General Assembly in London about designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
GA London - Designing for multiple devices, 28may2012Anna Dahlström
Slides from my class on May 28 2012 at General Assembly London on designing for multiple devices.
ABSTRACT
The rise in mobiles and tablets have changed the way we consume and interact with content, but also the way we design and what we base our design approach on. This class will teach you about the shift in user expectations, behaviour- and consumption patterns and what that means for designing products that will be used on multiple devices. Coming out of it you'll be equipped with guiding principles and tools to tackle the multiple device jungle.
Designing for multiple devices, GA London - 6 Aug 2012Anna Dahlström
1. Transport for London should create a responsive website rather than a bespoke mobile site or app.
2. A responsive site allows for a continuous user experience across devices and future-proofs the site.
3. An app may not be necessary if most traffic comes through shared links on the desktop site.
4. Analytics should continue to be monitored to determine if an app would provide additional value.
This document discusses considerations for designing apps for the iPad. It provides statistics on iPad adoption rates and user demographics. It emphasizes that the iPad is a third category of device distinct from phones and laptops. The document outlines new design principles for the iPad's large touchscreen, including minimizing buttons, direct manipulation, handling different orientations. It stresses the importance of visual design and graphics, as well as usability factors like element sizes and hand positions.
Part 2: Designing For Multiple Devices - GA London, 18 Mar 2013Anna Dahlström
Slides from my part 2 class of Designing for multiple devices run at General Assembly in London on the 18th of March 2013.
ABSTRACT
In Fundamentals for Designing for Multiple Devices, we covered the basics of responsive design and mobile apps (for both Android & iOS). We also looked at how user expectations have shifted behaviour, how consumption patterns have changed and what that has meant for designing products that will be used on multiple devices. This follow-on session will take outset in the guiding principles covered in the previous class and take a closer look at:
- common challenges faced when designing for multiple devices and how to address them
- content strategy and hierarchy across devices
- navigation patterns for responsive design
- app structures and navigation patterns
- how to test both responsive sites and apps
Presented by Stephanie Rieger at Breaking Development in Dallas, April 11 2011 and Mobilism in Amsterdam, May 12, 2011.
Context is often cited as the single most important factor in design for the mobile medium. Mobile devices are of course 'mobile', but they are also small, always on, always with us, and can instantly connect us to the people we love. Mobile services must therefore be simple, social, and well-focussed--enabling us to quickly get things done on even the smallest screens.
This is all well and good, but mobile devices have changed. They may be mobile, but many have already stopped being 'phones'—nor do they resemble what we traditionally think of as computers. This presentation will explore how our use, and perception of mobile devices is changing, and how these changes may impact how we should design for them going forward.
This document discusses the diversity of mobile devices and user experiences globally. It notes that while smartphones have gained popularity in some markets, global smartphone penetration remains only around 23% and the mobile experience varies greatly depending on location, device capabilities, and network infrastructure. This diversity is likely to continue as new platforms and low-cost devices disrupt the market.
Some people say the web is dying, but I believe it’s just getting started. And what will kick it into overdrive is the Physical Web: the ability to discover, engage, and interact with smart devices (or that “dumb” tree over there) using nothing more than a browser.
In this presentation, we explore the impact these new capabilities may have on the way we design and think about this (increasingly near) future web.
This document discusses emerging technologies and how they are blurring the lines between the digital and physical worlds. It explores concepts like smart connected objects, Internet of Things, and how the web can better integrate with native apps and experiences. The document advocates for a more seamless experience where the web enhances and complements other technologies instead of trying to replace them.
Fundamentals of Designing for Multiple Devices - GA, New York, 07 Oct 2013Anna Dahlström
Slides from my Designing for multiple devices class at General Assembly in New York on the 7th of October 2013.
The rise in smartphones and tablets has not only changed the way we consume and interact with content, but also the way we design and approach it. This class will explore the shifting of user expectations, changes in behavior and consumption patterns, and what these advancements mean for designing products across different platforms.
Takeaways:
- An understanding of how user expectations have shifted over the last few years with regards to the use of multiple devices and how this has affected behavior and consumption patterns among consumers
- The impact this has on how to approach and design products and services that will be used on multiple devices
- An overview and understanding of the difference between mobile websites vs. responsive design vs. apps and the basics of each
- Guiding principles, resources and tools to help tackle the multiple device jungle
Adaptation: Why responsive design actually begins on the serveryiibu
The document discusses how responsive design begins on the server by adapting to different devices. It notes that as more devices have become capable of accessing the web, including lower-cost smartphones and basic phones, the definition of what constitutes a "smartphone" has expanded. It argues that while there is diversity in mobile devices, many lower-end devices still provide web access and basic smartphone functionality at an affordable price for many users.
Part 1: Fundamentals of Designing for Multiple Devices - GA London, 24 Jul 2013Anna Dahlström
Slides from the first of my 3 part series classes at General Assembly in London on the 24th of July 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This introductory class will cover the basics of responsive design and mobile apps (for both Android and iOS), and how expectations and practices have changed for both.
UCD14 Talk - Anna Dahlstrom - Device Agnostic Design: How to get your content...UCD UK Ltd
The document discusses device agnostic design, which aims to create content that can be accessed and displayed well on any device. It emphasizes building with reusable modular components rather than bespoke designs for each device. The key aspects are understanding content stacking strategies across screens, using content-based rather than device-based breakpoints, and designing interactive elements that work for both touch and non-touch interfaces. The goal is to provide users with a continuous experience regardless of the device they use.
Bright talk if they cant use it, it doesnt work - finalAndrew White
The document discusses how latency and poor user experience can negatively impact systems in the cloud. It emphasizes the importance of monitoring from an end-user perspective to identify sources of latency. The key is to continually monitor all parts of the system, including individual transactions, infrastructure components, and end-user experience to drive the right actions that improve performance and optimize systems deployed in the cloud.
Midway through a project, a client of ours recently said "One thing I'm learning is that it's ok to give up on the desktop experience once it stops making sense". This wasn't an isolated incident. In fact, i'm beginning to think desktop web sites stopped making sense quite a while ago. We've just had nothing viable to replace them with. Mobile apps have given us a glimpse, but I think they're merely a glimpse into something bigger.
Mobile isn't merely a new stage in the evolution of the web, it's not even merely a new context, it's the very early stages of an entirely new system. A system that has already started to shape our environment, affect the way we live, how we choose to connect with others, and how we're able to spend our time. A system that is also slowly unravelling our assumptions and causing us to question the very reason we build web sites, why people visit them, and where the true value of the web actually lies.
Presented by Stephanie Rieger at Breaking Development in Orlando, Florida on April 17, 2012.
This document provides an overview of practical technologies that can be used for community engagement and civic participation. It discusses how social media and mobile phones are ubiquitous technologies that can be leveraged. Specific tools are presented for gathering and sharing information through photos, videos, audio, maps and messaging. APIs, mobile applications and platforms for crowdsourcing, surveys and fundraising are presented as ways to better connect with and involve community members.
Google Glass, smart watches, athletic monitoring bracelets, and even Oculus Rift, the virtual reality goggles, have triggered the imagination of mobile developers ready to explore the potential of placing a computer on the body. Researchers have been developing wearable computers for many years, but today’s miniaturized, low-cost components and powerful mobile processors have made it easy to develop devices that integrate a persons physical state, location, and gestures. These devices can solve many accessibility issues, from detecting oncoming sirens for deaf individuals to hands-free control of mobile phones, wheelchairs, and other devices. Head mounted devices track the user’s sightline, motion-based sensors track gestures and movements, and geolocation provides context specific information. This talk introduces today’s wearable computers, key research projects, and what ideas for future products.
The document discusses personal electronic devices in libraries. It begins by introducing the topic and noting the problems libraries are trying to solve regarding gadgets. It then provides details on the rise of iOS and Android devices and discusses how libraries can manage these operating systems. It concludes by covering legal issues like digital rights management and licensing terms for content on devices like Kindles.
The document discusses the One Laptop per Child (OLPC) project which aimed to provide $100 laptop computers to children in developing countries. It provides an overview of the OLPC design process from 2005-2008 including links to design prototypes and analyses. It notes that some criticized the project for having a design developed top-down without input from intended users, and that the laptop's aesthetics may have made it a target for theft in some environments.
The document discusses the history and evolution of the One Laptop Per Child (OLPC) initiative, which aimed to provide affordable laptop computers to children in developing countries. It traces OLPC's development of the $100 laptop from 2005 onward, and discusses both praise and criticism for its designs. While OLPC had ambitious goals of connecting children globally and changing education, it struggled with technical limitations, lack of teacher training, and questions around whether laptops were actually needed or useful for all students. After over a decade, OLPC programs have wound down in most countries as other technologies like smartphones became more prevalent.
This document discusses why quitting smoking cold turkey is the best method. Some key points:
- Quitting cold turkey means stopping smoking immediately without aids like nicotine replacements. It is free and gets nicotine out of the body quickly.
- With preparation and support, cold turkey has a high success rate since willpower is the primary factor. Tips include avoiding triggers, exercising, drinking water, and getting a support system.
- Studies show cold turkey is the most effective method. While withdrawal is intense, it is usually short-lived unlike tapering off nicotine replacements. Success depends on desire to quit and healthy lifestyle changes during the process.
Freedom from nicotine addiction what does it implyJane Allen
Freedom from nicotine addiction implies improved health, finances, and lifestyle. Quitting smoking leads to better physical health immediately as heart rate and blood pressure drop. It also means saving thousands of dollars annually that would have been spent on cigarettes. Ex-smokers experience increased self-confidence and social freedom as they are no longer limited by smoking restrictions. Permanently quitting requires altering one's relationship with smoking to achieve true freedom from nicotine addiction.
Developing healthy habits after quit smokingJane Allen
This document discusses developing healthy habits after quitting smoking to maintain long-term cessation. It outlines Dr. Lester Breslow's 1972 research showing people who quit smoking and adopted healthy habits of diet, exercise and sleep lived 11 years longer. The document then provides tips for developing healthy habits like regular exercise, picking up hobbies, healthy snacking, and rewarding yourself to replace smoking urges and stay smoke-free.
The document discusses 5 different ways to quit smoking: water therapy, nicotine replacement therapy, cold turkey, hypnotherapy, and varenicline. Water therapy involves drinking water to flush toxins from the body and reduce cravings. Nicotine replacement therapy provides nicotine through patches, gums, or inhalers to satisfy physical dependency. Cold turkey involves quitting abruptly using willpower alone. Hypnotherapy uses hypnosis to help smokers quit. Varenicline blocks nicotine receptors in the brain and has a high success rate. The document encourages smokers to approach quitting positively and rely on methods like these to overcome addiction.
Discover the exact ways smoking affects the skin and even leads to skin cancer. Also educate yourself about how to prevent the skin damage that smoking brings.
Using the commit lozenge to stop smokingJane Allen
The document discusses using the Commit Lozenge to stop smoking. It provides information on how Commit Lozenges work to curb nicotine cravings and help people quit smoking. The lozenges release nicotine gradually to help manage withdrawal symptoms without smoking. Instructions are given on using Commit Lozenges correctly over 12 weeks to gradually wean off nicotine addiction. Research studies have found the lozenges to be an effective smoking cessation aid when used as directed.
The document outlines natural remedies to help people quit smoking without medication. It discusses how smoking is addictive due to nicotine but causes withdrawal symptoms that make quitting difficult. It then describes home remedies like drinking water, taking vitamins and supplements, eating a healthy diet, and using ginger, lobelia, oats, licorice sticks, grape/orange juice, and honey to help overcome cravings and detox the body from nicotine when quitting smoking. The document encourages using these natural remedies to support quitting smoking.
Best Practice For UX Deliverables - Eventhandler, London, 05 March 2014Anna Dahlström
The document discusses best practices for UX deliverables. It emphasizes that UX deliverables should be adapted to the intended audience and add value. Deliverables should have a clear narrative and tell a story. Creating visually engaging deliverables that keep the audience's attention is important, especially when presenting to clients who may not have a background in UX. The document also stresses that UX is about collaboration between different roles and that effective deliverables facilitate common understanding between teams.
Discover the effects of smoking on your finances,society,health,environment and unborn baby.These slides will open your eyes to the harmful effects of tobacco,so,much so that you won't want to touch it again.
This document discusses ex-smokers' cough, which is the persistent cough some smokers experience after quitting cigarettes. It explains that this cough occurs as the cilia in the lungs regenerate after being damaged by smoking and work to clear toxins out of the lungs through coughing. While the cough can be severe, it is temporary and a natural part of the body's healing process after smoking. The document provides tips for soothing the cough like staying hydrated, eating fruits and vegetables, and exercising. It concludes by emphasizing that the cough will subside within a few weeks as the lungs continue to heal.
Frequently asked questions about using the nicotine gumJane Allen
The nicotine gum is used to help people stop smoking by gradually supplying nicotine to relieve cravings during withdrawal. However, it does not cure nicotine addiction and users can become addicted to the gum instead of cigarettes. The gum works by releasing nicotine into the bloodstream through the tissues in the mouth. Side effects may include headaches, indigestion and jaw pain. Users are advised to chew slowly and not exceed 24 pieces per day to avoid overdose.
The document discusses whether lungs heal after quitting smoking. It explains that the lungs have an ability to heal themselves once smoking stops. Within a few months of quitting, lung function improves, and within a year, coughing and shortness of breath decrease. While lung cancer risk decreases significantly after 10 smoke-free years, it never returns to the level of a non-smoker. The tips provided can help cleanse the lungs faster after quitting smoking through a healthy diet, exercise, deep breathing, and avoiding irritants.
Part 3: Advanced Designing for Multiple Devices - GA London, 07 Aug 2013Anna Dahlström
Slides from the third of my 3 part series classes at General Assembly in London on the 7th of August 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This 90-minute session will focus on designing for touch across devices - including hybrids - as well as the challenges and opportunities of responsive content. We will cover how to find a balance between controlling layouts and making your products as responsive as possible. By the end of the session you'll have an understanding of:
- the different ways people physically hold and interact with their devices
- how hybrid devices impact design decisions
- why the mobile context matters and what you need to consider
- how to adapt content to device layout and orientations
- using content as the basis for breakpoints rather than devices
- and a framework to use as the starting point for approaching modular and responsive design from an information architect (IA) and user experience (UX) point of view
Device Agnostic Design - UCD2014, London 25 Oct 2014Anna Dahlström
Slides from my Device Agnostic Design talk at UCD London
http://2014.ucduk.org/session/device-agnostic-design-how-to-get-your-content-to-go-anywhere/
ABSTRACT:
There was a time when we did glossy page designs and when those designs were pretty much what we saw in our desktop browsers. With the introduction and rise of smartphones, tablets, phablets there isn’t one view of our designs anymore.
Instead, what we create needs to be able to adapt in a way that is suitable for the device as well as where and how it’s being used.
With responsive design we’ve learnt the basics of how to adapt content, interactions and layouts so that it works across devices. But with further developments in technology and screens, our content is going to go anywhere. As a result we need to move away from designing for specific devices to solutions that are device agnostic. For us as UX designers this means means letting content rather than devices guide layouts, and also increasingly moving away from designing and wireframing pages to focusing on the modules that those views are made up of. But there are other aspects to consider in device agnostic design.
In this talk I walk through why device agnostic design matters, what it means and how we go about it.
The document discusses how the internet and mobile technology have become integrated into everyday life. Key points include:
- The internet is no longer an activity confined to desktop computers, but something that people access constantly through mobile devices.
- There are now over 5 billion mobile subscribers globally, and mobile phones are becoming as powerful as computers were a few years ago.
- People use their mobile devices to engage in many activities like chatting, scheduling, shopping, and following up on things looked up on other devices.
- Mobile internet usage is shifting from just short activities to complementing and facilitating longer tasks like research, transactions, and important decisions.
Beyond The Mobile Web By Yiibu 110412113255 Phpapp01Therese Kokot
Mobile internet access is becoming ubiquitous, with over 1.3 billion people now using their mobile devices to access the internet. Context for how the internet is accessed has changed dramatically, with people now commonly using their phones, tablets, and other devices to engage in many online activities both brief and extended. This has disrupted traditional models of web design which focused on desktop access with predictable contexts. A new approach is needed to create engaging mobile content in this environment of tremendous diversity and unpredictability.
The document discusses how the internet and mobile technology have become integrated into everyday life. Key points include:
- The internet is no longer an activity confined to desktop computers, but something that people access constantly through mobile devices.
- There are now over 5 billion mobile subscribers globally, and mobile phones are becoming as powerful as computers were a few years ago.
- People use their mobile devices to engage in many activities like chatting, scheduling, shopping, and following up on things looked up on other devices.
- Mobile internet usage is shifting from just short activities to complementing and facilitating longer tasks like research, transactions, and important decisions.
The document discusses designing experiences for multiple devices. It notes that users now own and switch between multiple devices throughout the day, from phones to tablets to wearables. As such, designers must consider how to provide equal, continuous experiences across different platforms and prioritize building modular content that can be adapted for any device or input method. Navigation and usability must work seamlessly regardless of screen size or input type.
Beyond The Hamburger Menu - MOBX, 13 Sep 2014Anna Dahlström
The document discusses designing experiences for multiple devices. It notes that users now own and switch between multiple devices throughout the day, from phones to tablets to wearables. As such, designers must consider how to provide equal, continuous experiences across different platforms and prioritize building modular content that can be adapted for any device or input method. Navigation and usability must work seamlessly regardless of device.
This document discusses improving mobile user experiences. It notes that mobile is the primary way people access the internet in some countries. Constraints on mobile like form factor and battery life must be considered. Simple interfaces work best for mobile. Native apps have advantages over mobile web, but the line is blurring. Windows Mobile was replaced by Windows Phone 7 which improved the user experience. The document emphasizes understanding user behaviors and focusing on usability.
The document discusses how technology is increasingly woven into everyday life and the physical world. It describes several new technologies like smart connected objects, self-driving cars that collect data, smart forks that track eating habits and communicate with apps. It argues that the web needs to embrace these new technologies and find ways to connect physical systems to provide more seamless experiences, rather than trying to compete with native apps. The future may involve the web enabling discovery of physical objects and powering connections between various systems and technologies.
In the palm of the customer - mobile marketing & social mediaAndreas Beining
Social media in Norway
Smartphones in Norway
How is mobile different?
Examples of use: Location based content, Coupons, QR-codes
The future is here: methods of payment, What’s next?
It was presented at the Norwegian Business School the 19.9.2012 for Linjeforeningen for MSc i Strategic Marketing Management. A similar presentation about mobile marketing was held for Altiweb’s GoMobile! seminar the 3.5.2012 and at OMG’s breakfast seminar the 30.5.2012.
1. Mobile devices have become the primary way people access media through smartphones, tablets, and other screens. Most media interactions are with mobile screens and smartphone ownership continues to rise rapidly.
2. Opportunities on mobile go beyond apps to considering how mobile usage has changed user behavior and discovering the paths users take to content across multiple devices. User research is key to understanding this.
3. Design for mobile must optimize for thumb and eyeball-only interactions, use touch targets large enough for fingers, and consider network limitations. Images should be optimized for recognition or description.
Beyond the hamburger menu - Digital Doughnut, London 25 Nov 2014Anna Dahlström
The document discusses designing experiences for multiple devices. It notes that people use different devices throughout the day, switching between them, so experiences need to be consistent across platforms. It also highlights that mobile experiences now drive a large portion of online activity and commerce. Designing for the capabilities of each device, rather than just focusing on mobile, is important to provide the best user experience on all platforms.
Human: Thank you, that is a concise 3 sentence summary that captures the key points of the document.
More people are using mobile platforms to access information - can your business afford to be left behind in an age of rapid digital transformation?
When once it was acceptable to be in the late majority when it came to adjusting your business to technological advancements, nowadays you have to lead the pack in order to be a viable business.
Beyond The Hamburger Menu, UX Ireland, 10 Nov 2016Anna Dahlström
Slides from my talk at UX Ireland on 10 November 2016
http://uxireland.net/sessions/index.php?session=108
Abstract:
From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behinds the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Part 2: Intermediate Designing for Multiple Devices - GA London, 31 Jul 2013Anna Dahlström
Slides from the second of my 3 part series classes at General Assembly in London on the 31st of July 2013.
https://generalassemb.ly/education/designing-for-multiple-devices-3-part-series/london/2172
ABSTRACT
This follow-on session will build onto the guiding principles covered in the previous class, taking a closer look at:
- the common challenges faced when designing for multiple devices and how to address them
- content strategy and hierarchy across devices
- app structures and navigation patterns for responsive design
- how to test both responsive sites and apps
The document discusses how the context in which mobile devices are used has become increasingly complex and unpredictable. Guidelines from a few years ago around mobile design being context-driven are now outdated, as mobile and Internet-connected devices have proliferated and their uses have diversified. Over 5 billion people now own mobile devices, which for many are their primary or only means of Internet access. This shift has dramatically changed user behavior and expectations.
The document discusses how the context in which mobile devices are used has become increasingly complex and unpredictable. Guidelines from a few years ago around mobile design being focused on quick tasks and limited attention are no longer reliable given that mobile interactions now occur in many contexts. The rise of affordable smartphones and proliferation of connected devices means that for many people around the world, a mobile device may be their only access to the internet. This is dramatically impacting user behavior and expectations.
EduWeb - Building a Responsive Website for the Presidential DebateJon Liu
“Building a Responsive Website for the Presidential Debate” by Jon Liu at eduWeb Conference in Boston on July 31, 2012
Videos in presentation:
Monkey Video - http://www.ted.com/talks/frans_de_waal_do_animals_have_morals.html
Dollar Shave Club -
The document discusses how mobile devices and connectivity are changing consumer behavior and opportunities for brands. It notes that people now spend more time online than with traditional media, and that mobile access allows people to be constantly connected. Brands can take advantage of this new context by creating mobile apps and content that provide immediate utility and engage customers in conversations. A "moveable brand" meets customers on mobile platforms and enhances communication through contextual and social interactions to build loyalty over time.
Library Skunk Works: User Experience Design for the 21st Century LibraryJohn Blyberg
The document discusses user experience (UX) design for libraries. It defines UX as a planned, positive experience that is more than the sum of its parts. It discusses factors like culture, society, the mind, metrics, components like interfaces and physical spaces, and values like inspiration and personal transformation that relate to UX. It also discusses inhibitors like security and apathy. The document provides examples of how the Darien Library applies UX principles through mobility, communication, marketing, and more.
Similar to Designing for multiple devices - GA London, 19 Nov 2012 (20)
Optimising Landing Pages Through Narrative Structure - Digital Growth Unleash...Anna Dahlström
Slides from my talk at Digital Growth Unleashed in London on the 17 October 2018.
ABSTRACT
In all good stories things happen for a reason. Every prop and character that is present, every line that is spoken and song that is played has a role to play in making the story come together. In this talk Anna takes us on a journey of what we can learn from traditional storytelling methods when it comes to optimising landing pages and how narrative structure is key in ensuring we're telling the right story to the right audience, at the right time.
https://digitalgrowthunleashed.co.uk/agenda/?rmid=session57101#s-session57101
Using Storytelling to Create Experiences that Convert - Conversion Elite, Lon...Anna Dahlström
The document discusses using storytelling to create experiences that convert. It provides examples of how stories can motivate people and influence their beliefs and behaviors. The key aspects of storytelling discussed are the plot, characters, and setting of the story. The document advocates mapping out customer journeys to understand how stories and experiences are structured at each stage.
How To Use Storytelling To Craft Experiences That Engage - IIeX EU, Amsterda...Anna Dahlström
The document discusses using storytelling to craft engaging experiences. It provides examples of how stories influence our beliefs and behaviors more than facts or arguments. The presentation outlines principles of storytelling like plot, characters, and setting to understand problems, deliver solutions, and present outputs. It emphasizes applying dramaturgy to visualize experiences and map customer journeys through different stages with touchpoints.
Beyond The Hamburger Menu - UX In The City Oxford, 21 Apr 2017Anna Dahlström
Slides from my talk Beyond the Hamburger Menu at UX In The City Oxford
http://uxinthecity.net/2017/oxford/sessions/index.php?session=109
ABSTRACT
From myths to trends and best practice, actual usage, engagement, design patterns and interactions - in this session, I will go through the insights behind the stats and take a look at the reality behind mobile and what really matters when designing for multiple devices.
Using Storytelling To Craft Multi-device Experiences That Convert - CXL Live,...Anna Dahlström
This document discusses using storytelling techniques to design multi-device experiences that optimize conversion. It emphasizes understanding users' journeys through dramaturgy and defining characters, plots, and environments. By mapping the experience ecosystem and asking fundamental questions, designers can move from data-driven mechanics to architecting experiences grounded in users' needs and contexts. This approach facilitates clearer, more accurate understanding from the start of a project.
Storytelling In Design - SXSW, 13 March 2017Anna Dahlström
Slides from my two talks at SXSW 2017 about my upcoming book 'Storytelling in design'.
http://schedule.sxsw.com/2017/events/PP65833
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and notifications at the right time, and on the right device.
Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design and business, in this talk Ms. Dahlstrom shares how we can instil a bit of magic in the work we do and hereby ensure that we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling In Design - DXN, Nottingham, 8 Feb 2017Anna Dahlström
Slides from my talk about Storytelling In Design at Design Exchange Nottingham on 8 Feb 2017.
http://dxnevent.com/
ABSTRACT
To every great story there's a bit of magic involved and so there is to experiences that just work and deliver the right content, interactions and nudges at the right time, and on/via the right device. Drawing on tried and tested storytelling principles from film, fiction, and music and applying them to the context of UX design, in this talk Anna shares how the increasingly complex world we’re designing for is our biggest asset and how storytelling in design can help us instil a bit of everyday magic in the work we do, for our users, and for us.
Storytelling In Design - Conversion Hotel, Texel NL, 20 Nov 2016Anna Dahlström
Slides from my talk at Conversion Hotel on 20th November 2016 about how we can apply principles from traditional storytelling to our design process to help define and create better multi-device experiences.
http://conversionhotel.com/
Slides from my talk at Generate London on the 23 September 2016 http://www.generateconf.com/london-2016 #generateconf
ABSTRACT
There was a time when we did glossy page designs and those designs were pretty much what we saw in our desktop browsers. With the rise of smartphones, tablets and smartwatches, there isn’t one view of our designs any more.
With further developments in technology and screens, our content could go anywhere. As a result we need to move away from designing for specific devices to solutions that are device-agnostic. For UX designers that means means letting content guide layouts, and moving away from designing pages to focusing on the modules that those views are made up of.
In this talk Anna will walk through why device-agnostic design matters, what it means and how we go about it.
Storytelling In Design - Funkas Tillgänglighetsdagar, 12 Apr 2016Anna Dahlström
Slides from my talk at Funkas Tillgänglighetsdagar 12 April 2016
http://www.funka.com/vi-erbjuder/funkas-tillganglighetsdagar/
ABSTRACT
As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling For Multi-device Design - Bulgaria Web Summit, 20 Feb 2016Anna Dahlström
Slides from my talk at The Bulgaria Web Summit on 20 Feb 2016
http://bulgariawebsummit.com/
ABSTRACT
As the number of devices we use on a daily basis grows, considering each device's role at different times, situations and contexts is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design is fading. Yet our need to ensure we understand where they are in their journey, so that we can deliver the right content and interactions at the right time, and on the right device, is ever more important. In this talk Anna will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape to help ensure we create better multi-device experiences for our users and healthier bottom lines for our businesses.
Storytelling In A Multi Device Landscape - Amuse, Budapest 30 Oct 2015Anna Dahlström
Slides from my talk at the Amuse conference in Budapest 28 - 30 October 2015. http://amuseconf.com/ #amuseconf
ABSTRACT
As the number of devices we use are increasing, considering each device's role at different times, situations and context is becoming increasingly important. Our ability to control where a user is coming from and how they get around the experiences we design are becoming less and less. But the one we can still understand is what a user wants, and needs. In this talk I will look a the principles behind storytelling in design and how they can be translated onto a multi device landscape.
Designing Around Storytelling - Breaking Borders, Reading 18 August 2015Anna Dahlström
Slides from my talk at Breaking Borders on the 18 August. http://breakingborde.rs/past-events/engagement/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
Responsivt - Inte bara för mobilen + Webbdagarna Växjö, 04 Dec 2014Anna Dahlström
Slides from my talk at Webbdagarna Växjö on the 4 December 2014.
http://www.webbdagarna.se/vaxjo-2014/program
Video (in Swedish): http://internetworld.idg.se/2.1006/1.600683/responsivt---inte-bara-for-mobilen
Abstract:
Responsiv design ses av många som ett sätt att anpassa sina sajter till att användare surfar på mobilen eller surfplattan. Men responsivt är mycket mer än så. Det är ett sätt att framtidssäkra sina digitala tjänster för en framtid med nya enheter av alla olika storlekar.
Slides from my talk at Cambridge Usability Group on the 12th of May 2014
http://www.eventbrite.co.uk/e/designing-better-ux-deliverables-tickets-11542298325
Needing to produce some kind of deliverables throughout a project is inevitable: it might be user research reports to inform senior stakeholder; usability test results to communicate to developers; sketches and wireframes to pass on to web designers.
Just as we make the products and services we design easy to use, the UX of UX is about communicating your thinking in a way that ensures that what you've defined is easy to understand for the reader. It's about adapting the work you do to the project in question and finding the right balance of making people want to look through your work whilst not spending unnecessary time on making it pretty.
Designing around storytelling - UX Oxford, 23 April 2014Anna Dahlström
Slides from my talk at UX Oxford on 23 April
http://www.meetup.com/UX-Oxford/events/172543682/
Storytelling has always played an important part in our societies throughout history. In the last few years it's gained attention as an important aspect in communicating and building engagement with a brand’s customer base. But storytelling is also an integral part of the design process. It’s a tool that not only can help us define our content and messaging, but the experience as a whole. Both across platforms and screens, and how we interact with it.
Designing around storytelling - Design + banter, 09 April 2014Anna Dahlström
1) Storytelling is a powerful tool that can be used in UX design to capture users' imaginations, create emotional connections, and motivate actions.
2) Effective stories have a clear structure including setup, confrontation and resolution, as well as elements of surprise.
3) By understanding users and crafting stories around their experiences and goals, designers can guide users through a product or service in a compelling way.
Selling UCD - how to get buy-in & measure the value - Eventhandler, London 26...Anna Dahlström
This document provides an overview of measuring the value and success of user experience design (UXD). It discusses the importance of measuring UXD work and outlines some common metrics used, including conversion rates, average revenue per user, support costs, user performance, and net promoter score. The document emphasizes that measuring UXD is not an exact science but provides a framework for developing a UX metrics plan by defining criteria, methods, and tools. It also notes that metrics can be captured at different stages of a project from the start of design through ongoing use. The overall message is that measurement allows UXD work to be managed and validated, demonstrating its value to stakeholders.
A visual identity is the heart and soul of a place, embodying its unique
character and heritage. By carefully preserving this essence, we can ensure
that new elements blend seamlessly, honoring the past while embracing
the future.
Portfolio of Family Coat of Arms, devised by Kasyanenko Rostyslav, ENGRostyslav Kasyanenko
The Ukrainian and German journalist Rostyslav Kasyanenko has dedicated himself to genealogical research and heraldry. Originally Ukrainian, now living in Munich (Bavaria) he working in Ukrainian Free University (Est. 1921) as archivist. Curator of Heraldic Teams, Member of Ukrainian Heraldry Society (UHS) R.Kasyanenko is Deviser of the Family and Municipal Coat of Arms and Author of the exhibition concept project: “Maritime flags and arms of the Black Sea countries vs. Mediterranean: what has changed in 175 years?”
Author of scientific articles (2023-24):
Parallels between the meaning of Symbol and Myth according to Hryhorii Skovoroda and heraldic systems
Heraldry as a marker of evolution of national identity in Ukraine and Slovakia: from the Princely era to the "Spring of Nations" (XI-XIX centuries)
Historical parallels in the formation of national awareness in Ukraine and Slovakia in modern times (1848-1992)
Proto-heraldry of Kievan Rus': dynastic symbols of the Princely era, and how does the Palatine Lion relate to this?
Symbols of the House of Romanovyches: the Bavarian influence in Ukrainian heraldry
Participant of Scientific Conferences (2023-24):
- XXХІІІ Heraldic Conference of the Ukrainian Heraldry Society, October 13, 2023, Lviv
- International Conference “Slovak-Ukrainian Relations in the Field of Language, Literature, and Culture in Slovakia and the Central European Space”, University of Prešov, Institute of Ukrainian Studies, Faculty of Arts, 18-20.10.2023
- International Conference „The Past, Present, and Future of Heraldry: Universality and Interdisciplinarity“, Vilnius, 12-13.06.24
- International Conference "Coats of Arms as Weapons – Heraldic Symbols in Political, Dynastic, Military, and Legal Conflicts of the Middle Ages and Early Modern Period”, Alfried Krupp Wissenschaftskolleg Greifswald.
According to the heraldist, he has worked with many heraldic artists over
the years. However, he developed the ideas for all the coats of arms himself, except for his own. The case of the Kasyanenko (from the Shovkoplias clan) family coat of arms — featuring an audacious Cossack riding a rhinoceros — deserves special attention. "After all, one could talk about one's own crest, just like one's ancestors, for an eternity," he says.
Greater Kailash @ℂall @Girls ꧁❤ 9873940964 ❤꧂VIP Vishakha Singla Top Model Safe
Designing for multiple devices - GA London, 19 Nov 2012
1. DESIGNING FOR MULTIPLE DEVICES
London, November 19th 2012
www.flickr.com/photos/tomsoperphotography/5663066047
Anna Dahlström
co-founder byflock
www.annadahlstrom.com
anna.dahlstrom@gmail.com
annadahlstrom
2. I’m Anna
IA & UX DESIGNER | SWEDISH BUT LONDON BASED
FREELANCING + WORKING ON A STARTUP
LOVES QUOTES & CHALLENGES
This is Öresundsbron, the bridge between Sweden & Denmark
www.flickr.com/photos/dahlstroms/4411448782/
3. AGENDA
1. DEVICE USAGE & PATTERNS
2. IMPLICATIONS FOR UX & DESIGN THINKING
3. BESPOKE MOBILE SITE vs. RESPONSIVE vs. AN APP
4. RESPONSIVE
5. APPS
6. PRACTICE
7. SUMMARY
8. Q & A
www.flickr.com/photos/visualpanic/3039691611
4. 1. FIRST UP...
DEVICE USAGE &
PATTERNS
www.flickr.com/photos/publicenergy/1846375599
5. DEVICE: a thing defined for a specific
purpose or task & which can connect
to the internet
http://desktopwallpaper-s.com/19-Computers/-/Future/
6. THE FOUCS OF TODAY
SMARTPHONES | DESKTOP ( TABLETS) - iOS & ANDROID
http://desktopwallpaper-s.com/19-Computers/-/Future/
7. By the end of 2012, the number of mobile-
connected devices will exceed the number
of people on earth, and by 2016 there will
be 1.4 mobile devices per capita.*
* Source: www.cisco.com/en/US/solutions/collateral/ns341/ns525/ns537/ns705/ns827/white_paper_c11-520862.html
www.flickr.com/photos/nasamarshall/6289116940
8. The average person looks at their phone
150 times a day.*
* Source: www.textually.org/textually/archives/2012/02/030229.htm
www.flickr.com/photos/jorgeq82/4732700819
9. 40% of people use their phone in the
bathroom*
* Source: http://www.lukew.com/ff/entry.asp?1500
www.flickr.com/photos/exlibris/2552107635
10. MOBILE DEVICES ARE
USED ANYWHERE
& EVERYWHERE
” The best computer is
the one you have with
you when you want
something done. “
- JACOB NIELSEN
www.flickr.com/photos/yahnyahn/2996454839
11. USAGE PATTERNS
ACROSS DEVICES
“...as devices become
more mobile, it’s not
only changing where
we read, but when. ”
- POCKET (formerly Read it Later)
www.flickr.com/photos/brandoncwarren/4236278556
15. PEAK TIMES
•When we get up
•On our way to/ just arrived at work
•Commuting home
•Post dinner
Source: http://readitlaterlist.com/blog/2011/01/is-mobile-affecting-when-we-read
16. “MOBILE USERS ARE
RUSHED &
ON THE GO”
THIS IS A MYTH
www.flickr.com/photos/theirmind/5001267661/
17. A LARGE PROPORTION OF
USAGE HAPPENS WHEN WE
HAVE TIME TO KILL
COMMUTING, WAITING BUT ALSO AT HOME
http://www.flickr.com/photos/hanhutton/320464105/
18. THE SAME TASKS ARE
CARRIED OUT ON
SMARTPHONES AS
ON DESKTOPS
AS DEVICES & EXPERIENCE BECOME MORE
OPTIMISED USAGE & TASK EXECUTION IS
INCREASING
www.flickr.com/photos/edduddiee/4307943164
19. Three purchases are made through
eBay’s mobile applications every second.*
Source: www.juniperresearch.com/reports/mobile_payments_for_digital_&_physical_goods
www.flickr.com/photos/stuckincustoms/440157748
20. 2. THIS HAS...
IMPLICATIONS
FOR UX & DESIGN
http://www.flickr.com/photos/eyesore9/3206408088/
21. LIMITED DEVICE CAPABILITIES
USED TO MEAN LIMITED TASKS
E.G. FOCUS ON SEARCH | OPENING HOURS | REVIEWS | MENU
www.flickr.com/photos/frantaylor/4296536332
22. RESULTED IN MOBILE
SPECIFIC WEBSITES
LESS CONTENT & LINKS BACK TO THE FULL DESKTOP VERSION
DESKTOP
FULL WEBSITE
BESPOKE
CUT
DOWN
WEBSITE
BESPOKE
CUT
DOWN
WEBSITE
http://desktopwallpaper-s.com/19-Computers/-/Future/
23. PEOPLE ARE CLICKING THE
‘FULL DESKTOP VERSION’ LINK
THERE IS A REASON FOR THAT
www.flickr.com/photos/demandaj/7287174776
24. AN EQUAL &
CONTINUOS
EXPERIENCE
ACROSS DEVICES
THIS EXPECTATION WILL
ONLY GROW STRONGER
www.flickr.com/photos/joachim_s_mueller/7110473339
25. 3. A CLOSER LOOK AT...
BESPOKE
MOBILE SITES vs.
RESPONSIVE SITES
vs. APPS
http://www.flickr.com/photos/young_einstein/74097753/
26. PRIMARY REASONS
FOR A BESPOKE
MOBILE SITE
• REQUIRED FOR THE AUDIENCE
• TECHNICAL LIMITATIONS TO CMS
www.flickr.com/photos/st3f4n/3476036180
27. BEST AVOIDED
IF WE CAN
IT CAN CAUSE ALL SORTS OF
PROBLEMS
http://www.flickr.com/photos/edenandjosh/2892956576/
28. BUT WHY?
” Today's popular devices are
not tomorrow's so building
something which works on any
device is better than building
something which works on
today's devices “
- COMBINED WISE WORDS FROM @ONEXTRAPIXEL &
@TRENTWALTON
www.flickr.com/photos/lastquest/1472794031
29. THE ALTERNATIVE
IS MESSY & COSTLY
MAINTAINING DIFFERENT VERSIONS
USERS HAVING PROBLEMS FINDING
WHAT THEY ARE AFTER
(E.G. IN SEARCH)
www.flickr.com/photos/ericconstantineau/5618576278
30. CORE CONTENT SHOULD
REMAIN THE SAME BUT THE
EXPERIENCE SHOULD BE
OPTIMISED
BOTH IN DISPLAY OF CONTENT &
REGARDING USING DEVICE CAPABILITIES
www.flickr.com/photos/jmtimages/2883279193
31. MOBILE PRESENCE vs. APP?
USE ANALYTICS FOR GUIDANCE
MOSTLY DIRECT TRAFFIC
POSSIBLE ARGUMENT FOR APP
MOSTLY VIA SHARED LINKS
MOBILE WEB PRESENCE NEEDED.
AN APP ALONE WON’T CUT IT
A BIT OF BOTH
THEN CONSIDER....
www.flickr.com/photos/andwhynot/2946734025
32. WHETHER TO DO AN APP
OR NOT COMES DOWN TO...
• THE OBJECTIVE (USER & BUSINESS)
• IF THERE ARE SPECIFIC DEVICE CAPABILITIES YOU WANT TO UTILISE
• IF OFFLINE READING/USAGE IS REQUIRED
• & OF COURSE BUDGET
www.flickr.com/photos/31878512@N06/4704140020
33. DIFFERENT
TYPES OF APPS
THE MAIN TWO TYPES
NATIVE APPS (e.g. Instagram)
• MOST OPTIMISED USER EXPERIENCE
• ACCESS TO DEVICE CAPABILITIES & APIs
• BUT REQUIRES PLATFORM SPECIFIC CODE BASE
HYBRID (e.g. Facebook)
• USE OF HTML5 & JAVASRIPT
• WRAPPER TO PROVIDE NATIVE CAPABILITIES
• FEWER “VERSIONS” TO MAINTAIN
• BUT CAN BE TIME CONSUMING TO CREATE APP LIKE INTERACTIONS
• CAN'T JUST BE WRAPPED. MUST HAVE APP LIKE FUNCTIONALITIES
34. ” Money spent developing a pretty but limited
iPhone app only benefits...the few, but money
spent on the website UI would have benefitted
everyone “
- Gary Marshall on ‘The app trap’ in .net Magaizine
www.flickr.com/photos/cristiano_betta/2909483129
35. 4. THERE IS SOMETHING
CALLED...
RESPONSIVE
DESIGN
http://www.flickr.com/photos/paperpariah/4301471586/
36. “ Design & development should respond to
the user’s behaviour & environment based on
screen size, platform & orientation.
[It’s]...a mix of flexible grids & layouts, images
& an intelligent use of media queries. ”
- SMASHING MAGAZINE
www.flickr.com/photos/adactio/5818096043
37. DEFINE
YOUR GRID
& BREAK
POINTS
• USE AS THE BASIS OF
YOUR PAGE LAYOUTS
• CHECKPOINT FOR
MODULE SIZES &
VARIANTS
• FIXED OR FLUID
COLUMNS
• DEFINES HOW
CONTENT WILL
BEHAVE ACROSS
DEVICES
http://foundation.zurb.com/docs/layout.php
38. DEFINE YOUR CONTENT
STACKING STRATEGY
ACROSS DEVICES & ORIENTATION
Mobile
1
2 Header
“ Content needs to be
Logo
3
Nav
choreographed to Desktop & Tablet
4
Bath
section
intro
5
Ad
ensure the intended 1
Logo
2
Header
message is preserved 4
Bath section intro
5
Ad
6
on any device and at
Types of baths
3
Nav
any width ” 6
Types of baths
7
Related 7
products Related products
- TRENT WALTON
8 Store
locator
9 Tools 8 Store
9 Tools
locator
10 10
Footer Footer
39. MOBILE VS. DESKTOP FIRST
• START LARGE OR SMALL
WHAT EVER WORKS BEST FOR YOU
• ABOUT CONTENT, PRIORITISING &
CONSIDERING HOW IT WILL WORK
ACROSS DEVICES
MOBILE VS. DESKTOP FIRST
• START LARGE OR SMALL
WHAT EVER WORKS BEST FOR YOU
• ABOUT CONTENT, PRIORITISING &
CONSIDERING HOW IT WILL WORK
ACROSS DEVICES
40. THE WEB IS
FULL OF
EXAMPLES
LOOK FOR INSPIRATION &
BEST PRACTICE
BUT DON’T BE AFRAID TO
CHALLENGE OR COME UP
WITH SOMETHING... BETTER.
http://mediaqueri.es/popular/
41. CONSIDER YOUR NAVIGATION
DIFFERENT WAYS OF OPTIMISING WITH DIFFERENT PROS & CONS
www.flickr.com/photos/tim_norris/2789759648
44. 5. WHAT ABOUT...
DOING AN APP?
http://www.flickr.com/photos/tomitapio/4053123799/in/photostream/
45. APPS ARE
FOCUSED & PERSONAL
” Small, downloadable chunks
of software, they give people
access to information in a
neatly packaged format “
- Apps on tap, The Economist Oct 8th 2011
www.flickr.com/photos/elwillo/5247084642
46. EVERY PLATFORM
IS ITS OWN
LITTLE
WORLD
WITH THEIR OWN UI
GUIDELINES THAT
USERS ARE USED TO
www.flickr.com/photos/gadl/3570118243
47. NOT AS
EASY AS JUST
ANDROID
OR iOS
FRAGMENTATION ACROSS
DIFFERENT VERSIONS &
BACKWARDS
COMPATIBILITY SHOULD
BE CONSIDERED
www.flickr.com/photos/nrkbeta/3906687294/in/photostream
48. RELATIVE NUMBER OF ACTIVE
ANDROID DEVICES RUNNING
A SPECIFIC VERSION
Source: http://developer.android.com/about/dashboards/index.html
www.flickr.com/photos/blakespot/4773693893
49. EXAMPLE OF ADOPTION
OF NEW iOS VERSION
Source: http://forums.macrumors.com/showthread.php?t=1347559&forceMobile=1
www.flickr.com/photos/blakespot/4773693893
50. KEY DIFFERENCES BETWEEN
DESIGNING FOR ANDROID & iOS
ANDROID iOS
FRAGMENTATION Design CONSISTENCY
DIFFERENT FOR DIFFERENT VERSIONS & UI elements & CONSISTENCY BETWEEN
HANDSETS principles VERSIONS & HANDSETS
SLOWER IMPLEMENTATION & UPTAKE Version adoption QUICK ADOPTION OF NEW
OF NEWER VERSIONS VERSIONS
HANDLED WITH EITHER SYSTEM BACK Back navigation BACK BUTTON
BUTTON (EARLIER VERSIONS) OR BACK
& UP BUTTONS (LATEST VERSION)
OPTIONS MENU USED TO HOUSE APP SETTINGS BUTTON OR 'MORE' TO
Settings etc. ACCESS APP WIDE SETTINGS &
WIDE SETTINGS & INFORMATION
INFORMATION
www.flickr.com/photos/nrkbeta/3906687294/in/photostream
53. iPhone 12:15 PM More
BASIC iOS
Customise
APP NAME
IMG Item
NAVIGATION
IMG Item
IMG Item
IMG Item
CONSISTENT ACROSS IMG Item
VERSIONS Content area
IMG Item
IMG Item
NAVIGATION BAR IMG Item
Enables navigation through the app IMG
hierarchy. Holds the back button, Home Item Item Item More
controls for managing screen content &
the title of the screen. Home Item Item Item More
BACK BUTTON
Should always take the user one step back
from where they came from & be descriptive.
TAB BAR
Can often be customised. Holds the main
sections of the app.
‘MORE’ TAB BAR ITEM
Used to hold & provide access to all other
sections of the app that don’t fit in the tab bar.
Source: http://developer.android.com/design/patterns/new-4-0.html
54. ANDROID
NAVIGATION
DIFFERENT BETWEEN
VERSIONS. IN ICE CREAM
SANDWICH:
NAVIGATION BAR
For devices that don't have the
hardware keys. Holds 'Back', 'Home'
and 'Recents'
ACTION BAR
Holds the most important action buttons for
your app (3 + overflow menu)
UP VS. BACK BUTTON
The Up button is used to navigate up one level
based on the hierarchical structure of the site.
Back is used to navigate back one step from
where you came from & as such works in
reverse chronological order.
Source: http://developer.android.com/design/patterns/new-4-0.html
55. HOW TO TAME THE BEAST?
YOU LEARN BY DOING
www.flickr.com/photos/jojoneil/6359536591
56. 6. TIME TO
PRACTICE
http://www.flickr.com/photos/kalexanderson/6302660289/
57. BESPOKE MOBILE
SITE vs RESPONSIVE
vs AN APP
CONSIDER THE FOLLOWING:
A major dating site has asked you to create
a campaign for Valentines day 2013 focused
EXERCISE ONE on "unexpected moments". The purpose is
to facilitate encounters & dates between
people in London looking to find that
special someone.
Location should be a key way to discover
people & suggestions for date activities.
What do you recommend in terms of their
presence, particularly mobile & why?
www.flickr.com/photos/jojoneil/6359536591
10 MINUTES
58. MOBILE PRESENCE vs. APP?
USE ANALYTICS FOR GUIDANCE
MOSTLY DIRECT TRAFFIC
POSSIBLE ARGUMENT FOR APP
MOSTLY VIA SHARED LINKS
MOBILE WEB PRESENCE NEEDED.
AN APP ALONE WON’T CUT IT
A BIT OF BOTH
THEN CONSIDER....
www.flickr.com/photos/andwhynot/2946734025
59. WHETHER TO DO AN APP
OR NOT COMES DOWN TO
• THE OBJECTIVE (USER & BUSINESS)
• IF THERE ARE SPECIFIC DEVICE CAPABILITIES YOU WANT TO UTILISE
• IF OFFLINE READING/USAGE IS REQUIRED
• & OF COURSE BUDGET
www.flickr.com/photos/31878512@N06/4704140020
60. EXERCISE ONE
BESPOKE MOBILE
SITE vs RESPONSIVE HOW WOULD MOST PEOPLE
ACCESS IT?
vs AN APP • MOSTLY DIRECT TRAFFIC
POSSIBLE ARGUMENT FOR APP
CONSIDER THE FOLLOWING: • MOSTLY VIA SHARED LINKS
MOBILE WEB PRESENCE NEEDED.
A major dating site has asked you to AN APP ALONE WON’T CUT IT
create a campaign for Valentines day 2013
focused on "unexpected moments". The
purpose is to facilitate encounters & ALSO CONSIDER...
dates between people in London looking • THE OBJECTIVE (USER & BUSINESS)
to find that special someone.
Location should be a key way to discover • IF THERE ARE SPECIFIC DEVICE
CAPABILITIES YOU WANT TO UTILISE
people & suggestions for date activities.
• IF OFFLINE READING/USAGE IS
What do you recommend in terms of REQUIRED
their presence, particularly mobile & why?
• & OF COURSE BUDGET
10 MINUTES
www.flickr.com/photos/jojoneil/6359536591
61. BUILDING A
RESPONSIVE SITE
THEY WANT TO INCLUDE THE FOLLOWING:
• About page • Sharing
• Search (people, activities) • Login & registration
• Activity suggestions • Data visualisations
• Notifications (active users, dates etc)
PART 1
EXERCISE TWO Pick either mobile or desktop & do a rough sketch
of what the home page should contain & how the
content should be prioritised. Where you see
appropriate include a reference to where imagery
should be used.
PART 2
Using content stacking methodology define how the
content should be prioritised on desktop & mobile.
www.flickr.com/photos/jojoneil/6359536591 15 MINUTES
62. DEFINE YOUR CONTENT
STACKING STRATEGY
ACROSS DEVICES & ORIENTATION
Mobile
1
2 Header
“ Content needs to be
Logo
3
Nav
choreographed to Desktop & Tablet
4
Bath
section
intro
5
Ad
ensure the intended 1
Logo
2
Header
message is preserved 4
Bath section intro
5
Ad
6
on any device and at
Types of baths
3
Nav
any width ” 6
Types of baths
7
Related 7
products Related products
- TRENT WALTON
8 Store
locator
9 Tools 8 Store
9 Tools
locator
10 10
Footer Footer
63. EXERCISE TWO
BUILDING A
RESPONSIVE SITE Mobile
1
2 Header
THEY WANT TO INCLUDE THE FOLLOWING:
Logo
3
Nav
• About page • Sharing 4
Bath 5
• Search (people, activities) • Login & registration Desktop & Tablet section
intro
Ad
• Activity suggestions • Data visualisations
• Notifications
1 2
(active users, dates etc) Logo Header
4 5 6
PART 1 Bath section intro Ad Types of baths
3
Pick either mobile or desktop & do a rough sketch
Nav
of what the home page should contain & how the 7
content should be prioritised. Where you see
6
Related 7
Types of baths
8 Store products Related products
appropriate include a reference to where imagery locator
should be used. 9 Tools 8 Store
locator
9 Tools
PART 2 10
Footer
10
Footer
Using content stacking methodology define how the
content should be prioritised on desktop & mobile.
15 MINUTES
www.flickr.com/photos/jojoneil/6359536591
64. BUILDING AN APP
BASED ON THE CONTENT & FUNCTIONALITY
REQUIREMENTS, CONSIDER WHAT WOULD BE
SUITABLE FOR AN APP:
• About page • Sharing
• Search (people, activities) • Login & registration
• Activity suggestions • Data visualisations
• Notifications (active users, dates etc)
PART 1
EXERCISE THREE Define the main sections your app would have.
PART 2
Looking at the navigation how would you structure
this if you were to do an iOS app & an Android app?
Focus on the Tab bar items respectively Action bar
items & what would go in the ‘More’ respectively
‘Overflow menu’.
www.flickr.com/photos/jojoneil/6359536591
15 MINUTES
65. iPhone 12:15 PM More
BASIC iOS
Customise
APP NAME
IMG Item
NAVIGATION
IMG Item
IMG Item
IMG Item
CONSISTENT ACROSS IMG Item
VERSIONS Content area
IMG Item
IMG Item
NAVIGATION BAR IMG Item
Enables navigation through the app IMG
hierarchy. Holds the back button, Home Item Item Item More
controls for managing screen content &
the title of the screen. Home Item Item Item More
BACK BUTTON
Should always take the user one step back
from where they came from & be descriptive.
TAB BAR
Can often be customised. Holds the main
sections of the app.
‘MORE’ TAB BAR ITEM
Used to hold & provide access to all other
sections of the app that don’t fit in the tab bar.
Source: http://developer.android.com/design/patterns/new-4-0.html
66. ANDROID
NAVIGATION
DIFFERENT BETWEEN
VERSIONS. IN ICE CREAM
SANDWICH:
NAVIGATION BAR
For devices that don't have the
hardware keys. Holds 'Back', 'Home'
and 'Recents'
ACTION BAR
Holds the most important action buttons for
your app (3 + overflow menu)
UP VS. BACK BUTTON
The Up button is used to navigate up one level
based on the hierarchical structure of the site.
Back is used to navigate back one step from
where you came from & as such works in
reverse chronological order.
Source: http://developer.android.com/design/patterns/new-4-0.html
67. EXERCISE THREE
BUILDING AN APP
iPhone 12:15 PM More Customise
APP NAME
IMG Item
IMG Item
BASED ON THE CONTENT & IMG Item
FUNCTIONALITY REQUIREMENTS, IMG Item
CONSIDER WHAT WOULD BE SUITABLE IMG Item
FOR AN APP: Content area
IMG Item
• About page • Sharing
IMG Item
• Search (people, activities) • Login & registration Item
IMG
• Activity suggestions • Data visualisations IMG
Home
• Notifications
Item Item Item More
(active users, dates etc)
Home Item Item Item More
PART 1
Define the main sections your app would have.
PART 2
Looking at the navigation how would you
structure this if you were to do an iOS app &
an Android app? Focus on the Tab bar items
respectively Action bar items & what would go
in the ‘More’ respectively ‘Overflow menu’.
15 MINUTES
www.flickr.com/photos/jojoneil/6359536591
68. 7. TO
SUMMARISE
http://www.flickr.com/photos/martinteschner/4569495912/
69. DEVICE USAGE &
PATTERNS
FUTURE DEVICES
The number of different devices will
only grow & we don’t know what’s
coming.
USED EVERYWHERE &
ANYWHERE
And we’re not only using them on the
go but increasingly when we have
some downtime including the sofa.
USE OF MOBILE DEVICES
Our use of mobile devices is
www.flickr.com/photos/thecaucas/2597813380 increasingly replicating that of desktop.
70. IMPLICATIONS
FOR UX &
DESIGN
THINKING
AN EQUAL & CONTINUOUS
EXPERIENCE ACROSS DEVICES
As they & the services we use
become more sophisticated &
optimised we expect more from them.
KEEP THE CORE BUT OPTIMISE
Consider the limitations but also the
opportunities with mobile devices.
www.flickr.com/photos/thecaucas/2597813380
71. WHEN
DO WHAT
BESPOKE MOBILE WEBSITE
Try to avoid it but do it if necessary
RESPONSIVE DESIGN
The most device & future “proof ”
approach right now. Use if possible.
But challenge content delivery.
APP
Base on user & business needs. Strong
argument if you require offline
reading/functionality & access to
device capabilities. Base which type
www.flickr.com/photos/thecaucas/2597813380 on objectives & stats.
72. FOR
RESPONSIVE
DEFINE YOUR GRID &
BREAKPOINTS
This is the backbone of responsive
design & content choreography.
DON’T FORGET THE
NAVIGATION
Consider the pros & cons of
different methods.
TEST & COLLABORATE
This is new grounds & we’re all
learning so work together & test as
www.flickr.com/photos/thecaucas/2597813380 you go.
73. FOR APPS
REMEMBER PLATFORM SPECIFIC
GUIDELINES
Adhering to them will make your
app easier to use.
CONSIDER BACKWARDS
COMPATIBILITY
Not everyone will be on the latest
version. Ensure you cater for the
majority.
CONSULT THE INTERNET
There are a number of great
resources for knowledge &
inspiration. Use them.
www.flickr.com/photos/thecaucas/2597813380
74. 8. BEFORE I GO...
REMEMBER THAT
BEFORE I GO REMEMBER THAT...
• DESIGNING FOR MULTIPLE DEVICES IS NOT
JUST ABOUT THE SMALLER SCREENS
• IT’S ALSO ABOUT THE LARGER ONES
• & IT’S ABOUT THINKING AHEAD
• & ABOUT BEING CLEVER IN WHAT WE DO
www.flickr.com/photos/publicenergy/1846375599
75. ...IT’S NOT JUST ABOUT
THE SMALLER SCREENS
BUT ALSO THE BIG ONES
www.flickr.com/photos/jolives/2889944573/
76. IT’S ABOUT
THINKING AHEAD
PLAN 5 YEARS AHEAD WITH
“FUTURE PROOFING” IN MIND
www.flickr.com/photos/jolives/2889944573/
77. IT DOESN’T
HAVE TO BREAK
THE BANK
BESIDES CONSIDER LOST
CUSTOMERS & MAINTAINING
MULTIPLE VERSIONS
http://www.flickr.com/photos/gi/5537770007/
78. BE CREATIVE & CHALLENGE
WHAT EXISTS TODAY
THAT’S WHAT MOVES US FORWARD
www.flickr.com/photos/oter/5090592214
79. CLOSER & MORE
REWARDING
COLLABORATION
BETWEEN DISCIPLINES & WITH CLIENTS
www.flickr.com/photos/stevendepolo/3378152784
80. BUT ABOVE ALL...
“ We’re not just making pretty
interfaces. We’re actually in the process of
making an environment where we’ll spend
most of our time, for the rest of our lives.
We’re the designers.We’re the builders.
What do we want that environment to feel
like? What do we want to feel like. ”
- Wilson Minor
http://www.flickr.com/photos/funch/4679422945/
81. 9. FOR THE ROAD
SOME TAKE
AWAYS
www.flickr.com/photos/st3f4n/4387291247