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Designing for mobile 
A UX perspective for developers
Oscar González 
Duppy Oscar 
- UX Architect at Accenture/Avanade 
- UX / Front-end Consultant 
- Exa UDEM (LTI) 
Duppy Oscar @duppy_ocio 
duppy@chic-chic.mx
Overview 
• Know your user 
• Know your goals 
• Evaluate the resources 
• Get inspiration 
• Design 
• Test
Know your user 
People have different needs, goals, preferences and devices
Needs & Goals 
- Is it for fun? Is it for business? 
- What is the user expected to do? 
- What is the app expected to do? 
- Why would this app be successful? 
It is useful to do Personas / Archetypes 
Business goals 
App goals 
User needs
Choosing platforms 
- iOS 
- Android 
- Windows 8 
- Blackberry 
- Handhelds 
Example: 
- Adoption of Windows Phone in Argentina 
- Banorte
Available Resources 
- Accelerometer 
- GPS 
- Camera 
- NFC 
- Internet connection 
…
App context 
How and where is our app is going 
to be used? 
- Portrait / Landscape 
- Lighting / Contrast 
- How is the device going to be held 
- Is people driving? Flying? Laying 
on bed? 
- Is people in an emergency? 
- Do we need voice commands?
Get inspired 
Getting ideas from others
How to get inspired? 
- Take a look to other ’s work 
- Look for patterns and 
conventions 
- Sketch 
- Ask for help 
- Practice
Guidelines & Resources 
Different platforms, different experiences
iOS 
Defer to content 
- Content is king 
- Take advantage of the whole 
screen 
- Reconsider visual indicators of 
physicality and realism. 
- Let translucent UI elements hint at 
the content behind them.
iOS 
Provide clarity 
- Use of plenty negative space 
- Let color simplify the UI 
- Ensure legibility by using system fonts 
- Embrace borderless buttons 
- ….
Android 
Enchant me 
- Delight me in surprising ways 
- Real objects are more fun than buttons 
and menus 
- Let me make it mine 
- Get to know me 
http://developer.android.com/design/get-started/ 
principles.html
Android 
Simplify my life 
- Keep it brief 
- Pictures are faster than words 
- Decide for me but let me have the final 
say 
- Only show what I need when I need it 
- I should always know where I am 
- Never lose my stuff 
- If it looks the same, it should act the 
same 
- Only interrupt me is its important 
http://developer.android.com/design/get-started/ 
principles.html
Android 
Make me amazing 
- Give me tricks that work 
everywhere 
- It's not my fault 
- Sprinkle encouragement 
- Do the heavy lifting for me 
- Make important things fast 
http://developer.android.com/design/get-started/ 
principles.html
Windows 8 
- Metro Modern Style 
- Pride in craftmanship 
- Do more with less: Content, not 
Chrome 
- Authentically digital 
- Win as One 
- Fast and fluid: be alive (motion)
Think around the box 
Guidelines ≠ Template
Sketch first 
Draw, erase, redraw
There are plenty of tools available
Interactions & Gestures 
Build for the fingers 
• Swipe 
• Press 
• Press & Hold 
• Drag to refresh 
• Pinch 
• Tap 
• ….
Create engagement with interactions 
For example: 
• Flipboard 
• Jobr 
• Tinder 
• Paper 
• Infinite scroll
Building your idea 
Native / Responsive / Web app
Which way to go? 
• Native 
• Responsive 
• Jquery mobile 
• Xamarin 
• Titanium 
• Phonegap 
• … 
Choose wisely: 
They all have pros and cons. 
Evaluate their strengths 
Evaluate time and effort 
User tolerance 
Performance
Don’t forget middle tiers 
Web services are your friends
Common mistakes 
• Rollovers 
• Big data loading 
• Unreachable Buttons 
• Tactile area 
• Resolutions 
• Missing guidelines 
• Can’t be developed
Testing & Prototyping 
You don’t need expensive tools for 
ptototyping: 
• Paper Prototyping 
• Power point (seriously) 
• Axure 
• Omnigraffle 
• UXPIN
Thank you

More Related Content

Designing for mobile. A UX perspective for developers

  • 1. Designing for mobile A UX perspective for developers
  • 2. Oscar González Duppy Oscar - UX Architect at Accenture/Avanade - UX / Front-end Consultant - Exa UDEM (LTI) Duppy Oscar @duppy_ocio duppy@chic-chic.mx
  • 3. Overview • Know your user • Know your goals • Evaluate the resources • Get inspiration • Design • Test
  • 4. Know your user People have different needs, goals, preferences and devices
  • 5. Needs & Goals - Is it for fun? Is it for business? - What is the user expected to do? - What is the app expected to do? - Why would this app be successful? It is useful to do Personas / Archetypes Business goals App goals User needs
  • 6. Choosing platforms - iOS - Android - Windows 8 - Blackberry - Handhelds Example: - Adoption of Windows Phone in Argentina - Banorte
  • 7. Available Resources - Accelerometer - GPS - Camera - NFC - Internet connection …
  • 8. App context How and where is our app is going to be used? - Portrait / Landscape - Lighting / Contrast - How is the device going to be held - Is people driving? Flying? Laying on bed? - Is people in an emergency? - Do we need voice commands?
  • 9. Get inspired Getting ideas from others
  • 10. How to get inspired? - Take a look to other ’s work - Look for patterns and conventions - Sketch - Ask for help - Practice
  • 11. Guidelines & Resources Different platforms, different experiences
  • 12. iOS Defer to content - Content is king - Take advantage of the whole screen - Reconsider visual indicators of physicality and realism. - Let translucent UI elements hint at the content behind them.
  • 13. iOS Provide clarity - Use of plenty negative space - Let color simplify the UI - Ensure legibility by using system fonts - Embrace borderless buttons - ….
  • 14. Android Enchant me - Delight me in surprising ways - Real objects are more fun than buttons and menus - Let me make it mine - Get to know me http://developer.android.com/design/get-started/ principles.html
  • 15. Android Simplify my life - Keep it brief - Pictures are faster than words - Decide for me but let me have the final say - Only show what I need when I need it - I should always know where I am - Never lose my stuff - If it looks the same, it should act the same - Only interrupt me is its important http://developer.android.com/design/get-started/ principles.html
  • 16. Android Make me amazing - Give me tricks that work everywhere - It's not my fault - Sprinkle encouragement - Do the heavy lifting for me - Make important things fast http://developer.android.com/design/get-started/ principles.html
  • 17. Windows 8 - Metro Modern Style - Pride in craftmanship - Do more with less: Content, not Chrome - Authentically digital - Win as One - Fast and fluid: be alive (motion)
  • 18. Think around the box Guidelines ≠ Template
  • 19. Sketch first Draw, erase, redraw
  • 20. There are plenty of tools available
  • 21. Interactions & Gestures Build for the fingers • Swipe • Press • Press & Hold • Drag to refresh • Pinch • Tap • ….
  • 22. Create engagement with interactions For example: • Flipboard • Jobr • Tinder • Paper • Infinite scroll
  • 23. Building your idea Native / Responsive / Web app
  • 24. Which way to go? • Native • Responsive • Jquery mobile • Xamarin • Titanium • Phonegap • … Choose wisely: They all have pros and cons. Evaluate their strengths Evaluate time and effort User tolerance Performance
  • 25. Don’t forget middle tiers Web services are your friends
  • 26. Common mistakes • Rollovers • Big data loading • Unreachable Buttons • Tactile area • Resolutions • Missing guidelines • Can’t be developed
  • 27. Testing & Prototyping You don’t need expensive tools for ptototyping: • Paper Prototyping • Power point (seriously) • Axure • Omnigraffle • UXPIN