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MOBILE USER EXPERIENCE

the intricacies of designing for mobile devices
Antony Ribot, CEO, Ribot




UX Corner - 08.01.2009

                                     http://www.flickr.com/taraethers
First of all, some context
BACKGROUND


started at tomato (’99)

then studied ants, bees and termites

joined the mobile scene 5 years ago

co-founded ribot 1.5 years ago

ceo / art director
Why does ribot exist?
ribot = ideas lab for mobile UIs

explore and play with interfaces
in small spaces

passion for pushing UI
boundaries
Personal definitions

                     User experience
Interaction
                     the qualitative
design
                     emotional
how the user
                     description of
interacts with the
                     multiple interactions
object
                     with an object

Method               Relationship
                        http://www.flickr.com/photos/ronlayters/586656022/

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THERE ARE MANY


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                        http://www.flickr.com/photos/8586443@N03/1491516038/
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                       http://www.flickr.com/photos/tridi_animeitor/2224661744/
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                               http://flickr.com/photos/rabataller/638250907/

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                       http://www.flickr.com/photos/brianauer/2249169858/
Questions




Antony Ribot
ribot.co.uk
               http://www.flickr.com/photos/ronlayters/2402199783/

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2024_summer_my_dream_from_users_gnjp_20240708
 

Mobile UX - the intricacies of designing for mobile devices

  • 1. MOBILE USER EXPERIENCE the intricacies of designing for mobile devices Antony Ribot, CEO, Ribot UX Corner - 08.01.2009 http://www.flickr.com/taraethers
  • 2. First of all, some context BACKGROUND started at tomato (’99) then studied ants, bees and termites joined the mobile scene 5 years ago co-founded ribot 1.5 years ago ceo / art director
  • 3. Why does ribot exist? ribot = ideas lab for mobile UIs explore and play with interfaces in small spaces passion for pushing UI boundaries
  • 4. Personal definitions User experience Interaction the qualitative design emotional how the user description of interacts with the multiple interactions object with an object Method Relationship http://www.flickr.com/photos/ronlayters/586656022/
  • 5. Constraints of mobile THERE ARE MANY form factor battery network latency context input mechanism memory computational power
  • 8. The mobile environment IT’S LIKE MARS single early failure = non-returning user crucial first 30-60 seconds usage
  • 9. Mars, Neptune, Pluto... THE ENVIRONMENT DIFFERS, DEPENDING ON WHERE YOU ARE user behaviour handset range operators data allowance / pricing e.g. South Africa, Europe, Japan...
  • 10. Time for a snack... DATA-SNACKING small snippets of info 30-60 seconds simple, but repetitive regular
  • 11. Re-use learnt behaviours Re-use interactions inherent in the device Minimise the number of surprises soft key positions colour menu navigation tone of voice http://www.flickr.com/photos/8586443@N03/1491516038/
  • 13. Mobile is not about making things smaller Miniaturisation Mobilisation vs http://mobilewebbook.com http://www.flickr.com/photos/tridi_animeitor/2224661744/
  • 14. It’s all about the subtleties Fewer options = simple and more effective interface Polish makes the UX and app stand out
  • 15. Default states in a UI Grid menus and lists Most important function highlighted? Maximise number of options a click away http://flickr.com/photos/moonypics/2130645953/
  • 16. Faking it Low latency is key to the user experience... ...especially with touch devices Make immediate visual changes... ...whilst we wait for network/other process http://flickr.com/photos/rabataller/638250907/
  • 18. Reward-based exploration FOCUSING ON THE KEY FEATURE AND DOING IT WELL keep it as simple as possible (the hard part) 1. allow the user to play within safe boundaries 2. user’s comfort increases 3. sense of exploration increases 4. discovery of features almost by accident http://www.flickr.com/photos/devos/95230930/
  • 19. Opera Mini A REWARD-BASED MOBILE BROWSER page by page scrolling
  • 20. Opera Mini A REWARD-BASED MOBILE BROWSER Short-cuts in the soft key menu
  • 22. Mobile UX - the easier path Workshop Idea exploration Paper wireframes Formalised digital wireframes User/expert testing Aesthetic concepts Screen design Rapid prototype Docs Motion design Art direction http://www.flickr.com/photos/bbsc30/168832715/
  • 23. How to deal with diversity select lead handsets for your target audience use the design process to tackle “graceful degradation” http://www.admob.com/ http://www.flickr.com/photos/joaomoura/2661761961/
  • 24. Why use rapid prototyping test ideas quickly in a tangible environment extremely useful reference for developers an interactive showcase of the intended UX
  • 25. Mobile rapid prototyping tools Flash (lite v3.0) XHTML + CSS Nokia Web Runtime Silverlight Dashcode Pen & paper http://www.flickr.com/photos/brianauer/2249169858/
  • 26. Questions Antony Ribot ribot.co.uk http://www.flickr.com/photos/ronlayters/2402199783/

Editor's Notes

  1. move things along little by little
  2. Note: Constraints make mobile interesting. A challenge.
  3. If you're not aware of the constraints, the UX will be poor.
  4. [Note - do mobile users have shorter attention spans?]
  5. e.g. In SA, most people have very limited data connections. Mixit
  6. Like a large bag of chocolate buttons
  7. Motorola
  8. Exit, Quit,
  9. Miniaturisation (shrinking things down)
  10. Mobilisation (process of selecting the features most important to the user given the mobile context) vs
  11. minimising the number of subconscious questions the user needs to make
  12. super simple, but so few design this
  13. (all the time, we are building a relationship with the user)