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APP DESIGN, FROM
CONCEPT TO
COMPLETION
an introduction to mobile information architecture & interaction design




                                                     Howie Chang | BiOS #2 on 21 March 2012
HOWIE CHANG

         I champion simplicity (but no simpler)
         and strive to represent the voice of the
         frustrated user.
         • Principal, UX Design at buUuk
         • Adjunct Lecturer at DMIT, SP
         • Co-Founder of Stylelogue.it
WHAT IS USER
EXPERIENCE?
Comprehends all aspects of digital products and services that users
experience directly - and perceive, learn, and use - including products’
form, behavior, and content, but also encompassing users’ broader
brand experience and the response that experience evokes in them. Key
factors contributing to the quality of users’ experience of products are
learnability, usability, usefulness, and aesthetic appeal.
                                                           Pabini Gabriel-Petit
SUBJECTIVE / QUALITATIVE

                                                             Focused on
                                                                                                                                                                 “It is not enough that we build
              Have a believable story               Experiences                                                                                                  products that function, that are
              Co-create value with customers          (People, Activities, Context)
                                                                                                                                                                 understandable and usable -
              Connect people in community                                                                                                                        we also need to build products
              Are part of a bigger system                                                                                                                        that bring joy and excitement,
                                                                                             Prioritize Aesthetics (no, not Graphic Design)
              Appeal to emotional, spiritual, and                                            (visual, behaviors, sounds, psychology)                             pleasure and fun, and yes,
              social values
                                                                                             Design for FLOW (boredom vs anxiety)                                beauty, to people’s lives.”
              Create a tolerance for faults at
              lower levels                                                                   Leverage Game Mechanics/Learning Theory                                                           -Donald Norman
                                                                                             (completeness)
              Are tied to a person’s self-image,
              highly personal                                                                Have a Personality
              Empower people to do things                  Meaningful                        Create conversational and context aware
              previously not possible                    Has personal significance            interactions
                                                                                             (“Adaptive Interfaces”; narrative IA structures)
                                                           Pleasurable                       Elicit Desire
                                                    Memorable experience worth sharing       (Limited availability, limited access, curious and
Simplify, organize, and clarify                                                              seductive experiences)
information                                                Convenient                                                                THIS IS THE “CHASM” THAT IS REALLY, REALLY
                                                                                                                                       HARD FOR ORGANIZATIONS TO CROSS
Display information visually                         Super easy to use, works like I think
Reduce features and complexity
Are easier to understand
                                                                Usable
Use language for more natural
                                                       Can be used without difficulty
                                                                                                                            Creating Pleasurable Interfaces:
interactions
Add features that support desired
                                                               Reliable
                                                          Is available and accurate
                                                                                                                            Getting from Tasks to Experiences
behaviors (offline browsing)                                                                                                   created by Stephen P. Anderson | poetpainter.com
                                                    Functional (Useful)
                                                           Works as programmed




                                                             Focused on
                                                              Tasks
                                                           (Products, Features)
                                                      OBJECTIVE / QUANTIFIABLE                                                                                                    © 2006 Stephen P. Anderson | poetpainter.com
OUTLINE
THE PROCESS




        DEFINE             PLAN               DESIGN              BUILD            EVALUATE


      Understand and   Identify possible    Create designs         Develop        Review, test and
       identify core     solutions and     that resolve core   functional codes        analyze
         problems       plan execution         problems          based on the     effectiveness of
                                                                   designs           the design
OUTLINE
THE PROCESS




        DEFINE             PLAN               DESIGN              BUILD            EVALUATE


      Understand and   Identify possible    Create designs         Develop        Review, test and
       identify core     solutions and     that resolve core   functional codes        analyze
         problems       plan execution         problems          based on the     effectiveness of
                                                                   designs           the design
DEFINE




Aren’t we designing for everyone?
DEFINE




You are not your user, so EMPATHY!
DEFINE




Demographics & Abilities
DEFINE




Challenges & Needs
DEFINE




Cultural & Social
DEFINE




Interviews
DEFINE




Content Audit
DEFINE




Focus Groups
DEFINE




Personas
OUTLINE
THE PROCESS




        DEFINE             PLAN               DESIGN              BUILD            EVALUATE


      Understand and   Identify possible    Create designs         Develop        Review, test and
       identify core     solutions and     that resolve core   functional codes        analyze
         problems       plan execution         problems          based on the     effectiveness of
                                                                   designs           the design
PLAN




What are the principles
  of mobile design?
PLAN




Learnability
PLAN




Efficiency
PLAN




Simplicity
PLAN




Visibility
PLAN




Consistency
PLAN




Familiarity
PLAN




Feedback
PLAN




...then sketch the experience.
OUTLINE
THE PROCESS




        DEFINE             PLAN               DESIGN              BUILD            EVALUATE


      Understand and   Identify possible    Create designs         Develop        Review, test and
       identify core     solutions and     that resolve core   functional codes        analyze
         problems       plan execution         problems          based on the     effectiveness of
                                                                   designs           the design
DESIGN




Wireframing Tools
DESIGN




Axure iOS Prototyping
OUTLINE
THE PROCESS




        DEFINE             PLAN               DESIGN              BUILD            EVALUATE


      Understand and   Identify possible    Create designs         Develop        Review, test and
       identify core     solutions and     that resolve core   functional codes        analyze
         problems       plan execution         problems          based on the     effectiveness of
                                                                   designs           the design
BUILD




Design Iteration
BUILD




Build Review
BUILD




QA Testing
OUTLINE
THE PROCESS




        DEFINE             PLAN               DESIGN              BUILD            EVALUATE


      Understand and   Identify possible    Create designs         Develop        Review, test and
       identify core     solutions and     that resolve core   functional codes        analyze
         problems       plan execution         problems          based on the     effectiveness of
                                                                   designs           the design
EVALUATE




Usability Testing
EVALUATE




User Inter views
EVALUATE




Historical & Realtime Usage Analysis
OUTLINE
THE PROCESS




        DEFINE             PLAN               DESIGN              BUILD            EVALUATE


      Understand and   Identify possible    Create designs         Develop        Review, test and
       identify core     solutions and     that resolve core   functional codes        analyze
         problems       plan execution         problems          based on the     effectiveness of
                                                                   designs           the design
Technological advances have always been driven more by a
mind-set of "I can" than "I should" and never more so than
today. Technologists love to cram maximum functionality into
their products. That's "I can" thinking, which is driven by
peer competition and market forces. (It's easier to sell a
device with ten features than one.) But this approach ignores
the far more important question of how the consumer will
actually use the device.
                                                   Jon Maeda
END. :)
 QUESTIONS?
www.howiechang.com | @howiec | www.fb.com/hellohowie

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App Design, from Concept to Completion

  • 1. APP DESIGN, FROM CONCEPT TO COMPLETION an introduction to mobile information architecture & interaction design Howie Chang | BiOS #2 on 21 March 2012
  • 2. HOWIE CHANG I champion simplicity (but no simpler) and strive to represent the voice of the frustrated user. • Principal, UX Design at buUuk • Adjunct Lecturer at DMIT, SP • Co-Founder of Stylelogue.it
  • 3. WHAT IS USER EXPERIENCE? Comprehends all aspects of digital products and services that users experience directly - and perceive, learn, and use - including products’ form, behavior, and content, but also encompassing users’ broader brand experience and the response that experience evokes in them. Key factors contributing to the quality of users’ experience of products are learnability, usability, usefulness, and aesthetic appeal. Pabini Gabriel-Petit
  • 4. SUBJECTIVE / QUALITATIVE Focused on “It is not enough that we build Have a believable story Experiences products that function, that are Co-create value with customers (People, Activities, Context) understandable and usable - Connect people in community we also need to build products Are part of a bigger system that bring joy and excitement, Prioritize Aesthetics (no, not Graphic Design) Appeal to emotional, spiritual, and (visual, behaviors, sounds, psychology) pleasure and fun, and yes, social values Design for FLOW (boredom vs anxiety) beauty, to people’s lives.” Create a tolerance for faults at lower levels Leverage Game Mechanics/Learning Theory -Donald Norman (completeness) Are tied to a person’s self-image, highly personal Have a Personality Empower people to do things Meaningful Create conversational and context aware previously not possible Has personal significance interactions (“Adaptive Interfaces”; narrative IA structures) Pleasurable Elicit Desire Memorable experience worth sharing (Limited availability, limited access, curious and Simplify, organize, and clarify seductive experiences) information Convenient THIS IS THE “CHASM” THAT IS REALLY, REALLY HARD FOR ORGANIZATIONS TO CROSS Display information visually Super easy to use, works like I think Reduce features and complexity Are easier to understand Usable Use language for more natural Can be used without difficulty Creating Pleasurable Interfaces: interactions Add features that support desired Reliable Is available and accurate Getting from Tasks to Experiences behaviors (offline browsing) created by Stephen P. Anderson | poetpainter.com Functional (Useful) Works as programmed Focused on Tasks (Products, Features) OBJECTIVE / QUANTIFIABLE © 2006 Stephen P. Anderson | poetpainter.com
  • 5. OUTLINE THE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  • 6. OUTLINE THE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  • 8. DEFINE You are not your user, so EMPATHY!
  • 16. OUTLINE THE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  • 17. PLAN What are the principles of mobile design?
  • 25. PLAN ...then sketch the experience.
  • 26. OUTLINE THE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  • 29. OUTLINE THE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  • 33. OUTLINE THE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  • 37. OUTLINE THE PROCESS DEFINE PLAN DESIGN BUILD EVALUATE Understand and Identify possible Create designs Develop Review, test and identify core solutions and that resolve core functional codes analyze problems plan execution problems based on the effectiveness of designs the design
  • 38. Technological advances have always been driven more by a mind-set of "I can" than "I should" and never more so than today. Technologists love to cram maximum functionality into their products. That's "I can" thinking, which is driven by peer competition and market forces. (It's easier to sell a device with ten features than one.) But this approach ignores the far more important question of how the consumer will actually use the device. Jon Maeda
  • 39. END. :) QUESTIONS? www.howiechang.com | @howiec | www.fb.com/hellohowie