UX DESIGN FOR IPHONE
Paul Coulton
UX DESIGN FOR IPHONE
Paul Coulton
We have over 250,000 apps in the app store.We don’t need any more
Fart apps. If your app doesn’t do something useful or provide some
form of lasting entertainment, it may not be accepted.
MYTHS ABOUT UX DESIGN
• Its about making ugly
interfaces pretty
• Its another name for
usability
• Its slows the development
process
MYTHS ABOUT UX DESIGN
• Its about making ugly
interfaces pretty
• Its another name for
usability
• Its slows the development
process
There was no Master
Bates or Seaman Stains in
Captain Pugwash
INTHE
BEGINNING Japan Yawning about
Iphone
Apple's much anticipated iPhone is
'buisiness as usual, in a country
where mobile features are already
so advanced
“when technology delivers basic
needs, user experience
dominates”
Don Norman
INTHE
BEGINNING Japan Yawning about
Iphone
Apple's much anticipated iPhone is
'buisiness as usual, in a country
where mobile features are already
so advanced
“when technology delivers basic
needs, user experience
dominates”
Don Norman
WHATS DOES
IT INCLUDE ?
WHATS DOES
IT INCLUDE ?
Is the art of structuring
data
WHATS DOES
IT INCLUDE ?
Is the art of structuring
data
examines embedded
behaviours in physical and
virtual spaces
WHATS DOES
IT INCLUDE ?
Is the art of structuring
data
examines embedded
behaviours in physical and
virtual spaces
a measure of ease of use of
a tool in order to achieve a
particular goal
WHATS DOES
IT INCLUDE ?
Is the art of structuring
data
examines embedded
behaviours in physical and
virtual spaces
a measure of ease of use of
a tool in order to achieve a
particular goal
(Ergonmics) study of
optimising the interface
between human beings and
designed objects
WHATS DOES
IT INCLUDE ?
Is the art of structuring
data
examines embedded
behaviours in physical and
virtual spaces
a measure of ease of use of
a tool in order to achieve a
particular goal
(Ergonmics) study of
optimising the interface
between human beings and
designed objects
uses a cognitive
methodology relating to
study, design, construction
and implementation of
human centric computer
WHATS DOES
IT INCLUDE ?
Is the art of structuring
data
examines embedded
behaviours in physical and
virtual spaces
a measure of ease of use of
a tool in order to achieve a
particular goal
(Ergonmics) study of
optimising the interface
between human beings and
designed objects
uses a cognitive
methodology relating to
study, design, construction
and implementation of
human centric computer
designing the interaction
between human and
computer including graphic
design
HOW DO WE EXPERIENCE?
Positive Effectiveness
Efficiency
Pride
Pleasure
Joy
Engagement
Love
Trust
Fun
Negative Anger
Frustration
Disappointment
Shame
Stupidity
Indifference
Hate
There can be a large scale of emotions when using mobile
applications
HOW DO WE EXPERIENCE?
Positive Effectiveness
Efficiency
Pride
Pleasure
Joy
Engagement
Love
Trust
Fun
Negative Anger
Frustration
Disappointment
Shame
Stupidity
Indifference
Hate
There can be a large scale of emotions when using mobile
applications
SW PRODUCT QUALITY
ISO-9126
Functionality Reliability Efficiency Usability Portability Maintainability
Suitability Maturity Time behaviour Operability Install-ability Testability
Accuracy FaultTolerance
Resource
Utilisation
Learnability Adaptability Stability
... ... ... ... ... ...
SW PRODUCT QUALITY
ISO-9126
Functionality Reliability Efficiency Usability Portability Maintainability
Suitability Maturity Time behaviour Operability Install-ability Testability
Accuracy FaultTolerance
Resource
Utilisation
Learnability Adaptability Stability
... ... ... ... ... ...
Usability means ease-of-use
“What is the required level of mental and physical effort
to complete the tasks?”
SW PRODUCT QUALITY
ISO-9126
Functionality Reliability Efficiency Usability Portability Maintainability
Suitability Maturity Time behaviour Operability Install-ability Testability
Accuracy FaultTolerance
Resource
Utilisation
Learnability Adaptability Stability
... ... ... ... ... ...
Usability means ease-of-use
“What is the required level of mental and physical effort
to complete the tasks?”
UX: Expectations, motives,
actions, interpretations, …
EXTENDING USABILITYTO UX
OVERALL UX
Pragmatic Hedonic
Social Value
Richer social life
Image/Status
Symbol
Enjoyment
Pleasure Stimulation
Utility
Feature set Reliabilty
Usability
Easy to fulfil a goal Easy to use
Useful
All I need
No Clutter
No malfunction
Secure
Robust
Navigation
Performance
Intuitive
Taking into use
Anywhere
Anytime
Communicate
Monitor
Presentable
Good Citizen
Fits my image
Look
Behaviour
Feel
First use
Novel behaviour
New sensations
New activities
UX ISTEMPORAL
Expected User
Experience
User experience
during interaction
Overall user
experience
Brand image
Advertisements
Friends, Reports,...
(before use)
User,
Context,
System
Brand image
Advertisements
Friends, Reports,...
(outside interaction)
UX IN PRODUCT LIFECYCLE
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Objective
Catch
Attention
Create
desire to
buy
Create/
Increase
delight
Ensure
loyalty
Desired
response
Context
Direct design
element
Grab it Try it Explore it Stick to it
1st Exposure:
shop, friend
Demo use
In use, short
term
In use, long
term
Industrial design,
haptics, content,
form factor,
display keypad
Start-up, idle,
menu, graphics
and animations,
sounds, UE
concepts
Content, set-up,
enhancements
Quality of
usability,
localisation,
implementation,
consistency,
support
LIFE ONTHE APP STORE
• Most mobile applications have
a relatively short “shelf life”
with on average less than
25% of users returning to the
app one day after download,
dropping to around 5% after
30 days.
• Pinch Media
LIFE ONTHE APP STORE
• Most mobile applications have
a relatively short “shelf life”
with on average less than
25% of users returning to the
app one day after download,
dropping to around 5% after
30 days.
• Pinch Media
The category to which an application
belongs seems to have a strong
effect on return rate – applications
that are typically more dynamic e.g.
sports (results, league tables etc.)
and entertainment apps fared better
than games, utility, and lifestyle
applications.
SHUFFLINGTHE DECK
• By appearing on the Top 100
list, applications would receive
2.3x more downloads on
average and often an order of
magnitude higher for the Top
25 and Top 10 list.
• Pinch Media
DOING A DEAL
• ”We only did the first iPad/
iPhone integration with
Chillingo and aside from that
we’ve published everything
ourselves.We will not use
Chillingo again.”
• “You don’t need publishers.
• Angry Birds “Mighty Eagle”
PeterVesterbacka
CONTEXT IS EVERYTHING IN
MOBILE
TOPIC ON THE MOVE AT HOME
Light
Weather
Noise
Usage
Attention
Movement
Connections
Power
Flow
Cost
Senses
Daylight, dark at night Stable indoor lighting
Cold, heat, raining, snowing Warm and comfortable
Traffic, people talking Air conditioning humming
One handed use Two hands available
Many distractions Family
Device, hand and finger waving Sitting
3G connection lost, off-line use stable WLAN connection
Flat Battery occasionally Having recharger available
Many interruptions from
context
Potential system interruptions
Charged by downloaded data Flat rate WLAN
Easier to listen Time to view
!"#$%#&'()'*+,-*!
"#$%&$'()*+!',-)&.,!/)*/01'!$*2!&+$3(%('4!'0+'(*.!5(',!$/'&$%!&+0-+!(+!$+!(*'0.-$%!6)-!20+(.*!$+!+5!'0+'(*.!(+!6)-!+)6'5$-0!
20#0%)170*'!
./'#&'()'*+,-(*0$%&+0-*!
8,(+!1$-'!)6!',0!1-)/0++!7$4!30!2)*0!(*!+'$.0+9!:;!/)*/01'!<=;*'0-$/'()*!>0+(.*!<=!?-$1,(/!>0+(.*@!A-)')'410+!$-0!20#0%)102!
1'2-'(&3'(45(.0-6'7&!
B10/(64!:C!2-(#0-+!$*2!'$-.0'+@!;20*'(64!&+0-!0D10-(0*/0!2-(#0-+!',$'!7&+'!30!6&%E%%02!6)-!',0!1-)2&/'!')!30!+&//0++6&%@!F$G0!
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UX DRIVEN DEVELOPMENT
UX CONCEPTING
The concept can describe an existing or non-existing product
DEVILS INTHE DETAIL
• The level of detail of the concept
description detail can vary.This
depends on
• The target audience you are
trying to impress :Investors /
management / engineers /
consumers / etc.
• The next product decisions to
make (management or
development)
DESIGN APPS AS
INFORMATION APPLIANCES
• Design Axioms for an
Information Appliance:
• Simplicity
• Versatility
• Pleasurability
• Don Norman
WHO ISYOUR APP FOR?
The most popular phone in the world?
WHO ISYOUR APP FOR?
The most popular phone in the world?
WHO ISYOUR APP FOR?
The most popular phone in the world?
!
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THE GOOD NEWS
=
PROFILING
INTERACTION
DESIGN
1. Design the view level
navigation map
INTERACTION
DESIGN
2. Design each individual view,
one-by-one
INTERACTION
DESIGN
3. Select a used UI
component for the view data
INTERACTION
DESIGN
4. Design validation
INTERACTION
DESIGN
5. Co-operation withVisual
design
INTERACTION
DESIGN
6. Design reviews
√
FREE ALL MONSTERS
Text
GRAPHICAL DESIGN
Contents
User‘s and
service
provider’s
data
UI Controls
Menus,
buttons,
scroll bars, …
Decoration
Ornamental
UI elements…
Layout Colors Typography Graphics
Composition,
grids, spaces, …
Hues, shades,
tones,…
Fonts, typefaces,
…
Icons, images,
frames, borders,
…
Graphical and Visual Style
UI’s
visual
appearance
!"#$%&'&($%)
!"#$%"&
'#("%&
BENEFITS OF
GRAPHICAL
DESIGN
Guides the user’s eye where
you want it to be
Highlighting critical elements
on the screen
Capable of communicating
emotions, not only
information
!"#$%"&
'#("%&
BENEFITS OF
GRAPHICAL
DESIGN
Guides the user’s eye where
you want it to be
Highlighting critical elements
on the screen
Capable of communicating
emotions, not only
information
In the perfect
mobile
application
functionality,
usability, and
graphic design
are intertwined
and support one
another
IMPACT OF GRAPHICAL
DESIGN
IMPACT OF GRAPHICAL
DESIGN
IMPACT OF GRAPHICAL
DESIGN
IMPACT OF GRAPHICAL
DESIGN
You form your
first impression in
a few seconds
(mostly
subconscious
activity)
Graphical Design impacts
users emotionally, even
before they start thinking
First impressions
are important in
relationships
In this case, the
“user-product”
relationships
You might change
your choice after
looking at the
designs for a
while (conscious)
Limited display space
requires tough
prioritization on what
to present, and how
Some desktop
designs are directly
applicable, others
completely
unacceptable
REINVENTING
THE WHEEL
The universal graphical design
rules apply also for mobile
device UIs
However consider carefully
what metaphors or other
design details can and should be
adopted from the desktop
designs
COLOUR
Colour is a wide topic. It can cover
aspects of science, art and
psychology
Wireframes are often black-and-
white by purpose
Colors can steal the attention
from the interaction design
A rule for mobile devices - keep it
simple
PICKING COLOURS
When selecting colours some designers rely on their personal
experience, intuition and taste
CHECK IN CONTEXT
MAYTHE FORCE OF
TYPOGRAPHY BE WITHYOU
You might take typography for granted until it fails.
What	
  was	
  normal	
  for	
  typewriting	
  in	
  the	
  past,	
  
looks	
  now	
  outdated.
Of	
  course	
  if	
  your	
  UX	
  is	
  to	
  look	
  old-­‐fashioned,	
  
it	
  can	
  provide	
  the	
  effect	
  your	
  looking	
  for.
There are many way to ruin a reading experience
The text might look cool, but it can be hard to read
Graphical Design is not the opposite to text, it is a part of it
Typefaces alone can have an both emotional and
practical impacts on the reader.
SIZE NOW
MATTERS
For three generations of the
iPhone,Apple kept the screen
consistent (320x480 pixels and 3.5
inches diagonal). But now Apple's
new iPhone 4 boasts the highest
resolution phone screen ever
(960x640 pixels, 3.5 inches
diagonal, & an 800:1 contrast ratio.
MOBILE CONTEXT
CHARACTERISTICS
!"#$%&'()"*#+&,( -&.+/"(0")+1"(
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,().$)."1)+"*$-"'412$&8"
UI Designs,
case
BBC.com
(Oct’09)
UTILITY IN MOBILE DEVICES
If utility is important to the mobile application concept the
graphical design should be Simple, clear and effective
Use colours and
layout to create
clear and logical
structures for the
content.
If you use images,
minimise the size.
Avoid decorative
elements.
Avoid horizontal scrolling
CHECKLIST
• Check the desired company/product brand
• Check what are the UX goals: will “standard” design be enough or
is a “wow” desired
• You can break the graphical design rules - but only if you know
them
• Check the target mobile UI platform: look, feel and components
• Validate product concept, use cases, UX requirements
• Do close cooperation with interaction design
• Check the display technology where the application will be used
Twitter @MysticMobile

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Ux design for iPhone

  • 1. UX DESIGN FOR IPHONE Paul Coulton
  • 2. UX DESIGN FOR IPHONE Paul Coulton We have over 250,000 apps in the app store.We don’t need any more Fart apps. If your app doesn’t do something useful or provide some form of lasting entertainment, it may not be accepted.
  • 3. MYTHS ABOUT UX DESIGN • Its about making ugly interfaces pretty • Its another name for usability • Its slows the development process
  • 4. MYTHS ABOUT UX DESIGN • Its about making ugly interfaces pretty • Its another name for usability • Its slows the development process There was no Master Bates or Seaman Stains in Captain Pugwash
  • 5. INTHE BEGINNING Japan Yawning about Iphone Apple's much anticipated iPhone is 'buisiness as usual, in a country where mobile features are already so advanced “when technology delivers basic needs, user experience dominates” Don Norman
  • 6. INTHE BEGINNING Japan Yawning about Iphone Apple's much anticipated iPhone is 'buisiness as usual, in a country where mobile features are already so advanced “when technology delivers basic needs, user experience dominates” Don Norman
  • 8. WHATS DOES IT INCLUDE ? Is the art of structuring data
  • 9. WHATS DOES IT INCLUDE ? Is the art of structuring data examines embedded behaviours in physical and virtual spaces
  • 10. WHATS DOES IT INCLUDE ? Is the art of structuring data examines embedded behaviours in physical and virtual spaces a measure of ease of use of a tool in order to achieve a particular goal
  • 11. WHATS DOES IT INCLUDE ? Is the art of structuring data examines embedded behaviours in physical and virtual spaces a measure of ease of use of a tool in order to achieve a particular goal (Ergonmics) study of optimising the interface between human beings and designed objects
  • 12. WHATS DOES IT INCLUDE ? Is the art of structuring data examines embedded behaviours in physical and virtual spaces a measure of ease of use of a tool in order to achieve a particular goal (Ergonmics) study of optimising the interface between human beings and designed objects uses a cognitive methodology relating to study, design, construction and implementation of human centric computer
  • 13. WHATS DOES IT INCLUDE ? Is the art of structuring data examines embedded behaviours in physical and virtual spaces a measure of ease of use of a tool in order to achieve a particular goal (Ergonmics) study of optimising the interface between human beings and designed objects uses a cognitive methodology relating to study, design, construction and implementation of human centric computer designing the interaction between human and computer including graphic design
  • 14. HOW DO WE EXPERIENCE? Positive Effectiveness Efficiency Pride Pleasure Joy Engagement Love Trust Fun Negative Anger Frustration Disappointment Shame Stupidity Indifference Hate There can be a large scale of emotions when using mobile applications
  • 15. HOW DO WE EXPERIENCE? Positive Effectiveness Efficiency Pride Pleasure Joy Engagement Love Trust Fun Negative Anger Frustration Disappointment Shame Stupidity Indifference Hate There can be a large scale of emotions when using mobile applications
  • 16. SW PRODUCT QUALITY ISO-9126 Functionality Reliability Efficiency Usability Portability Maintainability Suitability Maturity Time behaviour Operability Install-ability Testability Accuracy FaultTolerance Resource Utilisation Learnability Adaptability Stability ... ... ... ... ... ...
  • 17. SW PRODUCT QUALITY ISO-9126 Functionality Reliability Efficiency Usability Portability Maintainability Suitability Maturity Time behaviour Operability Install-ability Testability Accuracy FaultTolerance Resource Utilisation Learnability Adaptability Stability ... ... ... ... ... ... Usability means ease-of-use “What is the required level of mental and physical effort to complete the tasks?”
  • 18. SW PRODUCT QUALITY ISO-9126 Functionality Reliability Efficiency Usability Portability Maintainability Suitability Maturity Time behaviour Operability Install-ability Testability Accuracy FaultTolerance Resource Utilisation Learnability Adaptability Stability ... ... ... ... ... ... Usability means ease-of-use “What is the required level of mental and physical effort to complete the tasks?” UX: Expectations, motives, actions, interpretations, …
  • 19. EXTENDING USABILITYTO UX OVERALL UX Pragmatic Hedonic Social Value Richer social life Image/Status Symbol Enjoyment Pleasure Stimulation Utility Feature set Reliabilty Usability Easy to fulfil a goal Easy to use Useful All I need No Clutter No malfunction Secure Robust Navigation Performance Intuitive Taking into use Anywhere Anytime Communicate Monitor Presentable Good Citizen Fits my image Look Behaviour Feel First use Novel behaviour New sensations New activities
  • 20. UX ISTEMPORAL Expected User Experience User experience during interaction Overall user experience Brand image Advertisements Friends, Reports,... (before use) User, Context, System Brand image Advertisements Friends, Reports,... (outside interaction)
  • 21. UX IN PRODUCT LIFECYCLE !  "#$%&'()'$ *+'&$ ,'-./0)$ !  1#$23+4&'$ -56(-)6$ !  7#$%&'()'$ 8'+.&'$)5$ 946$ !  :#$%();0$ ())'3).53$ <.&+)$ =>?&'++.53$ @4&;0(+'$ A05&)$)'&>$ 4+'$ B53/$)'&>$ 4+'$ Objective Catch Attention Create desire to buy Create/ Increase delight Ensure loyalty Desired response Context Direct design element Grab it Try it Explore it Stick to it 1st Exposure: shop, friend Demo use In use, short term In use, long term Industrial design, haptics, content, form factor, display keypad Start-up, idle, menu, graphics and animations, sounds, UE concepts Content, set-up, enhancements Quality of usability, localisation, implementation, consistency, support
  • 22. LIFE ONTHE APP STORE • Most mobile applications have a relatively short “shelf life” with on average less than 25% of users returning to the app one day after download, dropping to around 5% after 30 days. • Pinch Media
  • 23. LIFE ONTHE APP STORE • Most mobile applications have a relatively short “shelf life” with on average less than 25% of users returning to the app one day after download, dropping to around 5% after 30 days. • Pinch Media The category to which an application belongs seems to have a strong effect on return rate – applications that are typically more dynamic e.g. sports (results, league tables etc.) and entertainment apps fared better than games, utility, and lifestyle applications.
  • 24. SHUFFLINGTHE DECK • By appearing on the Top 100 list, applications would receive 2.3x more downloads on average and often an order of magnitude higher for the Top 25 and Top 10 list. • Pinch Media
  • 25. DOING A DEAL • ”We only did the first iPad/ iPhone integration with Chillingo and aside from that we’ve published everything ourselves.We will not use Chillingo again.” • “You don’t need publishers. • Angry Birds “Mighty Eagle” PeterVesterbacka
  • 26. CONTEXT IS EVERYTHING IN MOBILE TOPIC ON THE MOVE AT HOME Light Weather Noise Usage Attention Movement Connections Power Flow Cost Senses Daylight, dark at night Stable indoor lighting Cold, heat, raining, snowing Warm and comfortable Traffic, people talking Air conditioning humming One handed use Two hands available Many distractions Family Device, hand and finger waving Sitting 3G connection lost, off-line use stable WLAN connection Flat Battery occasionally Having recharger available Many interruptions from context Potential system interruptions Charged by downloaded data Flat rate WLAN Easier to listen Time to view
  • 28. UX CONCEPTING The concept can describe an existing or non-existing product
  • 29. DEVILS INTHE DETAIL • The level of detail of the concept description detail can vary.This depends on • The target audience you are trying to impress :Investors / management / engineers / consumers / etc. • The next product decisions to make (management or development)
  • 30. DESIGN APPS AS INFORMATION APPLIANCES • Design Axioms for an Information Appliance: • Simplicity • Versatility • Pleasurability • Don Norman
  • 31. WHO ISYOUR APP FOR? The most popular phone in the world?
  • 32. WHO ISYOUR APP FOR? The most popular phone in the world?
  • 33. WHO ISYOUR APP FOR? The most popular phone in the world? ! !"# $"# %"# &# &# '# $# %$# ()*+,# -,./012# 34# 5)6)7)8,# -)19#:7+;//)1# <8,;*=>779# ?@@8># A6B>7#
  • 36. INTERACTION DESIGN 1. Design the view level navigation map
  • 37. INTERACTION DESIGN 2. Design each individual view, one-by-one
  • 38. INTERACTION DESIGN 3. Select a used UI component for the view data
  • 43. GRAPHICAL DESIGN Contents User‘s and service provider’s data UI Controls Menus, buttons, scroll bars, … Decoration Ornamental UI elements… Layout Colors Typography Graphics Composition, grids, spaces, … Hues, shades, tones,… Fonts, typefaces, … Icons, images, frames, borders, … Graphical and Visual Style UI’s visual appearance !"#$%&'&($%)
  • 44. !"#$%"& '#("%& BENEFITS OF GRAPHICAL DESIGN Guides the user’s eye where you want it to be Highlighting critical elements on the screen Capable of communicating emotions, not only information
  • 45. !"#$%"& '#("%& BENEFITS OF GRAPHICAL DESIGN Guides the user’s eye where you want it to be Highlighting critical elements on the screen Capable of communicating emotions, not only information In the perfect mobile application functionality, usability, and graphic design are intertwined and support one another
  • 49. IMPACT OF GRAPHICAL DESIGN You form your first impression in a few seconds (mostly subconscious activity) Graphical Design impacts users emotionally, even before they start thinking First impressions are important in relationships In this case, the “user-product” relationships You might change your choice after looking at the designs for a while (conscious)
  • 50. Limited display space requires tough prioritization on what to present, and how Some desktop designs are directly applicable, others completely unacceptable REINVENTING THE WHEEL The universal graphical design rules apply also for mobile device UIs However consider carefully what metaphors or other design details can and should be adopted from the desktop designs
  • 51. COLOUR Colour is a wide topic. It can cover aspects of science, art and psychology Wireframes are often black-and- white by purpose Colors can steal the attention from the interaction design A rule for mobile devices - keep it simple
  • 52. PICKING COLOURS When selecting colours some designers rely on their personal experience, intuition and taste
  • 54. MAYTHE FORCE OF TYPOGRAPHY BE WITHYOU You might take typography for granted until it fails. What  was  normal  for  typewriting  in  the  past,   looks  now  outdated. Of  course  if  your  UX  is  to  look  old-­‐fashioned,   it  can  provide  the  effect  your  looking  for. There are many way to ruin a reading experience The text might look cool, but it can be hard to read Graphical Design is not the opposite to text, it is a part of it Typefaces alone can have an both emotional and practical impacts on the reader.
  • 55. SIZE NOW MATTERS For three generations of the iPhone,Apple kept the screen consistent (320x480 pixels and 3.5 inches diagonal). But now Apple's new iPhone 4 boasts the highest resolution phone screen ever (960x640 pixels, 3.5 inches diagonal, & an 800:1 contrast ratio.
  • 57. UTILITY IN MOBILE DEVICES If utility is important to the mobile application concept the graphical design should be Simple, clear and effective Use colours and layout to create clear and logical structures for the content. If you use images, minimise the size. Avoid decorative elements. Avoid horizontal scrolling
  • 58. CHECKLIST • Check the desired company/product brand • Check what are the UX goals: will “standard” design be enough or is a “wow” desired • You can break the graphical design rules - but only if you know them • Check the target mobile UI platform: look, feel and components • Validate product concept, use cases, UX requirements • Do close cooperation with interaction design • Check the display technology where the application will be used