A light introduction to mobile UX. What are the main points you should consider and think about.
Talk given to 2nd year multimedia students at Dublin City University in March 2015.
43. THINK ABOUT THE FULL LIFE CYCLE OF YOUR APP
AWARENESS USAGE END
MARKETPLACE
APP SITE
APP ICON
REPUTATION
REVIEWS
STOP USE
DELETION
RATING
WORD-OF-MOUTH
FIRST USE
SUPPORT
NEW FEATURES
UPDATE CYCLES
44. DEFINE CLEAR GOALS
What it is?
An app to help people save money.
How can people do that?
Track what they spend money on.
How you want them to feel?
Feel in control of their spending.
What it is not?
Not a budget planner or manager.
Keep it consistent unless you’ve a read not to.
Consistent within your app, consistent with the platform.
No contrast between news items.
A small addition of more contrast on alternating rows scrolling long list easier.
Guide the users eye
Design a guided tour
Squint test
Using colour and contrast to create a visual hierarchy.
The green areas are the tools which handle drawing
When do you ever eat your dinner with a Swiss Army Knife?
Flexible is not necessarily bad, just different.
A different way to look at things.
What do you need and when?
Know where your app lives on this chart
Other examples: iPhoto vs Photoshop
What is the experience you want to deliver?
Designing something is like being the host of a party. You set up everything as best you can, and hope it all works as expected.
If your app requires content to succeed, decide how to handle first use.
Couldn’t this have 5 starting videos?
An expenses application. Often used offline when travelling abroad.
Use to organise content, and understand people’s mental model of apps.
How to understand is this the right approach. Especially useful in areas where you are very different than your audience.
Testing higher-fidelity prototypes, to refine interactions, and catch major usability issues.