http://fr.droidcon.com/2014/agenda/detail?title=Ingredients+of+Awesome+App
There are an increasing number of apps that come with great design nowadays, and most of the carefully crafted apps resonate with the Android users due to their great and consistent User Experience (UX) design. Many developers and designers try hard to create an app with great UX by largely referring to the Android Design Guideline, however, to make remarkable UX design is certainly more than that, and often they missed certain important items from their check list. If you want to check if your app(s) is heading the right direction to awesomeness, be sure to check out this ‘advanced’ check list in making awesome Android apps.
Speaker: Taylor Ling
I am very passionate about User Experience (UX), not so much on the ethnography part, but more on the User Interface execution that can directly influence UX and Usability, particularly on the mobile devices (Android always come first!).
I am currently the GDE for UX/Design, and enjoy going around the world to share my experience on UI/UX Design.
Currently crafting pixels at snappymob.com.
3. GOOD GREAT AWESOME
Stable
Uses Best Practices
User-tested
Runs 4.0 and above
Provides solid experience
Revise everything
Branding and Consistency
Variation
Polish
Guenther Beyer
http://bit.ly/androiddesigngtg
4. AWESOME
Supports user goals with frustration-free experiences
Provides customer delight
Provides sufficient help for potential blockers
Empower the users and build positive relationship
Make them feel magical
6. 1 Animations/Transitions
WHY
Provide continuity experience
Capture and focus attention
Provide feedback for interactions
Give information - Spatial Relationship, Functionality
Help user in perceiving the changes without heavy processing
7. 1 Animations/Transitions
RULES
Purposeful and Informative
Subtle yet noticeable
Buttery smooth (60fps)
Proper motion speed
Don’t overdo it
9. 2 Feedback
WHY
Interactions happens on/in the glass surface – no physical feedback
To communicate hidden rules
To let the user know the system is working on your request
To provide seamless experience
10. 2 Feedback
RULES
Feedback must be informative
Feedback must have proper number
Feedback must be planned and prioritized
Feedback must be immediate
Feedback can be visual, acoustic, tactile
13. Interaction feedback is very important
to give the touch confidence.
And always care about the touch area.
14. Dialog is a very direct way of giving
information or capture attention. But it
can be annoying.
Minimize the usage and use it wisely.
And don’t confuse the user.
15. Error Message tells the user why
something isn’t work – but don’t just tell
them why it doesn’t work, if it’s possible,
give them the solution/possible action as
well.
Better yet, try not to allow them to execute
the error.
16. Loading indicator tells the user something
is working at the background based on
the request – but do give them options or
inform them if it’s taking too long.
Also try to mask the time-wasting loading
into a delightful experience.
Better yet, try to avoid loading by eg.
Preload.
17. Empty state must be handled properly so
the user knows what is needed to be done
next. Give them that action(s).
It’s not the job of the user to figure out why
it is empty.
18. Acoustic and tactile feedback is equally
important to give high quality feedback.
20. 3 Help
WHY
Users are lazy and don’t like to think
Users require waypoint
Users curious about the value
Users need help to operate professional application
Users always rely on default settings
21. 3 Help
RULES
Help must be genuine
Help must be planned and timed well
Help must be simple and efficient
Help must be user-oriented
22. Quick Tutorial gives brief introduction
of the value of the app to the user
(read: not on how to use the app).
And do allow the user to skip it.
23. Users sometimes regret for their
action, so if it’s possible, allow them to
Undo – For less critical stuffs, it can be
as forgivable as possible.
And make it easy to undo.
24. Confirmation is a must if the
action is a critical one eg. Delete.
Do not ask for every actions
though.
25. Help section always helps - even if it’s
just 0.1% of the users will be using it.
And make it available offline.
26. Cares about the default settings that
you are putting in. 95% of the users
rely on the default settings.
28. 4 Touch Gestures
WHY
Empower the user
Enhance interactivity
Natural manipulation
Potentially quicker interaction
29. 4 Touch Gestures
RULES
Gestures must coupled with great corresponding animations
Gestures should not be the only interaction for a certain task
Gestures must not have conflicts
Gestures must be discoverable
30. Always explore simple yet efficient
gestures that enhance interactivity.
Touch screen isn’t just meant for tap.
Chrome is a great example.
31. Sensitive for gesture trend that
enhance interaction experience.
Eg. Swipe to dismiss/delete is almost
like a must-have gesture for item
manipulation.
32. Avoid gesture conflict at all cost!
Bad example: In Rdio, full screen swipe
calls Navigation Drawer, and it conflict
with the progress slider.
33. Don’t be afraid to explore and integrate
gestures to enhance usability!
Example: Double swipe is currently at
system level only, but it can be very well
integrated in app interaction as well!
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