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MA MAD Mobile Application Design Mo Mobile is different - PowerPoint PPT Presentation

MA MAD Mobile Application Design Mo Mobile is different Smartphones and desktop computers are very different One might be tempted to think of mobile devices as underpowered versions of 'real' computers Smartphones are actually more


  1. MA MAD Mobile Application Design

  2. Mo Mobile is different • Smartphones and desktop computers are very different – One might be tempted to think of mobile devices as underpowered versions of 'real' computers • Smartphones are actually more powerful than desktops in many ways – Designing for mobile is very different – Many more options

  3. So Some e key cho hoices es • Market • Device(s) • Operating system • Legacy components • Deployment/distribution model • Complete process

  4. Wh What is the target? • Controlled set of users – Customers – Employees • Open set of users – Market

  5. De Devices • > 1000 Android devices

  6. Op Oper erat ating ng system em https://en.wikipedia.org/wiki/Android_(operating_system)

  7. Di Different operating systems

  8. Le Legacy compon omponents • Where do we came from? • Where do we want to go? • What assets do we want to keep? • Which systems are we supposed to integrate?

  9. De Deployment model • Custom systems • Closed world – Centralized distribution – Dedicated sites • Market place

  10. Co Complete ete proces ess Software distribution Data quality Help desk and updates Training and Maintenance support Insurance Logistics policies

  11. Ma Main development activities • Think/Prototype • Design • Develop

  12. So Some e key char harac acter teristi tics • Mixed teams • Sketches and prototyping • Designers and not just computer scientists

  13. How How to o st start • Mobile mindset – Focused, unique, charming, user-centered • Different classes of users – Clearly identify your target(s): bored, busy, lost • First impression is key – Limited/No help text – Characteristic and intriguing look and feel – Just a few seconds and the app… http://www.netmagazine.com/features/10-principles-mobile-interface-design

  14. Be Be bold • Users are captured by unique design • Users get tired of seeing the same old thing • Do not use Android/Apple-supplied UI elements as a always-good solution – They are starting to look dated

  15. Sk Sketc etchi hing ng

  16. So Somethi ething ng a a bit t more e complete ete …

  17. How How ma many features • Users do not spend time discovering features • Users do not complain about “advanced” features – More features imply more apps • Users complain about features that do not work

  18. An Andr droi oid d de desi sign gn pr principl ples • Enchant me – Delight me in surprising ways – Real objects are more fun than buttons and menus – Let me make it mine • Simply my life – Keep it brief – Pictures are faster than words – Decide for me but let me have the final say – I should always know where I am

  19. Fur urther ther iOS OS des esign n sug ugges esti tions ns • Use Layout to Communicate • Avoid asking people to supply setup information – Focus on the needs of 80% of your users • Launch in the device’s current orientation • When your app restarts, restore its state so users can continue where they left off • An iOS app never displays a Close or Quit option – Never quit an iOS app programmatically

  20. Fi Final nal sug ugges esti tions ns • Single and appropriate navigation model • Minimal user inputs (through the proper means) – Auto-correct can be so frustrating • Gestures are not really standardized – They are nice to have, but not mandatory • Support orientations – Be consistent and exploit orientation locks • Communications – Provide polite feedback, modal alerts, confirmations • Postpone sign up http://www.netmagazine.com/features/10-principles-mobile-interface-design

  21. Fl Flat design skeuomorphic design • If your app looks outdated, users will note that

  22. Fl Flat design • Not boring • Ornamental elements are viewed as unnecessary clutter • Bright, contrasting colors make illustrations and buttons pop from backgrounds • Minimalistic nature http://www.creativebloq.com/graphic-design/what-flat-design-3132112

  23. Co Cons nsistent tent layout ut • Can be very “expensive” • Extremely important • Design libraries exist to help decide which layout is the best for a particular problem

  24. An Anti-pa patterns • Metaphor mismatch – Control, icon, or mental model mismatch • Idiot boxes • Too many chart elements • Oceans of buttons

  25. Av Avoi oid d PC PCisms sms Images courtesy of Mobile Design Pattern Gallery by Theresa Neil

  26. Idiot Box

  27. De Development options

  28. Mo Model-Vi View-Co Contr ntroller er

  29. We Web-ba base sed d sol solution on Pros Pr os Con Cons • It is not installed on the device • Being internet-based, performance can be an issue • Being server-based, it can easily • The interactions with local be updated software and hardware • The same user experience can be components is limited reused on different platforms • It is not distributed through a marketplace

  30. Hy Hybr brid d sol solution on Pr Pros os Cons Con • The user experience can be based • Performance can be an issue on native elements and be reused given the need for an interpreter • It can (partially) interact with the • JavaScript might be interpreted hardware components of the differently on different devices device • The user experience is only close • It can be distributed through a to the native one marketplace

  31. Interpreted s In solu lutio ion Pr Pros os Cons Con • The user experience corresponds • Performance can be an issue to the (basic) native one • The reuse of the user experience • The business logic can be reused depends on the abstraction level of the framework • It can be distributed through a • The actual development depends marketplace on the specific framework

  32. Cross-co Cr compiled solution Pr Pros os Cons Con • It can offer all the characteristics • The user experience usually of a native solution cannot be reused • Hardware and software • There could be some limitations in components can be exploited the way hardware components can be used • Performance is usually good • The result is usually not too sophisticated

  33. Native sol Na solution on Pr Pros os Con Cons • It can be efficient and special- • Development costs tend to purpose become high • It can fully exploit any single • One development for each characteristic platform • It can (easily) provide a • Almost no reuse completely native user experience

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