Designing Great Mobile AppsChris Griffith
DisclaimerThese opinions and thoughts are my own, and may or may not reflect the opinions of the company that I work for.
Designing Great Mobile Apps
Designing Great Mobile Apps
Designing Great Mobile Apps
We need a mobile APP! NOW!
Building Mobile Apps is hard work.
Designing Great Mobile Apps
Designing Great Mobile Apps
Bored Users
Fickle Users
Designing Great Mobile Apps
It begins with a simple touch…
Designing Great Mobile Apps
Designing Great Mobile Apps
Designing Great Mobile Apps
Designing Great Mobile Apps
Designing Great Mobile Apps
There’s Not an App for that!
But is it mobile?
Mobile Mindsets…I’m here!I’m bored!I’m working!
	I’m working
Designing Great Mobile Apps
	I’m Here
Designing Great Mobile Apps
I’m bored
Designing Great Mobile Apps
Designing Great Mobile Apps
What Makes Your App Special?
Building the User Experience
An effortless experience requires streamlined choices of featureslimited attentionlimited timelimited pixelslimited processing power	limited connectivity
What is your app’s quest?
Focal Task/Key Problem
What wrong a web app/site?
Designing for the tiny
Rule of ThumbsThe average fingertip is 3x larger than the hand cursorMake your buttons 3x largerThen make them even larger
With fingers, come hands…
Designing Great Mobile Apps
Pixels Per Inch (PPI)Data based on respective products published technical specifications
Designing Great Mobile Apps
Designing Great Mobile Apps
Designing Great Mobile Apps
Designing Great Mobile Apps
Flat Card PatternProsQuick Focused ContentVaried Content LayoutLow ChromeConsTraversing from start to end of the stackIssues of scaling the number of cardsTiny page dots
Designing Great Mobile Apps
Designing Great Mobile Apps
Tab/Nav Bar PatternProsEasy access to main sectionsEasy overview of the features and the contextNavigation markerConsLimited number of tabsTab always on screen
Designing Great Mobile Apps
Designing Great Mobile Apps
List/Tree PatternPros	Scales past 5 itemsDirect interactionLimited UI chromeConsUser must remember their navigation pathMust travel to top node to access another branchScroll risk
Designing Great Mobile Apps
Designing Great Mobile Apps
Dashboard PatternPros	Reveals capabilitiesOffers shortcuts to key sectionsCan be colorful and engagingConsFalling out of favorReturn Navigation mysteryHub-Spoke navigation
Combination Patterns
Designing Great Mobile Apps
Be careful of your navigation path
Designing Great Mobile Apps
Designing Great Mobile Apps
Designing Great Mobile Apps
Designing Great Mobile Apps
Designing Great Mobile Apps
Designing Great Mobile Apps
Put something on device
Designing Great Mobile Apps
Stand Out from the Crowd
What’s your styleBusinessSleek and coolGrittyHipsterFun and playfulGlittery?
Designing Great Mobile Apps
People judge an app by it’s coverApp IconStart ScreenOverall Look
Your App Icon == Your Brand
Designing Great Mobile Apps
Designing Great Mobile Apps
It’s not a guessing game…http://glyphish.com/
Give FeedbackDid I touch it?Is it working?Is there a signal?
Design Tips for the Developer
Provide surprises
Designing Great Mobile Apps
Designing Great Mobile Apps
Mobile is Everywhere
Now go build something!

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Designing Great Mobile Apps

Editor's Notes

  • #4: UI prototyper 15 yrsDeveloping mobile for the past 4 yearsMgr SDFUGACPFC Community Manager
  • #6: Who has built apps for iOS? Android? Playbook? Other? None?
  • #8: Building mobile apps are hard
  • #9: Mobile devices are not the same as a desktopAbout the same CPU power as a desktop computer of 7 years ago and about 1/3 of the screenComputerBig ScreenPower SupplyConsistent NetworkKeyboardMouseChairDeskMobileSmall ScreenBatteryInconsistent NetworkFingersSensors
  • #10: Context
  • #13: IF you don’t get it right in your first outing, most will NOT be back
  • #15: People want simplicity and ease
  • #16: Play
  • #17: Learn
  • #18: Communicate
  • #19: 4,000 patents on file for mousetraps
  • #20: Your goal is find the missing mousetrap OR find a way to build a new and better mousetrap
  • #24: Need to make the most of the user’s time and attention.
  • #25: What’s around me? What can I do, Where can I go?
  • #28: Quick learning curveCan be be used in short burstsKey component to many successful mobile apps.
  • #29: Focused on the micro task of logging your run and routes.
  • #32: An effortless experience requires streamlined choices of features-limited attention-limited time-limited pixels-limited processing power-limited connectivity
  • #34: In Badge BookletsWhat’s My Schedule?Surprises!This session is not right for me, what can I go see?
  • #35: Browser chromeSellingCan’t access all of the deviceBut can have a wider reach
  • #40: iPhone – 15/16th of inch
  • #41: Don’t crowd me inGive your UI some room to breatheYour UI needs to viewable from a distance
  • #47: This pattern breaks you app into focused sub-tasksEarly Android UI patterns had the tab bar at the top of the screen, but can anyone tell me the issue with that location?
  • #59: Tablets have much more screen real estate than their smartphone counter parts. To use the space well but still maintain consistency between the smartphone and tablet app a different design approach for showing information is needed.SolutionSplit View is a design approach that is often used on many desktop and web applications. Left side of the screen displays higher level categories and selecting one of them brings detailed info of the selection to the right side of the screen.
  • #61: Action bar is a branded top bar of the application that provides easy access to relevant actions on the screen and a shortcut to application's home screen. The action bar can also be used to indicate use's location in the application.Consequences Very easy and fast access to relevant action on current screen.Easy access to application's home screen by clicking the application logo at left. This paradigm is already well known from web sites.opportunity to provide branding to the application.Helps user in navigation by indicating his / her current location in app.
  • #63: Paper Prototype
  • #64: UI template files available for both iOS and AndroidBuild only want you need
  • #70: Your App icon is your welcome mat.Design your icons for all the devices supported size: 29px, 36px, 48px, 57px, 72px, 512px
  • #71: Focus on start up time.iOS does a great job of hiding this with their start screensBut this is not the time to recreate a Skip Intro UXOnce they are there, welcome them, show them around
  • #73: Remember: users want quick easy access to your app, not to play an icon guessing game
  • #76: Hidden elements
  • #77: Hidden elements
  • #78: Hidden elements