UX / UI
The User Experience

              Marc Cain
    marc.cain@bolderimage.com
            #BolderImage
What Makes A Great App?

     The difference between an app and a
     Great app is the UX / UI

     Great Apps Embrace the Platform and the Human
     Interface Principles – Each Platform is different.
     A Great App Starts with a Custom UX / UI
     and Great Artwork
     A Great App has Well Thought Out Goals
     and Features
UX / UI Makes the Difference
UX / UI Makes the Difference
• Anyone can make an app – but to enage
    the user you need a great UX /UI
•   Off Shore Can miss the Boat
•   Apple has Perfected the Concept of User
    Experience and User Interface
•   Follow their Guidelines in the HIG
•   http://developer.apple.com/library/ios/#documentation/Us
    erExperience/Conceptual/MobileHIG/Introduction/Introduc
    tion.html
Engage the User with Great UX/UI
Engage the User with Great UX/UI
Engage the User with Great UX/UI
Engage the User with Great UX/UI
Engage the User with Great UX/UI
Engage the User with Great UX/UI
Engage the User with Great UX/UI
Offshore Can Miss the Boat
• Offshore can office great advantages for
    technical development but also have
    challenges.
•   Cultural and life experiences effect UX /
    UI development.
Apple is the Leader in UX / UI
• Apple builds their products from a User
    Experience standpoint
•   Apple micro-manages every small detail
    eg. App approval process
•   HIG – Excellent resource
     http://developer.apple.com/library/ios/#d
       ocumentation/UserExperience/Conce
       ptual/MobileHIG/Introduction/Introduct
       ion.html
Embrace the Platform
And the Human Interface
       Principles
Platform and HIG
• The most successful apps embrace the
    characteristics of the platform and
    provides a UX that integrates with the
    device they are running on.
•   iOS and Android offer different UX.
•   An App is not a web site.
•   Great UX follows HI design principles
    based on the way people think and work.
Characteristic of the Platform
• The display of the device is key – not just
    for viewing but you physically interact
    with the multi-touch screen.
•   Consider the size of the items that are
    tappable.
•   The quality of the artwork is very
    noticable.
•   The screen orientation can change and
    so should the content.
• Onscreen user help is minimal – the app
    should be intuitive enough that help
    pages are minimal.
•   Most apps have a single window – Views
    that scroll are seen as one view
    regardless of length and the data
    attached to each entry as a separate
    view eg. the user contacts.
iOS and Android are Different
• The characters of the UX on iOS and
    Android differ.
•   Android provides a back button and apps
    should be designed around that.
•   Navigation bars and tool bars differ
    between Android and iOS.
An App Is Not a Web Site
• You interact with an app differenlty than a
    web site because of the platform
•   Gestures are key to the interaction
    •   Tap – analogous to a mouse click
    •   Drag – used to scroll or pan
    •   Flick – used to scroll or pan quickly
    •   Swipe – used to reveal the delete button
    •   Double tap – used to zoom
    •   Pinch – used to zoom in or out
    •   Touch and hold – used to edit
Human Interface Principles
• Aesthetic Integrity – does the design fit
    the task? A Utility vs. A Game
•   Consistency
    •   Does the app use system-provided controls,
        views, and icons correctly
    •   Is the app consistent with itself from screen
        to screen and version to version
•   Feedback acknowledges peoples
    actions and assures them that
    processing is occuring eg. UIActivityIndicator
• Metaphors help users grasp how to use
  an app – onscreen objects can be
  physically interacted with. Examples:
  •   Tapping Music playback controls
  •   Sliding On/Off switches
  •   Flicking through pages of photos
  •   Spinning Picker Wheels
  •   Selecting Alphabetical tabs like in a
      phonebook
Great Artwork
Great Artwork
Great Artwork
A Well Thought Out Plan
A Well Thought out Plan
• Create An Application Defination
  Statement.

• Tailor Customization to the Task
• Prototype and Iterate
Application Defination Statement
• Write a concise declaration of the app’s
    main purpose and it intended audience.
•   List all the features you think users might
    like. Brainstorm.
•   Determine who your users are and what
    would be most important to them. Filter
    the list by them.
Tailor Customization to the task
• Balance UI customizations with clarity of
    purpose – Form follows function or does
    function follow form?
•   Consider how users will perform the
    function that you are customizing.
•   Ideally, UI customization facilitates the
    task people want to perform.
•   Avoid increasing the users cognative
    burden.
Prototype and Iterate
• Create wireframes and mock ups to
    review with peers. Start with paper and
    walk colleagues through your UX / UI.
•   Create a fleshed-out prototype on a
    device.
•   Genexus can help with a rapid prototype
    development process.
Thank you

         Marc Cain
marc.cain@bolderimage.com
       #BolderImage

Ux ui presentation2

  • 1.
    UX / UI TheUser Experience Marc Cain [email protected] #BolderImage
  • 2.
    What Makes AGreat App? The difference between an app and a Great app is the UX / UI Great Apps Embrace the Platform and the Human Interface Principles – Each Platform is different. A Great App Starts with a Custom UX / UI and Great Artwork A Great App has Well Thought Out Goals and Features
  • 3.
    UX / UIMakes the Difference
  • 4.
    UX / UIMakes the Difference • Anyone can make an app – but to enage the user you need a great UX /UI • Off Shore Can miss the Boat • Apple has Perfected the Concept of User Experience and User Interface • Follow their Guidelines in the HIG • http://developer.apple.com/library/ios/#documentation/Us erExperience/Conceptual/MobileHIG/Introduction/Introduc tion.html
  • 5.
    Engage the Userwith Great UX/UI
  • 6.
    Engage the Userwith Great UX/UI
  • 7.
    Engage the Userwith Great UX/UI
  • 8.
    Engage the Userwith Great UX/UI
  • 9.
    Engage the Userwith Great UX/UI
  • 10.
    Engage the Userwith Great UX/UI
  • 11.
    Engage the Userwith Great UX/UI
  • 12.
    Offshore Can Missthe Boat • Offshore can office great advantages for technical development but also have challenges. • Cultural and life experiences effect UX / UI development.
  • 13.
    Apple is theLeader in UX / UI • Apple builds their products from a User Experience standpoint • Apple micro-manages every small detail eg. App approval process • HIG – Excellent resource http://developer.apple.com/library/ios/#d ocumentation/UserExperience/Conce ptual/MobileHIG/Introduction/Introduct ion.html
  • 14.
    Embrace the Platform Andthe Human Interface Principles
  • 15.
    Platform and HIG •The most successful apps embrace the characteristics of the platform and provides a UX that integrates with the device they are running on. • iOS and Android offer different UX. • An App is not a web site. • Great UX follows HI design principles based on the way people think and work.
  • 16.
    Characteristic of thePlatform • The display of the device is key – not just for viewing but you physically interact with the multi-touch screen. • Consider the size of the items that are tappable. • The quality of the artwork is very noticable. • The screen orientation can change and so should the content.
  • 17.
    • Onscreen userhelp is minimal – the app should be intuitive enough that help pages are minimal. • Most apps have a single window – Views that scroll are seen as one view regardless of length and the data attached to each entry as a separate view eg. the user contacts.
  • 18.
    iOS and Androidare Different • The characters of the UX on iOS and Android differ. • Android provides a back button and apps should be designed around that. • Navigation bars and tool bars differ between Android and iOS.
  • 19.
    An App IsNot a Web Site • You interact with an app differenlty than a web site because of the platform • Gestures are key to the interaction • Tap – analogous to a mouse click • Drag – used to scroll or pan • Flick – used to scroll or pan quickly • Swipe – used to reveal the delete button • Double tap – used to zoom • Pinch – used to zoom in or out • Touch and hold – used to edit
  • 20.
    Human Interface Principles •Aesthetic Integrity – does the design fit the task? A Utility vs. A Game • Consistency • Does the app use system-provided controls, views, and icons correctly • Is the app consistent with itself from screen to screen and version to version • Feedback acknowledges peoples actions and assures them that processing is occuring eg. UIActivityIndicator
  • 21.
    • Metaphors helpusers grasp how to use an app – onscreen objects can be physically interacted with. Examples: • Tapping Music playback controls • Sliding On/Off switches • Flicking through pages of photos • Spinning Picker Wheels • Selecting Alphabetical tabs like in a phonebook
  • 22.
  • 23.
  • 24.
  • 27.
  • 28.
    A Well Thoughtout Plan • Create An Application Defination Statement. • Tailor Customization to the Task • Prototype and Iterate
  • 29.
    Application Defination Statement •Write a concise declaration of the app’s main purpose and it intended audience. • List all the features you think users might like. Brainstorm. • Determine who your users are and what would be most important to them. Filter the list by them.
  • 30.
    Tailor Customization tothe task • Balance UI customizations with clarity of purpose – Form follows function or does function follow form? • Consider how users will perform the function that you are customizing. • Ideally, UI customization facilitates the task people want to perform. • Avoid increasing the users cognative burden.
  • 31.
    Prototype and Iterate •Create wireframes and mock ups to review with peers. Start with paper and walk colleagues through your UX / UI. • Create a fleshed-out prototype on a device. • Genexus can help with a rapid prototype development process.
  • 32.
    Thank you Marc Cain [email protected] #BolderImage