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Mobile Application Design & Development

Mobile applications must solve real user problems, be designed for the mobile context from the start, and optimize the user experience. Key mistakes include failing to understand user needs and the mobile landscape, overloading the interface, prioritizing branding over usability, and not designing for intermittent connectivity. Developers should follow conventions, provide guidance and error messages, and create experiences tailored to mobile constraints and user attention spans.

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0% found this document useful (0 votes)
239 views206 pages

Mobile Application Design & Development

Mobile applications must solve real user problems, be designed for the mobile context from the start, and optimize the user experience. Key mistakes include failing to understand user needs and the mobile landscape, overloading the interface, prioritizing branding over usability, and not designing for intermittent connectivity. Developers should follow conventions, provide guidance and error messages, and create experiences tailored to mobile constraints and user attention spans.

Uploaded by

cmurugan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Mobile Application

Design & Development


Hi. Im Ronnie.
Hi. Im Ronnie.
Technical Director at R/GA
Hi. Im Ronnie.
Technical Director at R/GA

@ronnieliew
Nike+ GPS
Nike+ GPS
Nike Lab
Gap Merry Mix It
Gap StyleMixer
Target Gift Finder
Target Gift Globe
My Kia Soul
Neuvo
Todays Talk
Todays Talk

Terminology
Todays Talk

Terminology
Mobile Landscape Today
Todays Talk

Terminology
Mobile Landscape Today
How not to do mobile app
Terminology
Definition of
Mobile application
Compact software programs that perform
specific tasks for the mobile user.

A software application that runs in a handheld


device such as a smartphone or other portable
device.
Native App

Mobile Web App


Native Mobile Web

Internet Access Not required Required

Performance
Hardware access
OS access
Hardware & Platform
dependent
Installation Must be installed URL link

Distribution App store Not required

Updates Reinstallation Simple


Mobile Landscape Today
Developing mobile apps
is not new.
Challenges
+
Opportunities
Fragmented landscape
Guidelines to navigate
this maze.
How not to do
mobile applications
#1
Dont assume a need.
You need to have one. Really?
You need to have one. Really?

Use case of mobile apps


You need to have one. Really?

Use case of mobile apps

Solve a real problem


#2
Dont be
short-sighted.
Its not an after-thought or add-on
Its not an after-thought or add-on

Plan ahead or at least consider about it.


Its not an after-thought or add-on

Plan ahead or at least consider about it.

Plan for flexibility


Its not an after-thought or add-on

Plan ahead or at least consider about it.

Plan for flexibility

Portable data
#3
Dont downplay
choice of platforms.
Platforms that your users on
Platforms that your users on

Other major players in the market


Platforms that your users on

Other major players in the market

Only installed apps get used


1st Quarter 2010 Worldwide Smartphone Market Share
50%
Market Share

25%

0%
Symbian RIM iOS Android Windows Linux Others
Mobile

Source: Gartner (May 2010)


Gartner Says Worldwide Mobile Phone Sales Grew 17 Per Cent in First Quarter 2010
http://www.gartner.com/it/page.jsp?id=1372013
March 2010 Mobile Platform Market Share: iOS vs Andriod (By region)

US

UK

India

China

Hong Kong

Taiwan

Malaysia

Singapore

Thailand

Australia

0% 25% 50% 75% 100%

iOS Android All others


Source: AdMob
AdMob Mobile Metrics Report March April May 2010
AdMob Mobile Metrics Report - Southeast Asia Q1 2010
#4
Dont gloss over
bits & bytes.
Native or mobile web app
Native or mobile web app

Understand the limitations


Native or mobile web app

Understand the limitations

Technical approach is critical & has


repercussion
#5
Dont go
chasing waterfall
Waterfall approach is
clumsy & high-risk
Waterfall approach is
clumsy & high-risk

Do paper prototyping
Waterfall approach is
clumsy & high-risk

Do paper prototyping

Build quick prototypes


Waterfall approach is
clumsy & high-risk

Do paper prototyping

Build quick prototypes

Test theories quickly


#6
Dont assume browsers
are equal.
Mobile browsers are not
desktop browsers
Mobile browsers are not
desktop browsers

Flash plugin not available


on iOS
Mobile browsers are not
desktop browsers

Flash plugin not available


on iOS

Media format support


Mobile browsers are not
desktop browsers

Flash plugin not available


on iOS

Media format support


Picnik
Photo editing application
VS.
VS.
YouTube
Popular social video sharing site
#7
Dont downplay
user experience.
... mobile-optimized experiences produced an
average 75% higher rate of engagements per
visit for mobile user.

Source: Ed Hewett, Omniture


Do Mobile-optimized Experiences Improve Engagement
on Super Phones and Tablets like the iPad?
Optimize for mobile experience
Optimize for mobile experience

Simple, clear navigation - Pick key functions


that are critical
Optimize for mobile experience

Simple, clear navigation - Pick key functions


that are critical

Less is more
Online photo management and
sharing application
VS.
VS.
VS.
VS.
Amazon.com
Online shopping site
VS.
VS.
VS.
VS.
#8
Dont be online only.
Some of us are WiFi only
Some of us are WiFi only

Cache retrieved data


Some of us are WiFi only

Cache retrieved data

Show the last-known state


Some of us are WiFi only

Cache retrieved data

Show the last-known state

Pass the NYC subway test


Gothere.sg
iPhone application for getting
around in Singapore
Gothere.sg
Gothere.sg
Gothere.sg
Warns the user that there is no
Internet connection but doesnt
stop the user from using it.
Gothere.sg
Alternate routes are cached and
still accessible to the user when
the app is offline.
Gothere.sg
Alternate route with cached map
images
Flipboard
iPad application -
magazine styled visuals
for your social feeds
Must be connected to use
Must be connected to use

No caching of previous data


Must be connected to use

No caching of previous data

Why make it so hard ?


#9
Dont favour branding
over users.
Avoid displaying an About window, a splash
screen, or providing any other type of startup
experience that prevents people from using
your application immediately
Source: Apple
iOS Reference Library
iPhone Human Interface Guidelines
Avoid favoring
branding over user
experience
Avoid favoring
branding over user
experience

Splash screens are evil


... I don't need three splash screens telling me
I'm playing Scrabble, made by EA, and Every
Word Counts... I want to load the game and
play, not wait through their branding...
- App Store comment
#10
Dont load too much
too fast
Short attention span
Short attention span

Intense period of activity


Short attention span

Intense period of activity

Load in small chunks &


only what is needed
Short attention span

Intense period of activity

Load in small chunks &


only what is needed

Interruptible
#11
Dont re-invent
the wheel.
Convention works
Convention works

Forget that special revolutionary


drop-down menu
Convention works

Forget that special revolutionary


drop-down menu

Be the user - Dont try


technology for technology
Source: Smashing Magazine
iPhone Apps Design Mistakes: Over-Blown Visuals
http://www.smashingmagazine.com/2009/07/21/iphone-apps-design-mistakes-overblown-visuals/
Source: Smashing Magazine
iPhone Apps Design Mistakes: Over-Blown Visuals
http://www.smashingmagazine.com/2009/07/21/iphone-apps-design-mistakes-overblown-visuals/
VS.

Source: Smashing Magazine


iPhone Apps Design Mistakes: Over-Blown Visuals
http://www.smashingmagazine.com/2009/07/21/iphone-apps-design-mistakes-overblown-visuals/
VS.

Source: Smashing Magazine


iPhone Apps Design Mistakes: Over-Blown Visuals
http://www.smashingmagazine.com/2009/07/21/iphone-apps-design-mistakes-overblown-visuals/
#12
Dont do roll-overs.
Roll-overs are so 1990s
Roll-overs are so 1990s

Extra step
Roll-overs are so 1990s

Extra step

And it doesnt work. Really. No cursor.


#13
Dont forget
to guide users.
Guide your user along
Guide your user along

Loading, updating in progress


Guide your user along

Loading, updating in progress

Display user-friendly error


messages
#14
Dont disrupt the
experience.
Be gentle to the user
Be gentle to the user

Built-in browsers
Be gentle to the user

Built-in browsers

Inform & let the user decide


#15
Dont squeeeze the
world in.
Average screen sizes
breach 2.5 inch mark

Source: IE Market Research Corporation (IEMR)


2Q.2009 Global Mobile Handset Specifications Database

2.5 = 6.35 cm
3.5 = 8.89cm
Average screen sizes
breach 2.5 inch mark
2.5

Source: IE Market Research Corporation (IEMR)


2Q.2009 Global Mobile Handset Specifications Database

2.5 = 6.35 cm
3.5 = 8.89cm
Average screen sizes
breach 2.5 inch mark
2.5

3.5

Source: IE Market Research Corporation (IEMR)


2Q.2009 Global Mobile Handset Specifications Database

2.5 = 6.35 cm
3.5 = 8.89cm
Physically tiny screen
Physically tiny screen

Avoid pixel/small fonts


44px

44px

44px

Source: From Click To Tap


http://www.slideshare.net/maxvoltar/from-click-to-tap
Give enough space 44px

44px

44px

Source: From Click To Tap


http://www.slideshare.net/maxvoltar/from-click-to-tap
Give enough space 44px

Account for accidental


touches 44px

44px

Source: From Click To Tap


http://www.slideshare.net/maxvoltar/from-click-to-tap
Give enough space 44px

Account for accidental


touches 44px

Think Bigger hit-area 44px

Source: From Click To Tap


http://www.slideshare.net/maxvoltar/from-click-to-tap
#16
Dont make user type.
"Given the typical input limitations of a mobile
device, the interface must as far as possible
minimize user input.Where possible, use
selection lists, radio buttons and other controls
that do not require typing."
Source: Mobile Web Best Practice, W3C
"Although unavoidable in forms that need
information form the user, avoid using text boxes
and text areas as much as possible. Its difficult
for the user to enter content into free text inputs
such as text boxes..."
Source: Mobile Design and Development, Brian Fling
Tiny keyboard - typing sucks
Tiny keyboard - typing sucks

You need slender fingers


Tiny keyboard - typing sucks

You need slender fingers

Pre-populate what you can


Tiny keyboard - typing sucks

You need slender fingers

Pre-populate what you can

Give options and let users


pick / auto-complete
#17
Dont forget to test.
Always test with actual devices
Always test with actual devices

Usability testing
Always test with actual devices

Usability testing

Moving in and out of WiFi zones


Always test with actual devices

Usability testing

Moving in and out of WiFi zones

No connectivity
Re-cap
Dont...
Dont...
... assume a need
Dont...
... assume a need

... be short-sighted
Dont...
... assume a need

... be short-sighted

... trivialize choice of platform


Dont...
... assume a need

... be short-sighted

... trivialize choice of platform

... gloss over bits & bytes


Dont...
... assume a need ... go chasing waterfall

... be short-sighted

... trivialize choice of platform

... gloss over bits & bytes


Dont...
... assume a need ... go chasing waterfall

... be short-sighted ... assume browsers are equal

... trivialize choice of platform

... gloss over bits & bytes


Dont...
... assume a need ... go chasing waterfall

... be short-sighted ... assume browsers are equal

... trivialize choice of platform ... downplay user experience

... gloss over bits & bytes


Dont...
... assume a need ... go chasing waterfall

... be short-sighted ... assume browsers are equal

... trivialize choice of platform ... downplay user experience

... gloss over bits & bytes ... be online only


Dont...
Dont...
... favour branding over users
Dont...
... favour branding over users

... load too much too fast


Dont...
... favour branding over users

... load too much too fast

... re-invent the wheel


Dont...
... favour branding over users

... load too much too fast

... re-invent the wheel

... do roll-overs
Dont...
... favour branding over users

... load too much too fast

... re-invent the wheel

... do roll-overs

... forget to guide your users


Dont...
... favour branding over users ... disrupt the experience

... load too much too fast

... re-invent the wheel

... do roll-overs

... forget to guide your users


Dont...
... favour branding over users ... disrupt the experience

... load too much too fast ... squeeze the world in

... re-invent the wheel

... do roll-overs

... forget to guide your users


Dont...
... favour branding over users ... disrupt the experience

... load too much too fast ... squeeze the world in

... re-invent the wheel ... make user type

... do roll-overs

... forget to guide your users


Dont...
... favour branding over users ... disrupt the experience

... load too much too fast ... squeeze the world in

... re-invent the wheel ... make user type

... do roll-overs ... forget to test

... forget to guide your users


Dont...
... favour branding over users ... disrupt the experience

... load too much too fast ... squeeze the world in

... re-invent the wheel ... make user type

... do roll-overs ... forget to test

... forget to guide your users


Thank You.
Go build something.
Q &A
References
User-centered design of mobile solution (NAMAHN)
http://www.namahn.com/resources/documents/note-MobileSolutions.pdf

AdMob Mobile Metrics


http://metrics.admob.com

The Best & Worst of the Mobile Web (mobiThinking)


http://mobithinking.com/white-papers/best-and-worst-of-the-mobile-web

Mobile Web Best Practices 1.0 (W3C)


http://www.w3.org/TR/mobile-bp/
References
Automatic Form Filling on Mobile Devices
http://www.medien.ifi.lmu.de/pubdb/publications/pub/deluca2007pmc/
deluca2007pmc.pdf

Mobile Design and Development (Brian Fling)

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