Mobile UX or WHITEPAPER
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1 Mobile UX or WHITEPAPER
2 Overview According to the International Telecommunication Union (ITU) (2010) there were 5.3 billion mobile subscriptions by the end of That is equivalent to 77 percent of the world population. 90 percent of the world now lives in a place with access to a mobile network. The number of people accessing the mobile Internet is growing fast and is expected to overtake Strategy Analytics (March 2010) estimates that at the end of 2010 almost 530 million users browsed the mobile Web on their handset. This is forecast to rise to over 1 billion by 2015.In three years over 300,000 mobile apps have been developed. In three years over 300,000 mobile apps have been developed IDC (December 2010): In 2010 these 300,000+ applications were downloaded 10.9 billion times. IDC predicts that global downloads will reach 76.9 billion in 2014 and will be worth US$35 billion. Mobile technology is causing a disruptive shift precipitated by both technology and changing user demand. As mobile technology expands globally, one great differentiator is the User Interface. There s a question I hear often, Is UI Art or Engineering? I think the answer is both and UI can now make the difference between mobile application success and failure. Let s take a deeper look into UI design. The Challenge Now-a-days, when business applications become mobile, there are several typical UX issues that designers face: Small screens Web or desktop apps are usually full of features (customers pay for features) and include large amounts of data which may cause complex navigation and an o into a small mobile screen. Awkward input Text entry is particularly slow and littered with typos, even on devices with dedicated mini-keyboards. Connection issues mobile apps. 2
3 The Solution The SoftServe approach combines a variety of recognized industrial methods and our unique Convergent UX Design framework which is a triad of classical human-centered design, modern activitycentered design and cutting-edge technology-driven design. Discovery Phase Analysis Mobile UX design and implementation requires careful analysis. The most important Discovery Phase encompasses observation and analyses of the following areas: Experience of existing products Customers are used to working with existing products therefore, they expect new products to have a familiar experience Target audience You must know the exact sizes, purpose and preferences of your customers. Market Since mobile technology is rapidly growing; awareness of modern devices, technologies and solutions is required. When business goals also require staying ahead of the competitors, additional analyses of existing experiences in the industry is desirable. 3
4 As a result of the analysis phase, UX experts and stakeholders should have clear answers to the following questions: Business objectives What are the business goals and needs, and their priorities (fast time-to-market, staying ahead of competitors, increasing customers satisfaction, etc.)? Users objectives Who are the target users? What are the users goals and needs, and their priorities? How the product is actually used (priorities and frequency of the features)? Project objectives What are the opportunities on budget, schedule, resources, etc.? Personas & Scenarios decisions about product, features, design, etc. While observing real users, general personas with a prioritized list of features they use should be recognized: Considering personas goals, work situation, environment, etc., scenarios of how they use the app in their workplace, should be developed. 4
5 There is one important thing that we have to keep in mind during the whole project: users need a mobile app to use on the go. Even if we could put in all the possible features into small mobile app, it s easier to use the web app anyway. Ask yourself: Do you want a mobile app with tons of unusable features, or do you want just a simple app that is useful, usable and really works? Based on the scenarios, UX Experts consider what features these users might need on the go and will this mobile app actually make their lives easier. As a result, do not hesitate to drop some useless features that will rarely be used on a mobile device by reason of technical limitations. Design Phase Information Architecture (IA) After the analysis is complete, UX practitioners start bringing ideas to life. The Design Phase starts with consolidating all the gathered info and materials into a single page to ensure that everything is in the right place. Such activities like Information Architecture, Screen Flows, etc., provide a high level vision of the scope and structure of the information and how the users will interact. 5
6 Interaction Design (IxD), Wireframing The next step includes the iterative process of creating initial schematic UI wireframes. Working in an agile environment requires fast results and input for the dev team, therefore paper prototyping is a perfect start for designing fast sketches. Drawing on paper rather than in Photoshop provides the opportunity to make 2-3 iterations per day. This will allow you to immediately update/edit/ add UI details and see a schematic preview of the future app. At this step (same as on every step) it is important to share and validate the results with the stakeholders, product owners, real users and dev team. We all know that the later you change something, the higher the cost of the change (i.e., to update a couple of full-color Photoshop mockups, may take a whole day, but it will take less than an hour to update the wireframe) Keep in mind that a mobile device is intended to be used with one hand, in any condition, in any situation (when users walk, run, jump, drive a car, etc.). When you design your app, try to test it in the aforesaid conditions, to make sure that important controls are placed in a handy place. In the case when a mobile app is designed for multiple platforms or devices, different approaches should be used. Every platform has its own philosophy and UI guidelines which designers have to consider. People have used native mobile applications for years, so they expect that your application s UI will have similar behavior and interaction. After all paper prototypes are double-checked, pre-design digital wireframes need to be created. At this step all the small details of the UI should be taken into account. 6
7 Visual Design & Graphics Visual design is important but not a primary activity of the User Experience design. You often need to convince the client of this fact, since aspiration to see the colored UI in two weeks after the project has started might be extremely strong. To provide a complete understanding of the situation to the graphic designer, the following items need to be gathered and documented: Branding style guides, logos, etc. Communication and input from your client s marketing staff is required. Visual design preferences It is very important to get the right direction for visual design (is it a corporate style or fancy, etc.). For this purpose, ask the stakeholders to complete a simple survey that will give you the vision on what designs the client likes and dislikes. Product objectives Is it an existing app that needs to be aligned with a common design and follow other apps style, or it is a brand new app? Users objectives Preliminary graphics are used to support the data, therefore the graphic designer has to understand what elements of the UI are primary and need to be highlighted, etc. Now when all is gathered, visual design starts from a single or sometimes two design concepts, representing 3-4 basic screens (screens for the concept should be approved with stakeholders beforehand). Important items to present in the design concept: Show the complete concept. Explanation notes should be provided if something isn t completed. Show real info and data - not lorem ipsum. (Again information is primary, graphics secondary.) Show screens representing all the different types of content (tables, charts, forms, lists, etc.). Present the design personally, but provide support comments in an , because C-level stakeholders might see your designs only by , and they will need to understand why natural colors are used, etc. Delivery Phase After the visual design is approved by the client, the delivery phase starts with the following activities: Images/sources preparation for UI developers Usability review of the implemented UI on a real device Dev team support - plication 7
8 8
9 Conclusion Making your application beautiful may lead to a satisfying user experience, but it will not guarantee a usable product. The overall usefulness of an app is determined not only by how well it performs its functions, but how easily those functions can be accessed. Follow the strategy and goal of your stakeholders. Make sure the UI helps your users achieve that goal. It s important to know what techniques will work and what will not in each situation. Some of the biggest mistakes by designers are putting too many features into a small mobile UI. It s a better UX design to have a simple app that is usable and really works rather than mobile app with tons of unusable features. Most goals include user acceptance, ease of use and greater productivity. If you achieve those goals you are on the way to a great design future. better UX design to have a simple app that is usable and really works rather than mobile app with tons of unusable features. Most goals include user acceptance, ease of use and greater productivity. If you achieve those goals you are on the way to a great design future. SoftServe Inc. US Headquarters University Drive, Suite 410 Fort Myers, FL USA Toll Free: Tel: Fax: Europe Headquarters 52 V. Velykoho St. Lviv, Ukraine Tel: Fax: info@softserveinc.com Web: 9
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