MOBILE FIRST LUKE WROBLEWSKI AN EVENT APART

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Transcription:

MOBILE FIRST LUKE WROBLEWSKI AN EVENT APART 2010 @LUKEW 1

Web products should be designed for mobile first. (Even if no mobile version is planned.) Flickr photo by @kevinv033 2

Mobile First at Google Google programmers are doing work on mobile applications first, because they are better apps and that's what top programmers want to develop. Eric Schmidt, Google CEO 3

Mobile First at Facebook We're just now starting to think about mobile first and desktop second for a lot of our products. -Kate Aronowitz, Design Director Facebook Flickr photo by gscottolson 4

Mobile First at Adobe We really need to shift now to start thinking about building mobile first. This is an even bigger shift than the PC revolution. -Kevin Lynch, CTO Adobe Flickr photo by jdlasica 5

MOBILE FIRST 1. GROWTH 2. CONSTRAINTS 3. CAPABILITIES = OPPORTUNITY = FOCUS = INNOVATION 6

Mobile Design Considerations Multiple screen sizes & densities Performance optimization Touch targets, gestures, and actions Location systems Device capabilities 7

MOBILE FIRST 1. GROWTH 2. CONSTRAINTS 3. CAPABILITIES = OPPORTUNITY = FOCUS = INNOVATION 8

GROWTH = OPPORTUNITY Mobile Web growth has outpaced desktop Web growth 8x Smartphone sales will pass PC sales in 2012 PC 100M+ Desktop Internet 1B+ Mobile Consumer 10B+ 1990 2000 2010 2020 Note: PC installed base reached 100MM in 1993, cellphone / Internet users reached 1B in 2002 / 2005 respectively;25 Source: ITU, Mark Lipacis, Morgan Stanley Research. 9

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2006 High-end RAZR-inspired phone with class 12 EDGE high-speed data & WAP 2.0/xHTML Web browser. 2G network GSM 850 / 900 / 1800 / 1900 SMS, EMS, MMS, Email, Instant Messaging 2 megapixel camera Music player Resolution: 176 x 220 pixels Colors: 262,144 (18-bit) 11

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4,932% Increase AT&T mobile data traffic increased 50x in 3 years Motorola Z3 iphone iphone 3G iphone 3GS 2006 2007 2008 2009 Source: AT&T, Morgan Stanley Research. 13

27% of searches come from 4% of users 27% of all Yelp searches come from their iphone application which had 1.4 million unique users in May 2010 That month Yelp had 32 million monthly unique users around the world Source: http://officialblog.yelp.com/2010/06/yelp-mobile 14

Facebook on the iphone Create a product, don t re-imagine one for small screens. Great mobile products are created, never ported. Brian Fling 15

My goal was initially just to make a mobile companion, but I became convinced it was possible to create a version of Facebook that was actually better than the website. Joe Hewitt 16

MOBILE FIRST 1. GROWTH 2. CONSTRAINTS 3. CAPABILITIES = OPPORTUNITY = FOCUS = INNOVATION 17

SCREEN SIZE Focus on core actions Know your users Use scalable design 18

Screen Size 1024x768 320x480 19

Focus on Core Elements In iphone apps, the main function should be immediately apparent. Minimize the number of controls from which users have to choose. iphone Interface Guidelines 20

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Southwest Airlines Mobile App 22

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Screen Size 24

Screen Size 25

Know your audience Flickr photo by wertheim 26

Expedia Itinerary 27

Expedia Itinerary 28

Designing For Multiple Screen Sizes 320x480 29

Smartphone Screen Sizes iphone 320x480 3.5 in 164ppi Palm Pre 320x480 3.1 in 186ppi Palm Pixie 320x400 2.63 in 194ppi T-Mobile G1 MyTouch 3G HTC Hero 320x480 3.2 in 180ppi Motorola Droid 480x854 3.7 in 264ppi Nexus One HTC Desire 480x800 3.7 in 252ppi Nokia N97 360x640 3.2 in 229ppi Nokia N900 800x480 3.5 in 266ppi iphone4 640x960 3.5 in 329ppi 30

The Impact of PPI Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes 31

The Impact of PPI Cinema Display 1920x1200 24 in 94ppi Nokia N900 800x480 3.5 in 266ppi 32

Designing for Multiple Screen Sizes 1. Define device groups tiny: 84, 96, 101, 128, 130, 132 small: 160, 176 medium: 208, 220, 240 large: 320, 360, 480+ desktop: 800+ Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes 33

Designing for Multiple Screen Sizes 1. Define device groups 2. Create a default reference design Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes 34

Designing for Multiple Screen Sizes 1. Define device groups 2. Create a default reference design 3. Define rules for content and design adaptation Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes http://www.littlespringsdesign.com/blog/blog/2009/03/11/photoshop-layout-is-not-your-friend/ 35

Designing for Multiple Screen Sizes 1. Define device groups 2. Create a default reference design 3. Define rules for content and design adaptation 4. Opt for web standards and a flexible layout Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes http://www.alistapart.com/articles/switchymclayout/ 36

Visible App Controls 37

Hardware Control for Menu 38

Make Content the Action You should not view the large ipad screen as an invitation to bring back all the functionality you pruned from your your iphone application. ipad Interface Guidelines 39

40

SPEED Keep performance top of mind Take advantage of HTML5 41

Connection Speed 42

Performance Tips Reduce Requests & File Size Eliminate redirects Use CSS sprites to serve multiple images Consolidate CSS & Javascript into a single file Minify your code Take Advantage of HTML5 Load contents lazily Use application cache for local content storage Use CSS3 and canvas tag instead of images where possible Source: Make the mobile web faster, Jeremy Weinstein 43

Performance Matters! 100ms delay results in 1% sales loss. (potential $191M in lost revenue in 2008) 400ms delay results in 5-9% drop in fullpage traffic. 500ms delay drops search traffic by 20%. The cost of slower performance increases over time. 1s delay results 4% drop in revenue Fastest 10% of users stay 50% longer than slowest 10% Sources: slideshare.net/stubbornella/designing-fast-websites-presentation & slideshare.net/markstanton/speed-matters 44

CONTEXT Quick bursts everywhere One-handed 45

During a typical day 84% at home 80% during misc. times throughout the day 74% waiting in lines 64% at work Flickr photo by Laughing Squid 46

Use Cases for Mobile Apps Access to Facebook via mobile browser grew 112% in the past year to 25.1 million users in January 2010. Access to Twitter via mobile browser experienced a 347% jump to 4.7 million users in January 2010. 47

People Don t Stay Long Across 650,000 URLs tested 10% 9% 8% 7% 6% 5% 4% 3% 2% 1% 25% of all documents were displayed for less than 4 seconds 52% of all visits were shorter than 10 seconds Peak value was located between 2 and 3 seconds 0% 0 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 SECONDS DISPLAYED Source: Clickstream Study Reveals Dynamic Web, Weboptimization.com 48

Where phones used One-handed touch Flickr photo by Steve Rhodes 49

MOBILE FIRST 1. GROWTH 2. CONSTRAINTS 3. CAPABILITIES = OPPORTUNITY = FOCUS = INNOVATION 50

TOUCH Simplify your user interface Don t count on hovers 51

Nokia smartphone mix Keypad Qwerty Only Touch INCLUDES QWERTY + TOUCH 1.1 billion consumers with Nokia devices in 2009 2008 2009 2010 PROJECTED Source: Nokia deices sold. Nokia Capital markets day 2009. 52

Touch Targets Apple recommends a minimum target size: 29px wide 44px tall Source: Matt Legend Gemmell mattgemmell.com 53

Touch Targets Recommended touch target size is 9mm/34px Minimum touch target size is 7mm/26px Minimum spacing between elements is 2mm/8px Visual size is 60-100% of the touch target size 54

55

Basic Touch Gestures Touch Gestures Tap Double Tap Drag Flick Pinch Spread Press Press & Tap Press & Drag Rotate Platforms iphone OS Android Web OS Windows Phone 7 OS X Windows 7 RIM 6.0 Ubuntu And more... 56

Basic Touch Gestures Tap Briefly touch surface with fingertip. Double Tap Rapidly touch surface twice with fingertip. Images: Dan Willis Research: Craig Villamor & LukeW 57

Basic Touch Gestures Drag Move fingertip over surface without losing contact. Flick Quickly brush surface with fingertip. Images: Dan Willis Research: Craig Villamor & LukeW 58

Basic Touch Gestures Pinch Touch surface with two fingers and bring them closer together. Spread Touch surface with two fingers and move them apart. Images: Dan Willis Research: Craig Villamor & LukeW 59

Basic Touch Gestures Press Touch surface for extended period of time. Press & Tap Press surface with one finger and briefly touch surface with second finger. Press & Drag Press surface with one finger and move second finger over surface without losing contact. Images: Dan Willis Research: Craig Villamor & LukeW 60

Basic Touch Gestures Rotate Touch surface with two fingers and move them in a clockwise or counterclockwise direction. Images: Dan Willis Research: Craig Villamor & LukeW 61

System-related Actions Images: Dan Willis Research: Craig Villamor & LukeW 62

Object-related Actions Images: Dan Willis Research: Craig Villamor & LukeW 63

Navigation-related Actions www.lukew.com/touch Images: Dan Willis Research: Craig Villamor & LukeW 64

Gestures as Input 65

Pop-Up Menus on iphone 66

Pop-Up Menus on Android 67

Multi-Field Pop-Up Menus on iphone 68

Multi-Field Pop-Up Menus on Android 69

Hover Details & Actions 70

71

Tooltip with Hover 72

LOCATION Positioning Filtering 73

Location as Input 74

Location as Input 75

Location as Input 76

Location Systems Accuracy Positioning Time Battery Life GPS 10m 2-10 minutes (only outdoors) 5-6 hours on most phones WiFi 50m (improves with density) Almost instant (server connect & lookup) No additional effect Cell tower triangulation 100-1400m (based on density) Almost instant (server connect & lookup) Negligible Single Cell Tower 500-2500m (based on density) Almost instant (server connect & lookup) Negligible IP Country: 99% City: 46% US, 53% Intl ZIP: 0% Almost instant (server connect & lookup) Negligible Smartphones: hybrid of GPS, Wifi, and cell tower triangulation Laptops/desktops: WiFi, IP, rarely GPS 77

78

AND MORE Orientation Audio & Video The List Goes On 79

Mobile Device Capabilities Application cache for local storage CSS3 & Canvas for performance optimization Multi-touch sensors Location detection Device positioning & motion: from an accelerometer Orientation: direction from a digital compass Audio: input from a microphone; output to speaker Video & image: capture/input from a camera Push: real-time notifications instant to user Device connections: through Bluetooth between devices Proximity: device closeness to physical objects Ambient Light: light/dark environment awareness RFID reader: identify & track objects with broadcasted identifiers Haptic feedback: feel different surfaces on a screen Biometrics: retinal, fingerprint, etc. 80

Multiple Orientations 81

Standard Orientation 82

Pivot Orientation 83

Orientation Detection in Firefox 3.6 Source: http://hacks.mozilla.org/2009/10/orientation-for-firefox/ 84

Tilt Scrolling in Instapaper 85

Voice as Input 86

87

Location & Orientation as Input 88

Location & Orientation as Input When discovered by users boosted their sustained traffic by 40 to 50 percent. It was sort of beyond our expectations. We had no idea. Yelp CEO, Jeremy Stoppelman 89

Awkward Interactions SCAN TO CHECKOUT Flickr photo by Nokia Point & Find 90

Images as Input 91

SnapTell on iphone 92

Images as Input 93

Images as Input 94

Images as Input 95

Nerd. Found. Flickr photo by Nokia Point & Find 96

97

Location Check-in 98

Facebook Presence 99

Mobile Device Capabilities Application cache for local storage CSS3 & Canvas for performance optimization Multi-touch sensors Location detection Device positioning & motion: from an accelerometer Orientation: direction from a digital compass Audio: Gyroscope: input from 360 degrees a microphone; of motion output to speaker Video Dual cameras: & image: capture/input front & back facing from a camera Push: real-time notifications instant to user Device connections: through Bluetooth between devices Proximity: device closeness to physical objects Ambient Light: light/dark environment awareness RFID reader: identify & track objects with broadcasted identifiers Haptic feedback: feel different surfaces on a screen Biometrics: retinal, fingerprint, etc. 100

MOBILE FIRST 1. GROWTH 2. CONSTRAINTS 3. CAPABILITIES = OPPORTUNITY = FOCUS = INNOVATION 101

Mobile Design Considerations Multiple screen sizes & densities Performance optimization Touch targets, gestures, and actions Location systems Device capabilities 102

More Information @lukew www.lukew.com Web Form Design www.rosenfeldmedia.com/ books/webforms/ Discount code: (25%) 103