411 User ExperienceMobile Applications Development - UI - UX - Adapted
411 User ExperienceMobile Applications Development - UI - UX - Adapted
Tiwonge Manda
What this Session Covers
• This session covers the following:
1. Defining UX
2. User-centric design
3. Mobile Design
4. Android Design?
Design Challenge!!
• Imagine you have been asked to develop an electronic voting
system.
• What would you do?
• How would you start?
• Developing alternatives
• Prototyping
• Evaluating
Makings of a Good Design Process
• Users should be involved through the development of the project
• Specific usability and user experience goals need to be identified,
clearly documented and agreed at the beginning of the project
• Iteration is needed through the core activities
Usability Goals
• Effective to use
• Efficient to use
• Safe to use
• Easy to learn
Undesirable aspects
boring unpleasant
frustrating patronizing
making one feel guilty making one feel stupid
annoying childish
Makings of Good UX
• There is need to get the following right:
• User Interface (UI)
• The Engineering of software –
• Accuracy of information & gaining user trust
• Relevance of application
• Interaction Design:
Work within your project groups, for the next five minutes.
Each group must choose one person, to present their ideas
Benefits of conceptualizing design space
• Orientation
• enables design teams to ask specific questions about how the conceptual
model will be understood
• Open-minded
• prevents design teams from becoming narrowly focused early on
• Common ground
• allows design teams to establish a set of commonly agreed terms
From problem space to design space
• Having a good understanding of the problem space can help
inform the design space
• e.g. what kind of interface, behavior, functionality to provide
• Enables
• “…designers to straighten out their thinking before they start laying out
their widgets” (Johnson and Henderson, 2002, p28)
Conceptualizing: an Example
• Consider the shopping experience the shopping experience of
shopping in person at a departmental store (e.g Game stores) and
online shopping (e.g amazon, etc.)
• How are these two similar/different?
• What objects are useful in you accomplishing your task – purchasing
something?
• What steps would you need to go through?
• Can your knowledge of classic-style-shopping be transferred to the use of
an online platform?
• What objects/icons would you incorporate in the GUI design of an online
system, to enhance learning and use for novices?
Components of a Conceptual Model
• Metaphors and analogies
• intended to provide familiar entities that enable people to readily understand the underlying
conceptual model and know what to do at an interface (desktop, shopping basket, search
engines, etc.)
• understand what a product is for and how to use it for an activity
• Mappings between the concepts and the user experience the product is designed to
support or invoke
Formulating a Conceptual Model
• What will the users be doing when carrying out their tasks?
• How will the system support these?
• What kind of interface metaphor, if any, will be appropriate?
• What kinds of interaction modes and styles to use?
- always keep in mind when making design decisions how the user will
understand the underlying conceptual model
Formulating a Conceptual Model
• How metaphors, concepts, and their relationships are organized
determines the user experience
• The best conceptual models are those that appear obvious; the
operations they support being intuitive to use
Problems with interface metaphors
• Break conventional and cultural rules
• e.g. recycle bin placed on desktop
• Designers can inadvertently use bad existing designs and transfer the bad parts over
• Conversing
• interacting with a system as if having a conversation
• Manipulating
• interacting with objects in a virtual or physical space by manipulating them
• Exploring
• moving through a virtual environment or a physical space
Interaction types: Instructing
• Where users instruct a system and tell it what to do
• e.g. tell the time, print a file, save a file
• Misunderstandings can arise when the system does not know how to parse
what the user says
Interaction types: Manipulating
• Involves dragging, selecting, opening, closing and zooming actions
on virtual objects
• Users can immediately see if their actions are furthering their goals and if
not do something else
This is for you to find out! Make sure to find relevant examples
for the disadvantages
Interaction types: Exploring
• Involves users moving through virtual or physical environments
• Interface type:
• the kind of interface used to support the mode, e.g. speech, menu-based,
gesture
Interface types: Classification
• May be based on:
• Function (e.g. to be intelligent, to be adaptive, to be ambient, to be smart),
• Interaction style used (e.g. command, graphical, multimedia)
• The input/output device used (e.g. pen-based, speech-based, gesture-
based)
• Platform being designed for (e.g. tablet, mobile, PC, wearable)
Principles of Mobile App
Design
Show the value of your app upfront
• Engage users by addressing
their tasks clearly
• place calls to action up front
and center
• Highlight your app’s key and
new features
Organize and label menu categories to
be user-friendly
• Menu categories
should be clear with
no overlap
Just In Time Actions
• reveal relevant features
only when they are
needed.
Allow users to “go back” easily in one
step
• Apps should leverage back
functionality so that users don’t
feel forced to have to start over
from the home screen
Create frictionless transitions between
mobile apps and the mobile web
• Maintain same look and feel
• The switch should be fast
Prominently display the search field
• Apps that do not have a
prominently placed search box
can cause user frustration and
slow the user down.
Use effective search indexing
• Ensure that search results are useful
• Helpful functions include: spelling
auto-corrections, recognition of root
words, predictive text, and suggestions
while the user enters text
• These tools can reduce the likelihood of
user errors.
Provide filter and sort options
• Users become
overwhelmed when their
search terms result in
seemingly irrelevant
and/or too many results
Provide clear utility before asking users
to register
• Users will abandon an app
that asks them to provide
personal information upfront
unless there’s some form of
immediate payoff
Differentiate “sign in” from “sign up.”
• Design a “sign in” and a “sign
up” that are easily
distinguishable from each other
so users can get to where they
want to go quickly
Make password authentication a
frictionless experience
• consider a gradual engagement
approach
• Minimize the number of steps
required
• Use different authentication
methods such as a third-party
login
Build user-friendly forms
• Forms should be compatible with
how users enter information
• Ensure that form fields are not
obstructed from view by interface
elements such as the keyboard
Communicate form errors in real time
• Users dislike when they go through
the process of filling out a form only
to find out at submission, that
they’ve made an error
• Provide real-time error information
to alleviate this pain
• Point and continuously clarify to the
user when an area of a form is
successfully completed or validated.
Match the keyboard with the required
text inputs
• App users appreciate apps
that provide an appropriate
keyboard for text entry
Speak the same language as your users
• Unknown terms or
phrases will increase
cognitive load for the user
Provide text labels and visual keys to
clarify visual information
• Visuals and iconography need text
labels for consistent and proper
interpretation
Be responsive with visual feedback after
significant actions
• provide a visual animation
or another type of visual to
eliminate guesswork for the
user.
Let the user control the level of zoom
• Users want to be able to
control the level of zoom
when they view an image
• users in control by allowing
them to zoom in as they prefer
Optimize for use with one thumb
• People use their smartphones
anywhere and everywhere they
can
• distracted situations
• May require one-handed use
Pay attention to thumb zones
Pay attention to thumb zones
Echoing Core Interactions
• Present people with predictable
and familiar interactions by
echoing your primary interaction
design throughout a product
Perform Actions Optimistically
• perception is not reality, so you may
give people a richer experience by
creating a positive feel, e.g. that an app
is faster