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First of all, some context. MOBILE USER EXPERIENCE. inspiring new ways of design and development. Antony Ribot, CEO, Ribot. First of all, some context. BACKGROUND. started at tomato (’99). then studied ants, bees and termites. joined the mobile scene 5 years ago.
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First of all, some context MOBILE USER EXPERIENCE inspiring new ways of design and development Antony Ribot, CEO, Ribot
First of all, some context BACKGROUND started at tomato (’99) then studied ants, bees and termites joined the mobile scene 5 years ago co-founded ribot 1.5 years ago ceo / art director
Why does ribot exist? push UI boundaries explore and play with interfaces in small spaces passion for creating things under many constraints
Personal definitions User experience the qualitative emotional description of multiple interactions with an object Interaction design how the user interacts with the object Method Relationship
The user-centered developer (A NOTE TO DEVS) develops with the user in mind a bridge between designer and developer not a role for every developer does not replace traditional UX expert why the need for the new role?
What’s different about mobile UX (AS A FIELD) UX is in its infancy mobile UX deals with many more constraints goal: to make a positive impact on the experience
Constraints of mobile THERE ARE MANY form factor battery network latency context input mechanism memory computational power
The mobile environment IT’S LIKE MARS single early failure = non-returning user
Mars, Neptune, Pluto... THE ENVIRONMENT DIFFERS, DEPENDING ON WHERE YOU ARE user behaviour handset range operators data allowance / pricing e.g. South Africa, Europe, Japan...
How to deal with Mars Leave the hard stuff to desktop web develop relationship as quickly as possible user retention is a good indicator of product performance, but loyalty is minimal in mobile
Time for a snack... DATA-SNACKING small snippets of info 30-60 seconds simple, but repetitive regular like a large bag of chocolate buttons
Re-use learnt behaviours Re-use interactions inherent in the device Minimise the number of surprises soft key positions colour menu navigation tone of voice
Mobile is not about making things smaller smalleraller Miniaturisation Mobilisation vs http://mobilewebbook.com
It’s all about the subtleties Fewer options = simple and more effective interface Polish makes the UX and app stand out
Reward-based exploration FOCUSING ON THE KEY FEATURE AND DOING IT WELL keep it as simple as possible (the hard part) allow the user to play within safe boundaries user’s comfort increases sense of exploration increases discovery of features almost by accident
Opera Mini A REWARD-BASED MOBILE BROWSER page by page scrolling
Opera Mini A REWARD-BASED MOBILE BROWSER Short-cuts in the soft key menu
How to deal with diversity select lead handsets for your target audience use the design process to tackle “graceful degradation” http://www.admob.com/metrics
Mobile UX - the easier path Workshop Idea exploration Paper wireframes Formalised digital wireframes User/expert testing Aesthetic concepts Screen design Rapid prototype Docs Art direction
Why use rapid prototyping test ideas quickly in a tangible environment extremely useful reference for developers an interactive showcase of the intended UX
Mobile rapid prototyping tools Flash (lite v3.0) XHTML + CSS Nokia Web Runtime Silverlight
One design doesn’t fit all Input mechanisms require their own design Touch screen elements need to look interactive large enough to press? Nav-pad driven action-based language make the most of simple nav
Questions Antony Ribot ribot.co.uk