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First of all, some context

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

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  1. First of all, some context MOBILE USER EXPERIENCE inspiring new ways of design and development Antony Ribot, CEO, Ribot

  2. 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

  3. Why does ribot exist? push UI boundaries explore and play with interfaces in small spaces passion for creating things under many constraints

  4. 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

  5. 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?

  6. 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

  7. Constraints of mobile THERE ARE MANY form factor battery network latency context input mechanism memory computational power

  8. The mobile environment IT’S LIKE MARS single early failure = non-returning user

  9. 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...

  10. 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

  11. Time for a snack... DATA-SNACKING small snippets of info 30-60 seconds simple, but repetitive regular like a large bag of chocolate buttons

  12. 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

  13. Mobile is not about making things smaller smalleraller Miniaturisation Mobilisation vs http://mobilewebbook.com

  14. It’s all about the subtleties Fewer options = simple and more effective interface Polish makes the UX and app stand out

  15. Working around the 3G icon

  16. 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

  17. Opera Mini A REWARD-BASED MOBILE BROWSER page by page scrolling

  18. Opera Mini A REWARD-BASED MOBILE BROWSER Short-cuts in the soft key menu

  19. 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

  20. 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

  21. Why use rapid prototyping test ideas quickly in a tangible environment extremely useful reference for developers an interactive showcase of the intended UX

  22. Mobile rapid prototyping tools Flash (lite v3.0) XHTML + CSS Nokia Web Runtime Silverlight

  23. 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

  24. Questions Antony Ribot ribot.co.uk

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