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There is an App For That!. User-Centered Design for Mobile Experiences. Dean Rehberger , Ph.D. Director, Matrix rehberge @ msu.edu @ deanreh. Liza Potts, Ph.D. Director of UX, Matrix lpotts @msu.edu @ LizaPotts. Companion Web Site. http://museummobile.matrix.msu.edu. Introductions.
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There is an App For That! User-Centered Design for Mobile Experiences Dean Rehberger, Ph.D.Director, Matrix rehberge@msu.edu@deanreh Liza Potts, Ph.D.Director of UX, Matrixlpotts@msu.edu @LizaPotts
Companion Web Site http://museummobile.matrix.msu.edu
Introductions • Quick introductions • Name • Museum • Role
Exploring the Landscape Mobile Applications and Museums • Workshop purpose: whether you build it in house or outsource your mobile project, we want to give you the tools to control and understand the design of your project.
6 Initial Thoughts & Actions • Museums are wonder stewards of exhibitions; need to put same care into mobile applications • Don’t design for cool; design for users • Beware of the software development triangle
6 Initial Thoughts & Actions • Explore, play, and make lists
6 Initial Thoughts & Actions • Explore, play, and make lists
6 Initial Thoughts & Actions • Explore, play, and make lists
6 Initial Thoughts & Actions • Read reviews
6 Initial Thoughts & Actions • Be social
Mobile Applications • Mobile ready web site • Web applications • Native apps • Native apps – semi-automated • Native apps – fully outsourced
Mobile Web Site and Web App • Upside • Cost effective • Multiple uses of same content • Lightweight – media can live on servers • Easy to port to different platforms • Drawbacks • User needs to be online • Roaming charges (particularly for non-U.S. visitors)
Native Apps • Upside • Self contained • Use offline • Richer possible feature set • Downside • Bigger • More Expensive • More updates
Native Apps: semi-automated • Museum folks add content (test, images, audio, video) to content management system (CMS) then outside company published app (confined feature set)
Experience Design [what is it?] Experience design is an interdisciplinary exercise Contextual research methods are vital to the success of experience design An experience is an ecosystem – not one interface etc
User-Centered Design Lifecycle When we design, we want to focus on transforming human activity (for the better)
User-Centered Research 2 1 Participate 3 Engage Context
UCD Activities • Project Goals • Project Brief • Actor Maps • Storyboards • Use Cases • Activity Diagrams • Return to Brief • Elevator Pitch
UCD Activity: Project Goals • What do you want your visitors to learn? • What exhibition or event is coming up that you would like to promote? • What aspect of your museum is best served by being made mobile? • Which groups would you most like to engage? • What would you like to do a better job of evaluating or counting? What metric do you need that you are not getting accurately now?
UCD Activity: Project Brief Add screen shot of project brief here
UCD Activity: Return to Brief • Review project brief • Has the concept changed? • Are the objectives the same? • Did the value prop change? • What more do we need to learn about our audience? • Are there other competitors out there? • Etc….
Elevator Pitch We will transform the way [users] do [activity] in order to [benefits to users] and [benefits to institution].
User-Centered Design for Mobile Experiences Dean Rehberger, Ph.D.Director, Matrix rehberge@msu.edu@deanreh Liza Potts, Ph.D.Director of UX, Matrixlpotts@msu.edu @LizaPotts Thank You!!
Feature Snapshots Design for all platforms