Prepared by: Nick Watt & Christine Velen Research & UX User Experience What makes a great mobile app?
Oct 22, 2014
Prepared by:Nick Watt & Christine VelenResearch & UX
User Experience
What makes a great mobile app?
worldwide sales of devices that can
download apps is expected to increase from:
• around 165m this year
• to 423m in 2013
most mobile applications are used only
intermittently, so they must be especially
easy during initial use
UX is important for mobile apps
Communications
Spontaneous
Geo-sensitive
Short periods of use
Focused activity
good apps play to the strengths of mobile
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Mobile App Usability Heuristics
Principle 1: Visibility of app status
The app should always keep users
informed about what is going on, through
appropriate feedback.
Example: Shazam provides feedback as it
analyzes audio. More common feedback
use cases: progress indicator when sending
content (e.g., email) or receiving
content (e.g., latest news).
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Mobile App Usability Heuristics
Principle 2: Match between app & the real world
The app should sense the user‟s
environment and adapt the information
display accordingly.
Example: Google App delivers location
sensitive results . Other apps change the
display orientation from portrait to
landscape when appropriate, e.g. iHandy
Level.
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Mobile App Usability Heuristics
Principle 3: Emergency exit
Users often choose app functions by
mistake and will need a clearly marked
“emergency exit.”
Example: “Cancel” and “x” buttons are
common iPhone controls. In the case of
“immersive” apps, e.g., video or games,
users should be able to tap to access
controls and/or exit.
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Mobile App Usability Heuristics
Principle 4: Error prevention
Eliminate error-prone conditions or check
for them and present users with a
confirmation option.
Example: Spell check has option to reject
the recommendation. The example below
is from the built-in email app.
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Mobile App Usability Heuristics
Principle 5: Consistency & convention
Users should not have to wonder whether
different words, situations, or actions mean the
same thing.
Example: Kindle uses standard controls for
bookmarking and showing progress. See
Apple’s iPhone Human Interface Guidelines for
the complete set of standards.
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Mobile App Usability Heuristics
Principle 6: Recognition rather than recall
Minimize the user‟s memory load by making
objects, actions, and options visible.
Example: The Yelp “Recents” tab stores
businesses recently visited. Maps also uses
“recents” to enable users to access past
addresses and routes. Other ways to reduce
recall (& minimize typing) include remembering
the app’s last state as well as previous search
results.
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Mobile App Usability Heuristics
Principle 7: Flexibility & efficiency
Reduce the number of steps required by
anticipating user needs and enabling
customization.
Example: Maps app on iPhone anticipates
users will need to define if travelling by foot,
car or train and displays options on map
screen instantly
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Mobile App Usability Heuristics
Principle 8: Aesthetic & minimalist design
Screens should not contain information
which is irrelevant or rarely needed.
Example: Photo controls are hidden when
not in use. The same is true for other
immersive apps such as video and e-
readers, e.g. Kindle.
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Mobile App Usability Heuristics
Principle 9: Help users recognise & recover from errors
Error messages should be expressed in
plain language precisely indicating the
problem and solution.
Example: Epicurious explains what content
may be available when users are offline.
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Mobile App Usability Heuristics
Principle 10: Help & documentation
Help should be focused on the user‟s task,
list concrete steps to be carried out, and not
be too long.
Example: Ocarina provides contextual help
upon startup. The Sketches app has new
user tutorials that are both playful & helpful.
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mobile UX design considerations
Images & Colours• Use images sparingly (they should not substitute text)
• Careful with image metaphors & consider including text labels
• Use colour intelligently – to differentiate content
• Contrast is key
• Check with accessibility e.g. colour blindness
Content & Layout• Organise content into logical sections
• Organise according to the user‟s relative importance
• Group similar settings/items together
• Check for landscape and portrait configurations
• Minimise scrolling
Consistency & Feedback• Use consistent navigation, colours & language
• Display error messages in plain language
• Ensure users know why things have gone wrong
• Notify users (after 3 seconds of no activity)
• Include progress indicator
• Provide an option to „cancel‟ an action
Navigation• Ensure it is easy to return to the „home‟ screen
• Must be easy to „exit‟ at any point
• Ease of „discoverability‟
• Active areas need to be large
remember the users
• who are they?
• why will they use the service?
• what value will they gain from the content/service?
• when will they interact?
• will they have time to wait for content?
• what type of behaviour can we predict?
testing
Concept testing &
participatory design
Prototype testing
& usability
What is a Paper Prototype?
• Format can be hand-drawn sketches or screenshot printouts
• Fast & cheap way to incorporate user feedback into designs
What types of issues can you explore?
• Do they understand the key concepts?
• Do they understand the terms in the UI?
• Does the flow match what users expect?
• Does it provide the right level of information?
• Is content organized as users expect?
• What additional features are desired?
tools
http://www.appsketchbook.com http://www.balsamiq.com
http://www.graffletopia.com/
thanks!