I think it is always good to try out different ideas when working on a project. I know that time does not always allow for exploration of several options. But I often find that by playing with a few different ideas, a good concept emerges that you did not expect.
If you are tied too strongly to one design, this expansion of ideas in to something better might not happen. So I encourage you to take some time to always try out different design ideas and layouts and see where the journey takes you. It is often surprising that the first idea you come up with, and the one that you thought was “perfect,” might not actually be the best. Play around with design a bit. That’s what makes it fun!
Here are some examples of me trying out different ideas of a page on a mobile website. Though they have the same content, the execution of the design varies quite a bit. Which design do you think is the most effective? How would you improve them? I am always happy to receive constructive and helpful feedback.
Designing a better user experience means making sure that users can access information and services across multiple devices, especially mobile devices (phones and tablets).
In building a better experience, there are many questions about mobile device usage and how designers can best meet users’ needs with apps and responsive designs. We’ve conducted a lot ofmobile usability studies and in the process have encountered many common questions.
Here are 15 data points to help in answering some common questions about mobile usage and behavior. I’ve included as many sources as possible so you can double check our conclusions.
Around half the US’s and 62% of the UK’s mobile phones are “smartphones.” The percentages are similar across Europe. Fortunately for us researchers, most consumers actually know what a “smartphone” is and whether they own one with around 8% not knowing what “smartphone” means.
Tablets have a similar profile as desktops. While tablets get lumped together with smartphones, some data suggest that they are more similar to desktop computers. Tablet users are more engaged and view about the same number of pages as desktop users. That’s about four times more than smartphone pageviews.
People use full-size tablets at home and in the evening. In addition to size, part of the reason for the homebound devices might be that only about half of iPads have cellular data access. In fact, we found the most concentrated time was used at home, on the couch, or bed between 7 and 10pm[pdf].
Most people have over 20 apps (5 or more paid for).
Most user prefer shopping using websites to apps. One of the more pressing decisions for mobile teams is whether or not to build an app. Going down the app path means supporting multiple operating systems and platforms (usually having different development teams). In our lab-based studies, we also generally see users spending the most time with the web browser and often not knowing whether they have an app or not. One of the biggest complaints in the mobile browsing experience is the constant nagging of downloading apps and the non-continuity of links that don’t open the apps. We generally see users prefer shopping on websites rather than using apps. The percentage changes depending on the industry, app and demographic but the app should offer a compelling experience, rich features or something you can’t get in a browser. Update: Changed a link title that cited a somewhat misleading figure suggesting 87% of consumers preferred apps over websites.
Security is a still a major reason why mobile users don’t make purchases. In our 1:1 lab interviews, we consistently hear fear of stolen data as often as usability and screen size as reasons why users don’t like to use credit card or bank information on mobile phones and tablets.
The more consumers consider and research a purchase, the more they use their smartphones to find product information. For example, 73% of mobile usage in electronics stores was to read product reviews.
Though these wireframes are not perfect, and I know that I still need to read the iOs developer handbook to improve upon the standards. I need to make my wireframes a bit more compliant to these standards. However, it is good to explore some visual options and get started by getting some ideas on paper.
Though I never used to be of the “school” of sketching out my designs, I am finding that sketching out a few alternative ideas to a mobile or tablet interface is helping me explore some alternatives. Maybe it is because I am so comfortable designing in print, that I can just crate the layout in my head and execute the layout immediately. Mobile is a bit more foreign and new to me, so it is helpful to explore possibilities. Plus, with the ways that mobile and tablet are interactive and involve swiping and motion, they come with their own set of rules. The learning curve for interaction design is quite different than traditional print design.
This is a portion of my first assignment for the Cal State Fullerton User-Centered Design for Web and Mobile Interfaces class. The charts here correspond to my chosen class project: A Hollywood Walking Tour App. I can’t seem to find a good and FREE walking tour app. So I thought about creating one myself.
The charts here discuss what the goals of the business are and what the customer goals would be. Though these charts are not perfect, their are a good first draft for the project.
I read about Luke W’s Touch Gesture Reference Guide today in his book “Mobile First.” This is a handy little reference cheat sheet so I thought I would share it with all of you. Enjoy!
Well it’s official. I now have both text books for my “User Experience and Customer-Centered Design” certification class. I guess I’d better get off the computer and start reading my books for the course. The course lasts only three weeks, so I need to start reading ahead of time if I want to be on schedule.
Jennifer Blatz explores the world of UX through words and imagery