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MOBILE INTERACTION DESIGN Dr. Barbara Rita Barricelli PhD Course, 21-22-23 January 2020

Mobile Interaction Design - unibs.it · 2020. 1. 23. · MOBILE INTERACTION DESIGN Dr. Barbara Rita Barricelli PhD Course, 21-22-23 January 2020

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  • MOBILE INTERACTION DESIGN Dr. Barbara Rita Barricelli

    PhD Course, 21-22-23 January 2020

  • OVERVIEW

    Unit 1

    Interaction design

    Unit 2

    Mobile Interaction Design

    Unit 3

    User research

    Unit 4

    Prototyping

    Unit 5

    iOS Human Interface Guidelines,

    Google Material Design

    Unit 6

    Hands-on activity

  • UNIT 2 Mobile Interaction Design

  • WHAT DOES MOBILE MEAN?

    Smartphones

    Tablets

    eReaders

    Portable game systems

    Printers

    Scanners

    Weareable devices

    Industrial automation

    Portable surveying, measuring and metering equipment

  • EVOLUTION OF MOBILE TECHNOLOGY

    Voice

    Paging and text messages

    Pervasive network connectivity

    General computingdevices

  • MAIN CHARACTERISTICS

    Small (enough to be carried around)

    Portable (battery-powered)

    Connected (wirelessly)

    Interactive (more than just a few options)

    Contextual aware (sensors)

  • PRINCIPLES OF MOBILE DESIGN

    Respect user-entered data

    Realize that mobiles are personal

    Realize that mobiles must work in all contexts

    User your sensors and use your smarts

    Realize that user tasks usually take precedence

    Ensure consistency

  • RESPECT USER-ENTERED DATA

    Do whatever it takes to preserve user data:

    Saving as the user types so auto-complete can bring lost input back

    Do not clear forms on error

    Context must be always take into consideration:

    Users slip

    Have to deal with a new phone

    Are borrowing someone else’s phone

    Someone jugs their arm

  • REALIZE THAT MOBILES ARE PERSONAL

    Mobile can be presumed to be «one device for one person»

    No one wants to have to regularly tell their device the same information over and over (name, address, …)

  • MOBILES MUST WORK IN ALL CONTEXTS

    Most devices are too bright at night

    Or the brightness of the screen is too low when a barcode needs to be scanned in a shop

    You can ovverride the brightness with your app to assure efficacy and efficience in any context.

  • USER YOUR SENSORS AND YOUR SMARTS

    Whenever possible, perform an action for th user based on sensors and user data

    Why should you have to silence your phone for a meeting, when the phone knowswhere you physically are and knows from your calendar that you have a meeting in that room in that moment?

  • USER TASKS USUALLY TAKE PRECEDENCE

    If the user initiates a task or is in the middle of one, do not interrupt them.

    Do not change the focus

    And never cancel the ongoing operation to take the user to another page (losingtheir information)

  • ENSURE CONSISTENCY

    Your app should follow what the other standard apps do and what the OS does

    Changing the paradigm generally results in more problems than solutions

  • DESIGN PATTERNS

    Concept developed in 1977 by the architect Christopher Alexander.

    A formal way of documenting a solution to a common design problem. Based on the concept of reusing and reapplyingknown best cases in design.

    “Each pattern describes a problem that occurs over and over again in our environment, and then describes the core of the solution to that problem, in such a way that you can use this solution a million times over, without ever doing it the same way twice”.

  • MOBILE INTERACTION DESIGN PATTERNS

    Often confused with graphical templates (a template is a model, ready to be usedas it is or adapted)

    Mobile interaction design patterns evolve in time, to address the continuous changesin technology

  • PATTERNS ORGANIZATION

    Navigation

    Forms

    Tables

    Search, sort and filter

    Tools

    Charts

    Social patterns

    Feedback and affordance

    Help

  • NAVIGATION

    Primary: allows to navigating from one primary category to another, as with the top-level menus of a desktop application

    Secondary: moving about within a selected module

  • PRIMARY NAVIGATION

    Persistent: as soon as you open an app with persistent navigation, it is immediately clear what the primary navigation options are.

    Transient: must be explicitly revealed with a tap or gesture. These patterns arise from the constraints of smartphone screen sizes.

  • PRIMARY NAVIGATION PATTERNS

    Springboard

    List menu

    Dashboard

    Gallery

    Tab menu

    Side drawer

    Toggle menu

    PERSISTENT

    TRANSIENT

  • SPRINGBOARD (AKA LAUNCHPAD)

  • LIST MENU

  • DASHBOARD

  • GALLERY

  • TAB MENU

  • SIDE DRAWER

  • TOGGLE MENU

  • SECONDARY NAVIGATION PATTERNS

    Page swiping

    Expand/collapse panel (Accordion)

  • PAGE SWIPING

  • EXPAND/COLLAPSE PANEL (ACCORDION)

  • FORMS

    Sign In

    Registration

    Checkout

    Calculator

    Search form

    Multi-step form

  • SIGN IN

  • REGISTRATION

  • CHECKOUT

  • CALCULATOR

  • SEARCH FORM

  • MULTI-STEP FORM

  • TABLES

    Basic table

    Headerless table

    Overview plus data

    Grouped rows

    Tables with visual indicators

  • BASIC TABLE

  • HEADERLESS TABLE

  • OVERVIEW PLUS DATA

  • GROUPED ROWS

  • TABLE WITH VISUAL INDICATORS

  • SEARCH, SORT AND FILTER

    Implicit search

    Explicit search

    Auto-complete

    Scoped search

    Dynamic search

    Search form

    Search results

    Onscreen sort

    Filter form

    Filter drawer

    Gesture-based filter

  • IMPLICIT SEARCH

  • EXPLICIT SEARCH

  • AUTO-COMPLETE

  • SCOPED SEARCH

  • DYNAMIC SEARCH

  • SEARCH FORM

  • SEARCH RESULTS

  • ONSCREEN SORT

  • FILTER FORM

  • FILTER DRAWER

  • GESTURE-BASED FILTER

  • TOOLS

    Toolbar

    Toolbox

    Call to action button

    Inline actions

    Multi-state buttons

    Contextual tools

    Bulk actions

    Lock screen controls

  • TOOLBAR

  • TOOLBOX

  • CALL TO ACTION BUTTON

  • INLINE ACTIONS

  • MULTI-STATE BUTTONS

  • CONTEXTUAL TOOLS

  • BULK ACTIONS

  • LOCK SCREEN CONTROLS

  • CHARTS

    Chart with filters

    Interactive timeline

    Drill down

    Overview plus data

    Interactive preview

    Dashboard

    Zoom

    Integrated legend

  • CHART WITH FILTERS

  • INTERACTIVE TIMELINE

  • DRILL DOWN

  • OVERVIEW PLUS DATA

  • INTERACTIVE PREVIEW

  • DASHBOARD

  • ZOOM

  • INTEGRATED LEGEND

  • SOCIAL PATTERNS

    Social registration

    Connecting

    Following

    Profiles

    Groups

    Gamification

  • SOCIAL REGISTRATION

  • CONNECTING

  • FOLLOWING

  • PROFILES

  • GROUPS

  • GAMIFICATION

  • FEEDBACK AND AFFORDANCE

    Error messages

    Confirmation

    System status

    Tap

    Swipe

    Drag

  • ERROR MESSAGES

  • CONFIRMATION

  • SYSTEM STATUS

  • TAP

  • SWIPE

  • DRAG

  • HELP

    How-tos

    User guide/help system

    FAQs

    Feature tours

    Tutorials

    Contextual help

  • HOW-TOS

  • USER GUIDE/HELP SYSTEM

  • FAQS

  • FEATURE TOURS

  • TUTORIALS

  • CONTEXTUAL HELP

  • REFERENCES

    Hoober, S. (2012) Designing Mobile Interfaces. O’Reilly

    Neil, T. (2014) Mobile Design Pattern Gallery. O’Reilly

    https://www.flickr.com/photos/mobiledesignpatterngallery/sets/

    https://www.flickr.com/photos/mobiledesignpatterngallery/sets/