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Oliver Weidlich, Co-Founder, Mobile ExperiencesMETRO APPS LAB | SEMINAR
Citation preview
What Makes a Good App
Oliver WeidlichDirector of Design & Innovation
Mobile Experience
Wednesday, 11 July 12
@oliverw
Wednesday, 11 July 12
Why Are We Here?
Wednesday, 11 July 12
Wednesday, 11 July 12
Great Experiences
Wednesday, 11 July 12
Initial Over Time
Wednesday, 11 July 12
Wednesday, 11 July 12
Re-Think Engagement
Wednesday, 11 July 12
Click for Google Now Video
Wednesday, 11 July 12
Click for Square Cards Video
Wednesday, 11 July 12
How do we create them?
Wednesday, 11 July 12
http://semanticstudios.com/publications/semantics/000029.phpWednesday, 11 July 12
Useful
Wednesday, 11 July 12
Useful
•Meets people’s needs for the product/
service utility
•Can integrate it into their lives to assist
them in achieving things;
- faster- more easily- a better result
Wednesday, 11 July 12
Wednesday, 11 July 12
Wednesday, 11 July 12
Wednesday, 11 July 12
Wednesday, 11 July 12
Usable
Wednesday, 11 July 12
Usable
•Make it as easy to use as possible
•Match the customers mental model
•Use labels and language they understand
Wednesday, 11 July 12
Wednesday, 11 July 12
Wednesday, 11 July 12
Wednesday, 11 July 12
Desirable
Wednesday, 11 July 12
Desirable
•Go beyond just the expected experience and
delight customers
•Make experiences playful where
appropriate
•Aim is to increase engagement
- Frequency- Duration- Customer satisfaction
Wednesday, 11 July 12
[Path & The Eatery & StockTouch]
Wednesday, 11 July 12
Valuable
Wednesday, 11 July 12
Valuable
•Added functionality to normal service
•Easier method for customers to
- Communicate with company- Get support- Find out about products/services- Pay
•Save on customer service staff
Wednesday, 11 July 12
Wednesday, 11 July 12
Wednesday, 11 July 12
Findable
Wednesday, 11 July 12
Findable
•Awareness
- Marketing- Education (e.g. Podcasts)- App Stores
•Access
- App store- Web site
•SEO
Wednesday, 11 July 12
Wednesday, 11 July 12
Wednesday, 11 July 12
Accessible
Wednesday, 11 July 12
Accessible
•Accessibility isn’t just about people with a
disability
•Make it easier for everyone
•When designing your app leverage OS
specific technologies in your app (e.g. Voice
Over for iOS)
Wednesday, 11 July 12
Credible
Wednesday, 11 July 12
Credible
•Trust
•Reputation
•Brand
•Distribution
Wednesday, 11 July 12
Wednesday, 11 July 12
Design Patterns
Wednesday, 11 July 12
Wednesday, 11 July 12
Coherence
Images courtesy of Wolfram Nagel
MULTISCREEN EXPERIENCEPRINCIPLES AND PATTERNS FOR MANAGING INFORMATION IN THE DIGITAL SOCIETY
Coherence
Information is displayed and used in a manner that is device and screen independent, logical, and coherent. Individual features are optimised for device capabilities and form of use.
Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
Synchronisation
Information is kept in sync and up-to-date across devices.
Complementarity
Devices influence, control and complement both each other and the information displayed on the screens.
Screen Sharing
The display of information or an information source is extended and distributed across multiple screens.
MASTER’S THESIS
Summer Semester 2011 Master of Arts (M.A.) Communication Planning and DesignHochschule für Gestaltung Schwäbisch GmündUniversity of Applied SciencesStudents: Valentin Fischer | Wolfram NagelSupervising tutors: Prof. Ulrich Schendzielorz | Prof. Steffen Süpple
team@multiscreen-experience.comwww.multiscreen-experience.comwww.valentinfischer.com | www.wolframnagel.com
Simultaneity
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
MULTISCREEN PATTERNS CONCEPT PATTERNS
Hildegard BraunDigital Outsider
Lukas SchmitzTrend User
Inge BehrendCasual User
Chris KuligTrend User
Ulrike MeißnerCasual User
Björn HohmannDigital Professional
Marc LüttichDigital Avant Garde
Seamless Interaction
The interaction with an application or information service needs to be logical and seamless across devices.
Storyfication
Telling the story of a product or service across different media creates a uniform user experience across devices which may increase the users' identification with and understanding of the product.
Mobile First
Because of the increasing importance of mobile devices it is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
Context Relevance
The information offered needs to suit the situation, environment, user, device and context of use. In short: the right information at the right time.
Gamification
The integration of game mechanics into a product simulates a competitive environment. The game factor can motivate people if it is fun, challenging, provides relevant goals, and if participation remains the choice of the user.
Adaptability
The flexibility of adapting layout and content to the features and capabilities of different devices makes it easier to manage information across devices. Fundamentally information needs to be accessible on the relevant devices.
Extensibility
An information service needs to be flexibly extensible and able to adapt to changing requirements (forward compatibility).
Communification
Social networking and creating a community can make an information service more attractive for the users. A service can be improved through possibilities for users to create, share, rate, and comment on content.
Fluidity
Information services need to fit into the context of use and offer a fluid and consistent user experience across devices.
PERSONAS IN THE DIGITAL SOCIETY CONTEXT OF USE
Silvia NolteProfessional User
Private
A private environment and generally all private situations are not accessible to outsiders or strangers.
In the digital age, more than before, information needs to be simultaneously relevant and tangible. It needs to be fun and quickly graspable. The Masters dissertation looked at cross device information and interaction scenarios that may support the communication and exchange of information in the future digital society. We investigated how information can be captured and processed across different media and how we can enable people to gain the easiest possible access to digital services.
The Multiscreen Experience Toolkit offers patterns, principles and definitions that are relevant to multiscreen projects and information management in the digital society. These recommendations and ideas (they are not bullet proof recipes!) aim to support the creation of fluid multiscreen experiences. We look at the four most important screens (smartphone, tablet PC, laptop and TV), describe the potential users, recommend various conceptional approaches and explain the different parameters for the context of use.
There are various possibilities to combine multiple screens, devices, content, and interfaces. In the following we are going to introduce six patterns which are largely based on the differentiation and definitions by Precious Design Studio.
The following eight personas are based on the study "D21 – Die Digitale Gesellschaft" and focus on the topics of aptitude towards media, device usage, context of use, and user requirements. They aim to support the design of multiscreen concepts and may be adapted according to the relevant project needs.
The following patterns are recommendations (not recipes) based on established design solutions, user interfaces and UI design patterns or general conceptional approaches and essays from the area of interaction and information design. Depending on the project they should be checked for sensibility and usefulness. The different concept patterns may be combined.
The context in which an information service is used is not only determined by the device used; other parameters are the mode of use, situation and environment. The mobile context of use (not to be confused with mobile situation) is a special case. It may occur always and everywhere.
WWW.MULTISCREEN-EXPERIENCE.COM
Work place
The work place largely has no or only limited accessibility to outside persons and strangers.
Public Space
The public space is generally accessible to everybody. Everyone can participate in a situation. It is not private.
In transit
Whenever you are moving between two places you are in transit (change of location from A to B).
Lean Back
In Lean Back mode the user is predominantly relaxed and passive. The interaction with the device is intermittent, temporary and not sustained.
Mobile
In transit the preferred devices are small, handy and mobile. The duration of mobile device use is relatively short and intermittent. A mobile situation occurs on the go, between start and finish of a change of location.
Lean Forward
In Lean Forward mode the user acts predominantly concentrated and active. Their interaction with the device is largely uninterrupted and sustained.
Stationary
The use of devices or the situation respectively are bound to a stationary location.
M
ODE
OF USE
SITUATION
ENVIRONMENT
Wednesday, 11 July 12
Smashing Magazine
Wednesday, 11 July 12
Synchronisation
Images courtesy of Wolfram Nagel
MULTISCREEN EXPERIENCEPRINCIPLES AND PATTERNS FOR MANAGING INFORMATION IN THE DIGITAL SOCIETY
Coherence
Information is displayed and used in a manner that is device and screen independent, logical, and coherent. Individual features are optimised for device capabilities and form of use.
Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
Synchronisation
Information is kept in sync and up-to-date across devices.
Complementarity
Devices influence, control and complement both each other and the information displayed on the screens.
Screen Sharing
The display of information or an information source is extended and distributed across multiple screens.
MASTER’S THESIS
Summer Semester 2011 Master of Arts (M.A.) Communication Planning and DesignHochschule für Gestaltung Schwäbisch GmündUniversity of Applied SciencesStudents: Valentin Fischer | Wolfram NagelSupervising tutors: Prof. Ulrich Schendzielorz | Prof. Steffen Süpple
team@multiscreen-experience.comwww.multiscreen-experience.comwww.valentinfischer.com | www.wolframnagel.com
Simultaneity
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
MULTISCREEN PATTERNS CONCEPT PATTERNS
Hildegard BraunDigital Outsider
Lukas SchmitzTrend User
Inge BehrendCasual User
Chris KuligTrend User
Ulrike MeißnerCasual User
Björn HohmannDigital Professional
Marc LüttichDigital Avant Garde
Seamless Interaction
The interaction with an application or information service needs to be logical and seamless across devices.
Storyfication
Telling the story of a product or service across different media creates a uniform user experience across devices which may increase the users' identification with and understanding of the product.
Mobile First
Because of the increasing importance of mobile devices it is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
Context Relevance
The information offered needs to suit the situation, environment, user, device and context of use. In short: the right information at the right time.
Gamification
The integration of game mechanics into a product simulates a competitive environment. The game factor can motivate people if it is fun, challenging, provides relevant goals, and if participation remains the choice of the user.
Adaptability
The flexibility of adapting layout and content to the features and capabilities of different devices makes it easier to manage information across devices. Fundamentally information needs to be accessible on the relevant devices.
Extensibility
An information service needs to be flexibly extensible and able to adapt to changing requirements (forward compatibility).
Communification
Social networking and creating a community can make an information service more attractive for the users. A service can be improved through possibilities for users to create, share, rate, and comment on content.
Fluidity
Information services need to fit into the context of use and offer a fluid and consistent user experience across devices.
PERSONAS IN THE DIGITAL SOCIETY CONTEXT OF USE
Silvia NolteProfessional User
Private
A private environment and generally all private situations are not accessible to outsiders or strangers.
In the digital age, more than before, information needs to be simultaneously relevant and tangible. It needs to be fun and quickly graspable. The Masters dissertation looked at cross device information and interaction scenarios that may support the communication and exchange of information in the future digital society. We investigated how information can be captured and processed across different media and how we can enable people to gain the easiest possible access to digital services.
The Multiscreen Experience Toolkit offers patterns, principles and definitions that are relevant to multiscreen projects and information management in the digital society. These recommendations and ideas (they are not bullet proof recipes!) aim to support the creation of fluid multiscreen experiences. We look at the four most important screens (smartphone, tablet PC, laptop and TV), describe the potential users, recommend various conceptional approaches and explain the different parameters for the context of use.
There are various possibilities to combine multiple screens, devices, content, and interfaces. In the following we are going to introduce six patterns which are largely based on the differentiation and definitions by Precious Design Studio.
The following eight personas are based on the study "D21 – Die Digitale Gesellschaft" and focus on the topics of aptitude towards media, device usage, context of use, and user requirements. They aim to support the design of multiscreen concepts and may be adapted according to the relevant project needs.
The following patterns are recommendations (not recipes) based on established design solutions, user interfaces and UI design patterns or general conceptional approaches and essays from the area of interaction and information design. Depending on the project they should be checked for sensibility and usefulness. The different concept patterns may be combined.
The context in which an information service is used is not only determined by the device used; other parameters are the mode of use, situation and environment. The mobile context of use (not to be confused with mobile situation) is a special case. It may occur always and everywhere.
WWW.MULTISCREEN-EXPERIENCE.COM
Work place
The work place largely has no or only limited accessibility to outside persons and strangers.
Public Space
The public space is generally accessible to everybody. Everyone can participate in a situation. It is not private.
In transit
Whenever you are moving between two places you are in transit (change of location from A to B).
Lean Back
In Lean Back mode the user is predominantly relaxed and passive. The interaction with the device is intermittent, temporary and not sustained.
Mobile
In transit the preferred devices are small, handy and mobile. The duration of mobile device use is relatively short and intermittent. A mobile situation occurs on the go, between start and finish of a change of location.
Lean Forward
In Lean Forward mode the user acts predominantly concentrated and active. Their interaction with the device is largely uninterrupted and sustained.
Stationary
The use of devices or the situation respectively are bound to a stationary location.
M
ODE
OF USE
SITUATION
ENVIRONMENT
Wednesday, 11 July 12
Evernote
Wednesday, 11 July 12
Distribution
Images courtesy of Wolfram Nagel
MULTISCREEN EXPERIENCEPRINCIPLES AND PATTERNS FOR MANAGING INFORMATION IN THE DIGITAL SOCIETY
Coherence
Information is displayed and used in a manner that is device and screen independent, logical, and coherent. Individual features are optimised for device capabilities and form of use.
Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
Synchronisation
Information is kept in sync and up-to-date across devices.
Complementarity
Devices influence, control and complement both each other and the information displayed on the screens.
Screen Sharing
The display of information or an information source is extended and distributed across multiple screens.
MASTER’S THESIS
Summer Semester 2011 Master of Arts (M.A.) Communication Planning and DesignHochschule für Gestaltung Schwäbisch GmündUniversity of Applied SciencesStudents: Valentin Fischer | Wolfram NagelSupervising tutors: Prof. Ulrich Schendzielorz | Prof. Steffen Süpple
team@multiscreen-experience.comwww.multiscreen-experience.comwww.valentinfischer.com | www.wolframnagel.com
Simultaneity
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
MULTISCREEN PATTERNS CONCEPT PATTERNS
Hildegard BraunDigital Outsider
Lukas SchmitzTrend User
Inge BehrendCasual User
Chris KuligTrend User
Ulrike MeißnerCasual User
Björn HohmannDigital Professional
Marc LüttichDigital Avant Garde
Seamless Interaction
The interaction with an application or information service needs to be logical and seamless across devices.
Storyfication
Telling the story of a product or service across different media creates a uniform user experience across devices which may increase the users' identification with and understanding of the product.
Mobile First
Because of the increasing importance of mobile devices it is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
Context Relevance
The information offered needs to suit the situation, environment, user, device and context of use. In short: the right information at the right time.
Gamification
The integration of game mechanics into a product simulates a competitive environment. The game factor can motivate people if it is fun, challenging, provides relevant goals, and if participation remains the choice of the user.
Adaptability
The flexibility of adapting layout and content to the features and capabilities of different devices makes it easier to manage information across devices. Fundamentally information needs to be accessible on the relevant devices.
Extensibility
An information service needs to be flexibly extensible and able to adapt to changing requirements (forward compatibility).
Communification
Social networking and creating a community can make an information service more attractive for the users. A service can be improved through possibilities for users to create, share, rate, and comment on content.
Fluidity
Information services need to fit into the context of use and offer a fluid and consistent user experience across devices.
PERSONAS IN THE DIGITAL SOCIETY CONTEXT OF USE
Silvia NolteProfessional User
Private
A private environment and generally all private situations are not accessible to outsiders or strangers.
In the digital age, more than before, information needs to be simultaneously relevant and tangible. It needs to be fun and quickly graspable. The Masters dissertation looked at cross device information and interaction scenarios that may support the communication and exchange of information in the future digital society. We investigated how information can be captured and processed across different media and how we can enable people to gain the easiest possible access to digital services.
The Multiscreen Experience Toolkit offers patterns, principles and definitions that are relevant to multiscreen projects and information management in the digital society. These recommendations and ideas (they are not bullet proof recipes!) aim to support the creation of fluid multiscreen experiences. We look at the four most important screens (smartphone, tablet PC, laptop and TV), describe the potential users, recommend various conceptional approaches and explain the different parameters for the context of use.
There are various possibilities to combine multiple screens, devices, content, and interfaces. In the following we are going to introduce six patterns which are largely based on the differentiation and definitions by Precious Design Studio.
The following eight personas are based on the study "D21 – Die Digitale Gesellschaft" and focus on the topics of aptitude towards media, device usage, context of use, and user requirements. They aim to support the design of multiscreen concepts and may be adapted according to the relevant project needs.
The following patterns are recommendations (not recipes) based on established design solutions, user interfaces and UI design patterns or general conceptional approaches and essays from the area of interaction and information design. Depending on the project they should be checked for sensibility and usefulness. The different concept patterns may be combined.
The context in which an information service is used is not only determined by the device used; other parameters are the mode of use, situation and environment. The mobile context of use (not to be confused with mobile situation) is a special case. It may occur always and everywhere.
WWW.MULTISCREEN-EXPERIENCE.COM
Work place
The work place largely has no or only limited accessibility to outside persons and strangers.
Public Space
The public space is generally accessible to everybody. Everyone can participate in a situation. It is not private.
In transit
Whenever you are moving between two places you are in transit (change of location from A to B).
Lean Back
In Lean Back mode the user is predominantly relaxed and passive. The interaction with the device is intermittent, temporary and not sustained.
Mobile
In transit the preferred devices are small, handy and mobile. The duration of mobile device use is relatively short and intermittent. A mobile situation occurs on the go, between start and finish of a change of location.
Lean Forward
In Lean Forward mode the user acts predominantly concentrated and active. Their interaction with the device is largely uninterrupted and sustained.
Stationary
The use of devices or the situation respectively are bound to a stationary location.
M
ODE
OF USE
SITUATION
ENVIRONMENT
Wednesday, 11 July 12
Bigpond.com (Portal)
Wednesday, 11 July 12
Complementarity
Images courtesy of Wolfram Nagel
MULTISCREEN EXPERIENCEPRINCIPLES AND PATTERNS FOR MANAGING INFORMATION IN THE DIGITAL SOCIETY
Coherence
Information is displayed and used in a manner that is device and screen independent, logical, and coherent. Individual features are optimised for device capabilities and form of use.
Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
Synchronisation
Information is kept in sync and up-to-date across devices.
Complementarity
Devices influence, control and complement both each other and the information displayed on the screens.
Screen Sharing
The display of information or an information source is extended and distributed across multiple screens.
MASTER’S THESIS
Summer Semester 2011 Master of Arts (M.A.) Communication Planning and DesignHochschule für Gestaltung Schwäbisch GmündUniversity of Applied SciencesStudents: Valentin Fischer | Wolfram NagelSupervising tutors: Prof. Ulrich Schendzielorz | Prof. Steffen Süpple
team@multiscreen-experience.comwww.multiscreen-experience.comwww.valentinfischer.com | www.wolframnagel.com
Simultaneity
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
MULTISCREEN PATTERNS CONCEPT PATTERNS
Hildegard BraunDigital Outsider
Lukas SchmitzTrend User
Inge BehrendCasual User
Chris KuligTrend User
Ulrike MeißnerCasual User
Björn HohmannDigital Professional
Marc LüttichDigital Avant Garde
Seamless Interaction
The interaction with an application or information service needs to be logical and seamless across devices.
Storyfication
Telling the story of a product or service across different media creates a uniform user experience across devices which may increase the users' identification with and understanding of the product.
Mobile First
Because of the increasing importance of mobile devices it is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
Context Relevance
The information offered needs to suit the situation, environment, user, device and context of use. In short: the right information at the right time.
Gamification
The integration of game mechanics into a product simulates a competitive environment. The game factor can motivate people if it is fun, challenging, provides relevant goals, and if participation remains the choice of the user.
Adaptability
The flexibility of adapting layout and content to the features and capabilities of different devices makes it easier to manage information across devices. Fundamentally information needs to be accessible on the relevant devices.
Extensibility
An information service needs to be flexibly extensible and able to adapt to changing requirements (forward compatibility).
Communification
Social networking and creating a community can make an information service more attractive for the users. A service can be improved through possibilities for users to create, share, rate, and comment on content.
Fluidity
Information services need to fit into the context of use and offer a fluid and consistent user experience across devices.
PERSONAS IN THE DIGITAL SOCIETY CONTEXT OF USE
Silvia NolteProfessional User
Private
A private environment and generally all private situations are not accessible to outsiders or strangers.
In the digital age, more than before, information needs to be simultaneously relevant and tangible. It needs to be fun and quickly graspable. The Masters dissertation looked at cross device information and interaction scenarios that may support the communication and exchange of information in the future digital society. We investigated how information can be captured and processed across different media and how we can enable people to gain the easiest possible access to digital services.
The Multiscreen Experience Toolkit offers patterns, principles and definitions that are relevant to multiscreen projects and information management in the digital society. These recommendations and ideas (they are not bullet proof recipes!) aim to support the creation of fluid multiscreen experiences. We look at the four most important screens (smartphone, tablet PC, laptop and TV), describe the potential users, recommend various conceptional approaches and explain the different parameters for the context of use.
There are various possibilities to combine multiple screens, devices, content, and interfaces. In the following we are going to introduce six patterns which are largely based on the differentiation and definitions by Precious Design Studio.
The following eight personas are based on the study "D21 – Die Digitale Gesellschaft" and focus on the topics of aptitude towards media, device usage, context of use, and user requirements. They aim to support the design of multiscreen concepts and may be adapted according to the relevant project needs.
The following patterns are recommendations (not recipes) based on established design solutions, user interfaces and UI design patterns or general conceptional approaches and essays from the area of interaction and information design. Depending on the project they should be checked for sensibility and usefulness. The different concept patterns may be combined.
The context in which an information service is used is not only determined by the device used; other parameters are the mode of use, situation and environment. The mobile context of use (not to be confused with mobile situation) is a special case. It may occur always and everywhere.
WWW.MULTISCREEN-EXPERIENCE.COM
Work place
The work place largely has no or only limited accessibility to outside persons and strangers.
Public Space
The public space is generally accessible to everybody. Everyone can participate in a situation. It is not private.
In transit
Whenever you are moving between two places you are in transit (change of location from A to B).
Lean Back
In Lean Back mode the user is predominantly relaxed and passive. The interaction with the device is intermittent, temporary and not sustained.
Mobile
In transit the preferred devices are small, handy and mobile. The duration of mobile device use is relatively short and intermittent. A mobile situation occurs on the go, between start and finish of a change of location.
Lean Forward
In Lean Forward mode the user acts predominantly concentrated and active. Their interaction with the device is largely uninterrupted and sustained.
Stationary
The use of devices or the situation respectively are bound to a stationary location.
M
ODE
OF USE
SITUATION
ENVIRONMENT
Wednesday, 11 July 12
Plex
Wednesday, 11 July 12
Collaborative
Images courtesy of Wolfram Nagel
MULTISCREEN EXPERIENCEPRINCIPLES AND PATTERNS FOR MANAGING INFORMATION IN THE DIGITAL SOCIETY
Coherence
Information is displayed and used in a manner that is device and screen independent, logical, and coherent. Individual features are optimised for device capabilities and form of use.
Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
Synchronisation
Information is kept in sync and up-to-date across devices.
Complementarity
Devices influence, control and complement both each other and the information displayed on the screens.
Screen Sharing
The display of information or an information source is extended and distributed across multiple screens.
MASTER’S THESIS
Summer Semester 2011 Master of Arts (M.A.) Communication Planning and DesignHochschule für Gestaltung Schwäbisch GmündUniversity of Applied SciencesStudents: Valentin Fischer | Wolfram NagelSupervising tutors: Prof. Ulrich Schendzielorz | Prof. Steffen Süpple
team@multiscreen-experience.comwww.multiscreen-experience.comwww.valentinfischer.com | www.wolframnagel.com
Simultaneity
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
MULTISCREEN PATTERNS CONCEPT PATTERNS
Hildegard BraunDigital Outsider
Lukas SchmitzTrend User
Inge BehrendCasual User
Chris KuligTrend User
Ulrike MeißnerCasual User
Björn HohmannDigital Professional
Marc LüttichDigital Avant Garde
Seamless Interaction
The interaction with an application or information service needs to be logical and seamless across devices.
Storyfication
Telling the story of a product or service across different media creates a uniform user experience across devices which may increase the users' identification with and understanding of the product.
Mobile First
Because of the increasing importance of mobile devices it is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
Context Relevance
The information offered needs to suit the situation, environment, user, device and context of use. In short: the right information at the right time.
Gamification
The integration of game mechanics into a product simulates a competitive environment. The game factor can motivate people if it is fun, challenging, provides relevant goals, and if participation remains the choice of the user.
Adaptability
The flexibility of adapting layout and content to the features and capabilities of different devices makes it easier to manage information across devices. Fundamentally information needs to be accessible on the relevant devices.
Extensibility
An information service needs to be flexibly extensible and able to adapt to changing requirements (forward compatibility).
Communification
Social networking and creating a community can make an information service more attractive for the users. A service can be improved through possibilities for users to create, share, rate, and comment on content.
Fluidity
Information services need to fit into the context of use and offer a fluid and consistent user experience across devices.
PERSONAS IN THE DIGITAL SOCIETY CONTEXT OF USE
Silvia NolteProfessional User
Private
A private environment and generally all private situations are not accessible to outsiders or strangers.
In the digital age, more than before, information needs to be simultaneously relevant and tangible. It needs to be fun and quickly graspable. The Masters dissertation looked at cross device information and interaction scenarios that may support the communication and exchange of information in the future digital society. We investigated how information can be captured and processed across different media and how we can enable people to gain the easiest possible access to digital services.
The Multiscreen Experience Toolkit offers patterns, principles and definitions that are relevant to multiscreen projects and information management in the digital society. These recommendations and ideas (they are not bullet proof recipes!) aim to support the creation of fluid multiscreen experiences. We look at the four most important screens (smartphone, tablet PC, laptop and TV), describe the potential users, recommend various conceptional approaches and explain the different parameters for the context of use.
There are various possibilities to combine multiple screens, devices, content, and interfaces. In the following we are going to introduce six patterns which are largely based on the differentiation and definitions by Precious Design Studio.
The following eight personas are based on the study "D21 – Die Digitale Gesellschaft" and focus on the topics of aptitude towards media, device usage, context of use, and user requirements. They aim to support the design of multiscreen concepts and may be adapted according to the relevant project needs.
The following patterns are recommendations (not recipes) based on established design solutions, user interfaces and UI design patterns or general conceptional approaches and essays from the area of interaction and information design. Depending on the project they should be checked for sensibility and usefulness. The different concept patterns may be combined.
The context in which an information service is used is not only determined by the device used; other parameters are the mode of use, situation and environment. The mobile context of use (not to be confused with mobile situation) is a special case. It may occur always and everywhere.
WWW.MULTISCREEN-EXPERIENCE.COM
Work place
The work place largely has no or only limited accessibility to outside persons and strangers.
Public Space
The public space is generally accessible to everybody. Everyone can participate in a situation. It is not private.
In transit
Whenever you are moving between two places you are in transit (change of location from A to B).
Lean Back
In Lean Back mode the user is predominantly relaxed and passive. The interaction with the device is intermittent, temporary and not sustained.
Mobile
In transit the preferred devices are small, handy and mobile. The duration of mobile device use is relatively short and intermittent. A mobile situation occurs on the go, between start and finish of a change of location.
Lean Forward
In Lean Forward mode the user acts predominantly concentrated and active. Their interaction with the device is largely uninterrupted and sustained.
Stationary
The use of devices or the situation respectively are bound to a stationary location.
M
ODE
OF USE
SITUATION
ENVIRONMENT
Wednesday, 11 July 12
Scrabble
Wednesday, 11 July 12
Multiple patterns can apply
Images courtesy of Wolfram Nagel
MULTISCREEN EXPERIENCEPRINCIPLES AND PATTERNS FOR MANAGING INFORMATION IN THE DIGITAL SOCIETY
Coherence
Information is displayed and used in a manner that is device and screen independent, logical, and coherent. Individual features are optimised for device capabilities and form of use.
Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
Synchronisation
Information is kept in sync and up-to-date across devices.
Complementarity
Devices influence, control and complement both each other and the information displayed on the screens.
Screen Sharing
The display of information or an information source is extended and distributed across multiple screens.
MASTER’S THESIS
Summer Semester 2011 Master of Arts (M.A.) Communication Planning and DesignHochschule für Gestaltung Schwäbisch GmündUniversity of Applied SciencesStudents: Valentin Fischer | Wolfram NagelSupervising tutors: Prof. Ulrich Schendzielorz | Prof. Steffen Süpple
team@multiscreen-experience.comwww.multiscreen-experience.comwww.valentinfischer.com | www.wolframnagel.com
Simultaneity
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
MULTISCREEN PATTERNS CONCEPT PATTERNS
Hildegard BraunDigital Outsider
Lukas SchmitzTrend User
Inge BehrendCasual User
Chris KuligTrend User
Ulrike MeißnerCasual User
Björn HohmannDigital Professional
Marc LüttichDigital Avant Garde
Seamless Interaction
The interaction with an application or information service needs to be logical and seamless across devices.
Storyfication
Telling the story of a product or service across different media creates a uniform user experience across devices which may increase the users' identification with and understanding of the product.
Mobile First
Because of the increasing importance of mobile devices it is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
Context Relevance
The information offered needs to suit the situation, environment, user, device and context of use. In short: the right information at the right time.
Gamification
The integration of game mechanics into a product simulates a competitive environment. The game factor can motivate people if it is fun, challenging, provides relevant goals, and if participation remains the choice of the user.
Adaptability
The flexibility of adapting layout and content to the features and capabilities of different devices makes it easier to manage information across devices. Fundamentally information needs to be accessible on the relevant devices.
Extensibility
An information service needs to be flexibly extensible and able to adapt to changing requirements (forward compatibility).
Communification
Social networking and creating a community can make an information service more attractive for the users. A service can be improved through possibilities for users to create, share, rate, and comment on content.
Fluidity
Information services need to fit into the context of use and offer a fluid and consistent user experience across devices.
PERSONAS IN THE DIGITAL SOCIETY CONTEXT OF USE
Silvia NolteProfessional User
Private
A private environment and generally all private situations are not accessible to outsiders or strangers.
In the digital age, more than before, information needs to be simultaneously relevant and tangible. It needs to be fun and quickly graspable. The Masters dissertation looked at cross device information and interaction scenarios that may support the communication and exchange of information in the future digital society. We investigated how information can be captured and processed across different media and how we can enable people to gain the easiest possible access to digital services.
The Multiscreen Experience Toolkit offers patterns, principles and definitions that are relevant to multiscreen projects and information management in the digital society. These recommendations and ideas (they are not bullet proof recipes!) aim to support the creation of fluid multiscreen experiences. We look at the four most important screens (smartphone, tablet PC, laptop and TV), describe the potential users, recommend various conceptional approaches and explain the different parameters for the context of use.
There are various possibilities to combine multiple screens, devices, content, and interfaces. In the following we are going to introduce six patterns which are largely based on the differentiation and definitions by Precious Design Studio.
The following eight personas are based on the study "D21 – Die Digitale Gesellschaft" and focus on the topics of aptitude towards media, device usage, context of use, and user requirements. They aim to support the design of multiscreen concepts and may be adapted according to the relevant project needs.
The following patterns are recommendations (not recipes) based on established design solutions, user interfaces and UI design patterns or general conceptional approaches and essays from the area of interaction and information design. Depending on the project they should be checked for sensibility and usefulness. The different concept patterns may be combined.
The context in which an information service is used is not only determined by the device used; other parameters are the mode of use, situation and environment. The mobile context of use (not to be confused with mobile situation) is a special case. It may occur always and everywhere.
WWW.MULTISCREEN-EXPERIENCE.COM
Work place
The work place largely has no or only limited accessibility to outside persons and strangers.
Public Space
The public space is generally accessible to everybody. Everyone can participate in a situation. It is not private.
In transit
Whenever you are moving between two places you are in transit (change of location from A to B).
Lean Back
In Lean Back mode the user is predominantly relaxed and passive. The interaction with the device is intermittent, temporary and not sustained.
Mobile
In transit the preferred devices are small, handy and mobile. The duration of mobile device use is relatively short and intermittent. A mobile situation occurs on the go, between start and finish of a change of location.
Lean Forward
In Lean Forward mode the user acts predominantly concentrated and active. Their interaction with the device is largely uninterrupted and sustained.
Stationary
The use of devices or the situation respectively are bound to a stationary location.
M
ODE
OF USE
SITUATION
ENVIRONMENT
MULTISCREEN EXPERIENCEPRINCIPLES AND PATTERNS FOR MANAGING INFORMATION IN THE DIGITAL SOCIETY
Coherence
Information is displayed and used in a manner that is device and screen independent, logical, and coherent. Individual features are optimised for device capabilities and form of use.
Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
Synchronisation
Information is kept in sync and up-to-date across devices.
Complementarity
Devices influence, control and complement both each other and the information displayed on the screens.
Screen Sharing
The display of information or an information source is extended and distributed across multiple screens.
MASTER’S THESIS
Summer Semester 2011 Master of Arts (M.A.) Communication Planning and DesignHochschule für Gestaltung Schwäbisch GmündUniversity of Applied SciencesStudents: Valentin Fischer | Wolfram NagelSupervising tutors: Prof. Ulrich Schendzielorz | Prof. Steffen Süpple
team@multiscreen-experience.comwww.multiscreen-experience.comwww.valentinfischer.com | www.wolframnagel.com
Simultaneity
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
MULTISCREEN PATTERNS CONCEPT PATTERNS
Hildegard BraunDigital Outsider
Lukas SchmitzTrend User
Inge BehrendCasual User
Chris KuligTrend User
Ulrike MeißnerCasual User
Björn HohmannDigital Professional
Marc LüttichDigital Avant Garde
Seamless Interaction
The interaction with an application or information service needs to be logical and seamless across devices.
Storyfication
Telling the story of a product or service across different media creates a uniform user experience across devices which may increase the users' identification with and understanding of the product.
Mobile First
Because of the increasing importance of mobile devices it is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
Context Relevance
The information offered needs to suit the situation, environment, user, device and context of use. In short: the right information at the right time.
Gamification
The integration of game mechanics into a product simulates a competitive environment. The game factor can motivate people if it is fun, challenging, provides relevant goals, and if participation remains the choice of the user.
Adaptability
The flexibility of adapting layout and content to the features and capabilities of different devices makes it easier to manage information across devices. Fundamentally information needs to be accessible on the relevant devices.
Extensibility
An information service needs to be flexibly extensible and able to adapt to changing requirements (forward compatibility).
Communification
Social networking and creating a community can make an information service more attractive for the users. A service can be improved through possibilities for users to create, share, rate, and comment on content.
Fluidity
Information services need to fit into the context of use and offer a fluid and consistent user experience across devices.
PERSONAS IN THE DIGITAL SOCIETY CONTEXT OF USE
Silvia NolteProfessional User
Private
A private environment and generally all private situations are not accessible to outsiders or strangers.
In the digital age, more than before, information needs to be simultaneously relevant and tangible. It needs to be fun and quickly graspable. The Masters dissertation looked at cross device information and interaction scenarios that may support the communication and exchange of information in the future digital society. We investigated how information can be captured and processed across different media and how we can enable people to gain the easiest possible access to digital services.
The Multiscreen Experience Toolkit offers patterns, principles and definitions that are relevant to multiscreen projects and information management in the digital society. These recommendations and ideas (they are not bullet proof recipes!) aim to support the creation of fluid multiscreen experiences. We look at the four most important screens (smartphone, tablet PC, laptop and TV), describe the potential users, recommend various conceptional approaches and explain the different parameters for the context of use.
There are various possibilities to combine multiple screens, devices, content, and interfaces. In the following we are going to introduce six patterns which are largely based on the differentiation and definitions by Precious Design Studio.
The following eight personas are based on the study "D21 – Die Digitale Gesellschaft" and focus on the topics of aptitude towards media, device usage, context of use, and user requirements. They aim to support the design of multiscreen concepts and may be adapted according to the relevant project needs.
The following patterns are recommendations (not recipes) based on established design solutions, user interfaces and UI design patterns or general conceptional approaches and essays from the area of interaction and information design. Depending on the project they should be checked for sensibility and usefulness. The different concept patterns may be combined.
The context in which an information service is used is not only determined by the device used; other parameters are the mode of use, situation and environment. The mobile context of use (not to be confused with mobile situation) is a special case. It may occur always and everywhere.
WWW.MULTISCREEN-EXPERIENCE.COM
Work place
The work place largely has no or only limited accessibility to outside persons and strangers.
Public Space
The public space is generally accessible to everybody. Everyone can participate in a situation. It is not private.
In transit
Whenever you are moving between two places you are in transit (change of location from A to B).
Lean Back
In Lean Back mode the user is predominantly relaxed and passive. The interaction with the device is intermittent, temporary and not sustained.
Mobile
In transit the preferred devices are small, handy and mobile. The duration of mobile device use is relatively short and intermittent. A mobile situation occurs on the go, between start and finish of a change of location.
Lean Forward
In Lean Forward mode the user acts predominantly concentrated and active. Their interaction with the device is largely uninterrupted and sustained.
Stationary
The use of devices or the situation respectively are bound to a stationary location.
M
ODE
OF USE
SITUATION
ENVIRONMENT
MULTISCREEN EXPERIENCEPRINCIPLES AND PATTERNS FOR MANAGING INFORMATION IN THE DIGITAL SOCIETY
Coherence
Information is displayed and used in a manner that is device and screen independent, logical, and coherent. Individual features are optimised for device capabilities and form of use.
Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
Synchronisation
Information is kept in sync and up-to-date across devices.
Complementarity
Devices influence, control and complement both each other and the information displayed on the screens.
Screen Sharing
The display of information or an information source is extended and distributed across multiple screens.
MASTER’S THESIS
Summer Semester 2011 Master of Arts (M.A.) Communication Planning and DesignHochschule für Gestaltung Schwäbisch GmündUniversity of Applied SciencesStudents: Valentin Fischer | Wolfram NagelSupervising tutors: Prof. Ulrich Schendzielorz | Prof. Steffen Süpple
team@multiscreen-experience.comwww.multiscreen-experience.comwww.valentinfischer.com | www.wolframnagel.com
Simultaneity
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
MULTISCREEN PATTERNS CONCEPT PATTERNS
Hildegard BraunDigital Outsider
Lukas SchmitzTrend User
Inge BehrendCasual User
Chris KuligTrend User
Ulrike MeißnerCasual User
Björn HohmannDigital Professional
Marc LüttichDigital Avant Garde
Seamless Interaction
The interaction with an application or information service needs to be logical and seamless across devices.
Storyfication
Telling the story of a product or service across different media creates a uniform user experience across devices which may increase the users' identification with and understanding of the product.
Mobile First
Because of the increasing importance of mobile devices it is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
Context Relevance
The information offered needs to suit the situation, environment, user, device and context of use. In short: the right information at the right time.
Gamification
The integration of game mechanics into a product simulates a competitive environment. The game factor can motivate people if it is fun, challenging, provides relevant goals, and if participation remains the choice of the user.
Adaptability
The flexibility of adapting layout and content to the features and capabilities of different devices makes it easier to manage information across devices. Fundamentally information needs to be accessible on the relevant devices.
Extensibility
An information service needs to be flexibly extensible and able to adapt to changing requirements (forward compatibility).
Communification
Social networking and creating a community can make an information service more attractive for the users. A service can be improved through possibilities for users to create, share, rate, and comment on content.
Fluidity
Information services need to fit into the context of use and offer a fluid and consistent user experience across devices.
PERSONAS IN THE DIGITAL SOCIETY CONTEXT OF USE
Silvia NolteProfessional User
Private
A private environment and generally all private situations are not accessible to outsiders or strangers.
In the digital age, more than before, information needs to be simultaneously relevant and tangible. It needs to be fun and quickly graspable. The Masters dissertation looked at cross device information and interaction scenarios that may support the communication and exchange of information in the future digital society. We investigated how information can be captured and processed across different media and how we can enable people to gain the easiest possible access to digital services.
The Multiscreen Experience Toolkit offers patterns, principles and definitions that are relevant to multiscreen projects and information management in the digital society. These recommendations and ideas (they are not bullet proof recipes!) aim to support the creation of fluid multiscreen experiences. We look at the four most important screens (smartphone, tablet PC, laptop and TV), describe the potential users, recommend various conceptional approaches and explain the different parameters for the context of use.
There are various possibilities to combine multiple screens, devices, content, and interfaces. In the following we are going to introduce six patterns which are largely based on the differentiation and definitions by Precious Design Studio.
The following eight personas are based on the study "D21 – Die Digitale Gesellschaft" and focus on the topics of aptitude towards media, device usage, context of use, and user requirements. They aim to support the design of multiscreen concepts and may be adapted according to the relevant project needs.
The following patterns are recommendations (not recipes) based on established design solutions, user interfaces and UI design patterns or general conceptional approaches and essays from the area of interaction and information design. Depending on the project they should be checked for sensibility and usefulness. The different concept patterns may be combined.
The context in which an information service is used is not only determined by the device used; other parameters are the mode of use, situation and environment. The mobile context of use (not to be confused with mobile situation) is a special case. It may occur always and everywhere.
WWW.MULTISCREEN-EXPERIENCE.COM
Work place
The work place largely has no or only limited accessibility to outside persons and strangers.
Public Space
The public space is generally accessible to everybody. Everyone can participate in a situation. It is not private.
In transit
Whenever you are moving between two places you are in transit (change of location from A to B).
Lean Back
In Lean Back mode the user is predominantly relaxed and passive. The interaction with the device is intermittent, temporary and not sustained.
Mobile
In transit the preferred devices are small, handy and mobile. The duration of mobile device use is relatively short and intermittent. A mobile situation occurs on the go, between start and finish of a change of location.
Lean Forward
In Lean Forward mode the user acts predominantly concentrated and active. Their interaction with the device is largely uninterrupted and sustained.
Stationary
The use of devices or the situation respectively are bound to a stationary location.
M
ODE
OF USE
SITUATION
ENVIRONMENT
MULTISCREEN EXPERIENCEPRINCIPLES AND PATTERNS FOR MANAGING INFORMATION IN THE DIGITAL SOCIETY
Coherence
Information is displayed and used in a manner that is device and screen independent, logical, and coherent. Individual features are optimised for device capabilities and form of use.
Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
Synchronisation
Information is kept in sync and up-to-date across devices.
Complementarity
Devices influence, control and complement both each other and the information displayed on the screens.
Screen Sharing
The display of information or an information source is extended and distributed across multiple screens.
MASTER’S THESIS
Summer Semester 2011 Master of Arts (M.A.) Communication Planning and DesignHochschule für Gestaltung Schwäbisch GmündUniversity of Applied SciencesStudents: Valentin Fischer | Wolfram NagelSupervising tutors: Prof. Ulrich Schendzielorz | Prof. Steffen Süpple
team@multiscreen-experience.comwww.multiscreen-experience.comwww.valentinfischer.com | www.wolframnagel.com
Simultaneity
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
MULTISCREEN PATTERNS CONCEPT PATTERNS
Hildegard BraunDigital Outsider
Lukas SchmitzTrend User
Inge BehrendCasual User
Chris KuligTrend User
Ulrike MeißnerCasual User
Björn HohmannDigital Professional
Marc LüttichDigital Avant Garde
Seamless Interaction
The interaction with an application or information service needs to be logical and seamless across devices.
Storyfication
Telling the story of a product or service across different media creates a uniform user experience across devices which may increase the users' identification with and understanding of the product.
Mobile First
Because of the increasing importance of mobile devices it is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
Context Relevance
The information offered needs to suit the situation, environment, user, device and context of use. In short: the right information at the right time.
Gamification
The integration of game mechanics into a product simulates a competitive environment. The game factor can motivate people if it is fun, challenging, provides relevant goals, and if participation remains the choice of the user.
Adaptability
The flexibility of adapting layout and content to the features and capabilities of different devices makes it easier to manage information across devices. Fundamentally information needs to be accessible on the relevant devices.
Extensibility
An information service needs to be flexibly extensible and able to adapt to changing requirements (forward compatibility).
Communification
Social networking and creating a community can make an information service more attractive for the users. A service can be improved through possibilities for users to create, share, rate, and comment on content.
Fluidity
Information services need to fit into the context of use and offer a fluid and consistent user experience across devices.
PERSONAS IN THE DIGITAL SOCIETY CONTEXT OF USE
Silvia NolteProfessional User
Private
A private environment and generally all private situations are not accessible to outsiders or strangers.
In the digital age, more than before, information needs to be simultaneously relevant and tangible. It needs to be fun and quickly graspable. The Masters dissertation looked at cross device information and interaction scenarios that may support the communication and exchange of information in the future digital society. We investigated how information can be captured and processed across different media and how we can enable people to gain the easiest possible access to digital services.
The Multiscreen Experience Toolkit offers patterns, principles and definitions that are relevant to multiscreen projects and information management in the digital society. These recommendations and ideas (they are not bullet proof recipes!) aim to support the creation of fluid multiscreen experiences. We look at the four most important screens (smartphone, tablet PC, laptop and TV), describe the potential users, recommend various conceptional approaches and explain the different parameters for the context of use.
There are various possibilities to combine multiple screens, devices, content, and interfaces. In the following we are going to introduce six patterns which are largely based on the differentiation and definitions by Precious Design Studio.
The following eight personas are based on the study "D21 – Die Digitale Gesellschaft" and focus on the topics of aptitude towards media, device usage, context of use, and user requirements. They aim to support the design of multiscreen concepts and may be adapted according to the relevant project needs.
The following patterns are recommendations (not recipes) based on established design solutions, user interfaces and UI design patterns or general conceptional approaches and essays from the area of interaction and information design. Depending on the project they should be checked for sensibility and usefulness. The different concept patterns may be combined.
The context in which an information service is used is not only determined by the device used; other parameters are the mode of use, situation and environment. The mobile context of use (not to be confused with mobile situation) is a special case. It may occur always and everywhere.
WWW.MULTISCREEN-EXPERIENCE.COM
Work place
The work place largely has no or only limited accessibility to outside persons and strangers.
Public Space
The public space is generally accessible to everybody. Everyone can participate in a situation. It is not private.
In transit
Whenever you are moving between two places you are in transit (change of location from A to B).
Lean Back
In Lean Back mode the user is predominantly relaxed and passive. The interaction with the device is intermittent, temporary and not sustained.
Mobile
In transit the preferred devices are small, handy and mobile. The duration of mobile device use is relatively short and intermittent. A mobile situation occurs on the go, between start and finish of a change of location.
Lean Forward
In Lean Forward mode the user acts predominantly concentrated and active. Their interaction with the device is largely uninterrupted and sustained.
Stationary
The use of devices or the situation respectively are bound to a stationary location.
M
ODE
OF USE
SITUATION
ENVIRONMENT
MULTISCREEN EXPERIENCEPRINCIPLES AND PATTERNS FOR MANAGING INFORMATION IN THE DIGITAL SOCIETY
Coherence
Information is displayed and used in a manner that is device and screen independent, logical, and coherent. Individual features are optimised for device capabilities and form of use.
Device Shifting
The display of information or content is shifted to a separate device by the user. The display is switched between the screens involved.
Synchronisation
Information is kept in sync and up-to-date across devices.
Complementarity
Devices influence, control and complement both each other and the information displayed on the screens.
Screen Sharing
The display of information or an information source is extended and distributed across multiple screens.
MASTER’S THESIS
Summer Semester 2011 Master of Arts (M.A.) Communication Planning and DesignHochschule für Gestaltung Schwäbisch GmündUniversity of Applied SciencesStudents: Valentin Fischer | Wolfram NagelSupervising tutors: Prof. Ulrich Schendzielorz | Prof. Steffen Süpple
team@multiscreen-experience.comwww.multiscreen-experience.comwww.valentinfischer.com | www.wolframnagel.com
Simultaneity
Different devices or information services are used simultaneously. Different pieces of information may complement one another.
MULTISCREEN PATTERNS CONCEPT PATTERNS
Hildegard BraunDigital Outsider
Lukas SchmitzTrend User
Inge BehrendCasual User
Chris KuligTrend User
Ulrike MeißnerCasual User
Björn HohmannDigital Professional
Marc LüttichDigital Avant Garde
Seamless Interaction
The interaction with an application or information service needs to be logical and seamless across devices.
Storyfication
Telling the story of a product or service across different media creates a uniform user experience across devices which may increase the users' identification with and understanding of the product.
Mobile First
Because of the increasing importance of mobile devices it is advisable to concentrate on the most important device first. The smallest screen forces a meaningful structure of information.
Context Relevance
The information offered needs to suit the situation, environment, user, device and context of use. In short: the right information at the right time.
Gamification
The integration of game mechanics into a product simulates a competitive environment. The game factor can motivate people if it is fun, challenging, provides relevant goals, and if participation remains the choice of the user.
Adaptability
The flexibility of adapting layout and content to the features and capabilities of different devices makes it easier to manage information across devices. Fundamentally information needs to be accessible on the relevant devices.
Extensibility
An information service needs to be flexibly extensible and able to adapt to changing requirements (forward compatibility).
Communification
Social networking and creating a community can make an information service more attractive for the users. A service can be improved through possibilities for users to create, share, rate, and comment on content.
Fluidity
Information services need to fit into the context of use and offer a fluid and consistent user experience across devices.
PERSONAS IN THE DIGITAL SOCIETY CONTEXT OF USE
Silvia NolteProfessional User
Private
A private environment and generally all private situations are not accessible to outsiders or strangers.
In the digital age, more than before, information needs to be simultaneously relevant and tangible. It needs to be fun and quickly graspable. The Masters dissertation looked at cross device information and interaction scenarios that may support the communication and exchange of information in the future digital society. We investigated how information can be captured and processed across different media and how we can enable people to gain the easiest possible access to digital services.
The Multiscreen Experience Toolkit offers patterns, principles and definitions that are relevant to multiscreen projects and information management in the digital society. These recommendations and ideas (they are not bullet proof recipes!) aim to support the creation of fluid multiscreen experiences. We look at the four most important screens (smartphone, tablet PC, laptop and TV), describe the potential users, recommend various conceptional approaches and explain the different parameters for the context of use.
There are various possibilities to combine multiple screens, devices, content, and interfaces. In the following we are going to introduce six patterns which are largely based on the differentiation and definitions by Precious Design Studio.
The following eight personas are based on the study "D21 – Die Digitale Gesellschaft" and focus on the topics of aptitude towards media, device usage, context of use, and user requirements. They aim to support the design of multiscreen concepts and may be adapted according to the relevant project needs.
The following patterns are recommendations (not recipes) based on established design solutions, user interfaces and UI design patterns or general conceptional approaches and essays from the area of interaction and information design. Depending on the project they should be checked for sensibility and usefulness. The different concept patterns may be combined.
The context in which an information service is used is not only determined by the device used; other parameters are the mode of use, situation and environment. The mobile context of use (not to be confused with mobile situation) is a special case. It may occur always and everywhere.
WWW.MULTISCREEN-EXPERIENCE.COM
Work place
The work place largely has no or only limited accessibility to outside persons and strangers.
Public Space
The public space is generally accessible to everybody. Everyone can participate in a situation. It is not private.
In transit
Whenever you are moving between two places you are in transit (change of location from A to B).
Lean Back
In Lean Back mode the user is predominantly relaxed and passive. The interaction with the device is intermittent, temporary and not sustained.
Mobile
In transit the preferred devices are small, handy and mobile. The duration of mobile device use is relatively short and intermittent. A mobile situation occurs on the go, between start and finish of a change of location.
Lean Forward
In Lean Forward mode the user acts predominantly concentrated and active. Their interaction with the device is largely uninterrupted and sustained.
Stationary
The use of devices or the situation respectively are bound to a stationary location.
M
ODE
OF USE
SITUATION
ENVIRONMENT
Coherence
Synchronisation
Distribution
Complementarity Collaborative
Wednesday, 11 July 12
Continuous Experiences
Wednesday, 11 July 12
Continuous Experiences
are supported by integrated services
across devices whose design is true to
each devices size, interaction & usage.
Wednesday, 11 July 12
Continuous Experience
1. Seamless Sync: Preferably push
2. Appropriate Features
3. Consistent Design
4. Optimised Interaction
5. Respect Personalisation
6. OS/Device/App Integration
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Wednesday, 11 July 12
Wednesday, 11 July 12
iPhone / iPod Touch
Wednesday, 11 July 12
Remember
•Useful
•Usable
•Desirable
•Valuable
•Findable
•Accessible
•Credible
Wednesday, 11 July 12
Wednesday, 11 July 12
Initial Over Time
Wednesday, 11 July 12
Thanks!
Oliver WeidlichDirector of Design & Innovation
[email protected] 551 561
@oliverw
Wednesday, 11 July 12