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Mobile UX: From Principles to Prototypes

Rachel Hinman
Nokia

Monday, April 23, 2012

Mobile UX

From Principles to Prototypes


Part I

Rachel Hinman
Senior Research Scientist Nokia Research Lab Palo Alto, California USA

Hinman

2004

I used to be a web designer, too!

UX Immersion Conference, April 2012 All materials 2012

Q:

Where do I begin?

Where do I begin!

Q: Q:!

What can we do with mobile?

How can we streamline the checkout process!

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UX Immersion Conference, April 2012 All materials 2012

Q:

Where do I begin?

Where do I begin!

Our plan for today


8:30am - Noon

What makes mobile UX different?


Three Design/Mobile UX Exercises: Identifying Mobile Needs Ideating in the Wild Creating a Good Hand
Noon 1:30pm - LUNCH 1:30pm 5:30pm

Mobile prototyping essentials


Three Mobile Prototyping Exercises Storyboarding Translating GUI to NUI Creating an In-Screen Prototype

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8:30am - Noon

What makes mobile UX different?


Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences A set of mobile design principles Three mobile design activities

8:30am - Noon

What makes mobile UX different?


Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences A set of mobile design principles Three mobile design activities

4
UX Immersion Conference, April 2012 All materials 2012

8:30am - Noon

What makes mobile UX different?


Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences A set of mobile design principles Three mobile design activities

8:30am - Noon

What makes mobile UX different?


Similarities and differences between designing for web and mobile Three most important attributes of great mobile experiences A set of mobile design principles Three mobile design activities

5
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Okay, lets get started!

Okay let"s get started!

A! Q:

What are the similarities?

What are the similarities!

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UX designers know how to work in a rapidly evolving eld


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Web designers know how to work in a rapidly evolving eld!

UX designers understand how to create experiences within technical constraints


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Ability to work within technical constraints!

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UX designers use similar tools and processes


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Similar Tools Similar processes!

Q: Q: A ! !

What are the differences?

What are the differences?!

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A mobile phone is not a computer


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A mobile phone is not a computer!

A!

umm. duh!

Um duh!!

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Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input

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Differences in the mobile environment!

Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input

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Differences in the mobile environment!

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Highly variable context and environment Small screen size and limited text input UI takes up the entire screen

Difficult to multi-task and easy to get lost

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Differences in the mobile environment!

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Mobile phones started out as a one-to-one!

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They evolved!

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Mobile phones evolved from the landline phone!

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Smartphone added !

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27! 27!

Smartphone added !

The Rearview Mirror Effect

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Even Even in in situations situations inin which whichaaspirit spiritof of exploration exploration and and freedom freedomexist, exist, where wherewe faculty are free are to free experiment to experiment and to work work beyond beyond physical physical and social and constraints, social constraints, our cognitive habits our cognitive often habits get often in the get way. in" the way. Marshall Marshall McLuhan McLuhan called called it the it rear-view the mirror rear-view effect, noting mirror that effect, We noting see thethat world We see through the world a rear-view through mirror. a rear-view We march mirror. We march backwards backwards into into the future. the future. !

Mobile presents an opportunity to invent new ways for users to interact with information.

30!

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Mobile phones arent really phones anymore


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iPhone!

Hypothesis vs. Agenda!

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Hypothesis vs. Agenda!

Hypothesis vs. Agenda!

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Hypothesis vs. Agenda!

AQ: !

Whats the rst step?

What are the differences?!

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Steps

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Step One: Become familiar with the medium youre designing for
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Shift your perspective and point of view!

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NO EXCUSES!
Buy a modern mobile device
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Shift your perspective and point of view!

Step Two: Mobile culture indoctrination


40!

Shift your perspective and point of view!

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Images needed!

Observe the culture youre designing for

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Shift your perspective and point of view!

Step Three: Brace yourself for a fast and exciting ride


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Shift your perspective and point of view!

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The rapid development of cell phones is killing early cell phones much faster than it's killing any of the early, older legacy technologies. I think that is a real principle... something you have to understand if you're going to be in this line of work. It's very romantic. It's very fast moving. You are building dead lumps of plastic. When people come out and they show you an iPhone, or an Android... they are showing you larval versions of something much more sophisticated. The world you are building right now is the ground oor for something much larger -- and the soil beneath that ground oor is violently unstable.
-- Mobile Monday Amsterdam November 2008
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Rapid Evolution!

Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 3! speak their power
Great Mobile user experiences!

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Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 3! speak their power
Great Mobile user experiences!

Q: A!

Do you remember a time when the web was new?

Do you remember a time!

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!! A!

We need a web presence!

Do you remember a time!

Brochureware
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Solution: Brochure - online!

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!! A!

We need online commerce!

we need a web presence!

What about shipping?


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Online commerce!

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!! A!

Lets make our site like

Make it like the world!

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Southwest airlines!

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Lessons Learned from Web


We borrowed broken models. Too focused on tactics. We confused the solution with the need. We didnt focus on what the web could do well.

What we learned from the web!

Q: A!

How do we NOT do that again?

How do we not do that again?!

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Design Principles
Uniquely Mobile
Mobile is a unique & different medium - focus on what it can do well. Technology can guide, but should not be the focus. Focus on needs instead of tactics and solutions.
What we learned from the web!

VS.

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Design Principle: Uniquely Mobile

Focus on what mobile can do well

What we learned from the web!

vs!

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Identify your assumptions!

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vs!

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Identify your assumptions!

Design Principle: Uniquely Mobile

Technology can help guide, but should not be the focus

What we learned from the web!

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Design Principle: Uniquely Mobile

Need vs. Solution

What we learned from the web!

Research Techniques
INVASIVE! Deprivation ! Study! Diary Studies! RESEARCHER! NOT PRESENT! Online! Survey! Trafc! Studies! Prototype! Testing!

Contextual! interviews!

RESEARCHER! PRESENT!

Shadowing!

Shop Alongs!

LESS INVASIVE!
62!

Identify your assumptions!

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Research Techniques
INVASIVE! Deprivation ! Study! Diary Studies! Prototype! Testing!

RESEARCHER! NOT PRESENT!

Use Two Techniques


Contextual! interviews! Online! Survey! Trafc! Studies! Shadowing!

RESEARCHER! PRESENT!

Shop Alongs!

LESS INVASIVE!
63!

Identify your assumptions!

Solution Speak
Solution
Database of Dr. Names Map Calendar Email Facebook Updates LinkedIn Search Picassa

Need
Find a Doctor near me Get from point A to Point B I need to know what may happen I need to communicate I need to feel connected I need to manage my identity I need to answer a question I need to share
64!

Identify your assumptions!

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Your Design Challenge!

Create a mobile experience for the Portland Marriott Hotel


65!

Identify your assumptions!

Your Design Challenge!


Step 1: Identifying Mobile Needs
1.# Divide into groups 2.# Develop a list of mobile needs 3.# Identify top 3-5 mobile needs

25 Minutes

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Identify your assumptions!

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Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 3! speak their power
Great Mobile user experiences!

Q: A!

What exactly do you mean by mobile context ?

Pictures of mobile contexts!

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A!

Pictures of mobile contexts!

More pictures of mobile contexts!

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Social context!

!! A!

Context is complex!

Context is complex!

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A!

Context is about understanding human relationships to the people, places and things in the world.

Context is about understanding the relationships!

Context Framework

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Context Framework!

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Context Framework

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Context Framework!

Orchestration and Inection


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Relationships Chording!

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Peanut butter!

Spatial
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Google: Facebook!

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Temporal
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Temporal!

Social
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Spatial - peanut butter!

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Semantic
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Google: Facebook!

Peanut butter in Melbourne right now?


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Peanut butter in Denver!

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The web is good at people and things.


A!

The web is really good at semantic relationships.


(and okay at social relationships)

Context is about understanding the relationships!

Mobile is good at places

84!

Context Framework!

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Mobile is good at spatial and temporal relationships.

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Context Framework!

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Google maps - PC vs. Mobile!

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There are currently not many technologies that help us understand place, and temporal and spatial relationships.

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Temporal and spatial relationships are underserved!

Q:

How do we get that understanding?

How do you get that understanding?!

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Design Principles:
Sympathy to Context

Design for partial attention and interruption Reduce cognitive load and opportunity cost Ideate in the wild
Sympathy to context principles!

Design for partial attention and interruption


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Text entry will never be easy!

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Design for partial attention and interruption


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Text entry will never be easy!

Cognitive Load

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Opportunity cost
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Ideate in the wild


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Text entry will never be easy!

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Your Design Challenge!

Create a mobile experience for the Portland Marriott Hotel


95!

Identify your assumptions!

Currently you have


Mobile Needs

96!

Identify your assumptions!

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Your Design Challenge!


Step 2: Sympathy to the mobile context
1.# Divide into groups 2.# Head to the streets 3.# Ideate in the wild Create 2-3 concepts based on the needs your team identied

35 Minutes
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Wand in the world!

Go outside and brainstorm ideas


98!

in the wild ideation!

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Anatomy of a concept

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in the wild ideation!

35 Minutes

100!

in the wild ideation!

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Mobile is good at places

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Context Framework!

Mobile is good at places

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Context Framework!

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Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 3! speak their power
Great Mobile user experiences!

Q:! A!

Huh?

Speak their power?!

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A light switch!

106!

Shopping cart!

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Shopping cart!

We can annotate expectations in the web world

108

We can annotate expectations in the web world!

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Look inside the book Add to cart Shipping! REALLY! Look inside the book Free two-day shipping

Get it new OR used! Maybe a kindle!

Collectible! Sell mine

109

We can annotate expectations in the web world!

110

Options have to be apparent and intuitive in mobile for people to !

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Q:! A!

How do I create mobile interfaces that speak their power?

How do you make interfaces that speak their power!

Edit!!!

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Web designers know how to work in a rapidly evolving eld!

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Ruthless Editing
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Web designers know how to work in a rapidly evolving eld!

We made the web in the image of ourselves, and in the U.S., that means OBESE.

~Jason Grigsby

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A!

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A!

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How do you make interfaces that speak their power!

A!

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How do you make interfaces that speak their power!

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A!

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How do you make interfaces that speak their power!

Josh Clark Example


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It$s like a game of cards!

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Josh Clark Example


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It$s like a game of cards!

Historically, we start with structure

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Try hiding the structure

Try starting with intuition.

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Its like a card game


125!

It$s like a game of cards!

Each card speaks its power


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It$s like a game of cards!

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You win with a good hand


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It$s like a game of cards!

Your Design Challenge!


Step 3: Creating UIs that speak their power

128!

Pivoting people through information!

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Pivoting people through information!

Create a winning hand.


1.# Translate a concept from your half sheet into a series of UI screens. 2.# Each screen should speak its power. 3.# REMEMBER: The point of this exercise is to hone your editing skills and create UIs that feel intuitive for users.

30 Minutes
130!

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Tips for Ruthless Editing


1. What is the primary purpose of this screen? 2. What are the 3-5 secondary actions this screen must provide to a user? 3. What is the most intuitive way to visualize this information? 4. Will users know how to interact with this screen within three seconds? 5. Is the information on this screen too dense? What can be removed? 6. How can I get users to the information they are looking for in the least amount of time?

131!

Great Mobile Experiences: 1 are uniquely mobile 2 are sympathetic to context 3 3! speak their power
Great Mobile user experiences!

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LUNCH!
12 1:30pm

I used to be a web designer, too!

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Mobile UX

From Principles to Prototypes


Part II

Rachel Hinman
Senior Research Scientist Nokia Research Lab Palo Alto, California USA

Hinman

Q:

What makes mobile UX different?

Q:!

1!
UX Immersion Conference, April 2012 All materials 2012

A!

A!

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:-(
4

2!

A!

?
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Bad Decision-Making

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The nal diamonds are where good design decisions matter most and where designers new to mobile have the least domain specic skill and condence.

Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input

10

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Highly variable context and environment Small screen size and limited text input UI takes up the entire screen

Difficult to multi-task and easy to get lost

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A!

Designers new to mobile dont have the domain specic skills or heuristics to lean on.

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Prototype Prototype Prototype Prototype Prototype Prototype Prototype Prototype


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A!

Luxury
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PC Prototyping is considered a

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A!

Essential
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Mobile Prototyping is

The best way to develop those skills is to prototype early and often.
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A!

Prototypes are the ultimate decision-making aid

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Our plan for today


Review the four whys of mobile prototyping Identify the two genres of prototyping and overview of six prototyping methods Review the key differences between NUI and GUI interfaces Overview of animation principles that can be incorporated into your mobile experiences Three hands-on activities
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Our plan for today


Review the four whys of mobile prototyping Identify the two genres of prototyping and overview six prototyping methods Review the key differences between NUI and GUI interfaces Overview of animation principles that can be incorporated into your mobile experiences Three hands-on activities
19

Our plan for today


Review the four whys of mobile prototyping Identify the two genres of prototyping and overview six prototyping methods Review the key differences between NUI and GUI interfaces Overview of animation principles that can be incorporated into your mobile experiences Three hands-on activities
20

10!
UX Immersion Conference, April 2012 All materials 2012

Our plan for today


Review the four whys of mobile prototyping Identify the two genres of prototyping and overview six prototyping methods Review the key differences between NUI and GUI interfaces Overview of animation principles that can be incorporated into your mobile experiences Three hands-on activities
21

Our plan for today


Review the four whys of mobile prototyping Identify the two genres of prototyping and overview six prototyping methods Review the key differences between NUI and GUI interfaces Overview of animation principles that can be incorporated into your mobile experiences Three hands-on activities
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Okay, lets get started!

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Prototyping

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Whys of prototyping
Communicate an Idea Gather User Feedback Explore the Unknowns Fine-tune an Idea

stea lt slid his e!

Improve your design decision-making

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Communicating an Idea or Experience

YouTube Video!

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Gather User Feedback

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Explore the Unknowns

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Fine-Tune an Idea

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Two Genres

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Experiential Prototyping

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Tactical Prototyping

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Experiential Prototyping:
Best suited for design explorations where:

stea lt slid his e!

1 2 3

You are working on a broader mobile project. Target mobile hardware and software scope is unknown.
(perhaps being created).

The design space is relatively unchartered.


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Tactical Prototyping: 1 2 3

Best suited for design explorations where:

stea lt slid his e!

You are working on a focused mobile project. Target mobile hardware and software scope is known. The design space is relatively known.
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Experiential Prototyping

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Context Matters

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Context will likely be your blindside

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Context Framework

stea lt slid his e!

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Context Framework

stea lt slid his e!

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Experiential Prototyping will help you understand context

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Experiential Prototyping:
Best suited for design explorations where:

1 2 3

You are working on a broader mobile project. Target mobile hardware and software scope is unknown.
(perhaps being created).

The design space is relatively unchartered.

Experiential Prototypes
Body Storming Speed Dating Prototypes Concept Videos Storyboarding

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Bodystorming

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Through Lines

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In reality peoples lives are messy

Similar to improvisational theater, body storming involves acting out possible scenarios or use cases with actors and props. Unlike computer-based technology that is logic based and only makes visible the conditions that existed before, people are illogical, perceptive, aware, and self-correcting. Body storming is a technique that helps capture and harness these messy yet essential aspects of human behavior and account for them in the mobile design process.
52!

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1." Select groups of ve to eight participants in a troupe.

Photo by Christian Crumlish (xian), 2009 on Flickr

53!

1." Select groups of ve to eight participants in a troupe. 2." Identify 3-5 experience scenarios for your troupe to perform.
Examples: Purchasing a cup of coffee with my iPhone, selecting which phone to purchase in a carriers store.

Photo by Christian Crumlish (xian), 2009 on Flickr

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3. Every player must have a role; there should be no trees that are just for background. Use large cards that label the roles people are playing.

Photo by Christian Crumlish (xian), 2009 on Flickr

55!

4. Props can have feelings, thoughts, and the ability to speak. Use thought-bubble cards to show what a participant is thinking versus saying.

Photo by Christian Crumlish (xian), 2009 on Flickr

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5. Have a narrator or color commentator who can explain things. The narrator can pretend the scenario is like television, using a remote to stop action, rewind, or fast-forward.
Photo by Christian Crumlish (xian), 2009 on Flickr
57!

6. De-brief after each scenario. What did the group learn? What was surprising? What seemed important? Capture what you learned from the exercise and discuss how you can integrate it into what happens next.
Photo by Christian Crumlish (xian), 2009 on Flickr
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Bodystorming will help you capture the emotional tenor of mobile interactions

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Design in Context

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Experiential Prototypes
Body Storming Speed Dating Prototypes Concept Videos Storyboarding

Speed Dating Prototypes

Illustration courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating

62!

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Scott Davidoff of CMU


" Few design tools " High Cost of Failure " Unpredictable social consequences

Rapidly Exploring Application Design through Speed Dating

63!

Speed Dating Prototypes


Builds on three theories:

1 2 3

Abundance brings perspective. Need to cross boundaries to know they exist. Multiple low-cost engagements with multiple concepts enables a broader perspective to emerge.
64!

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Step One

Identify most promising concepts

65!

Step Two

Create storyboards that depict each concept

Illustration courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating

66!

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Step Three

Present storyboards to users & gather feedback

67!

Step Four

Create prototypes

Photo courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating

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Step Five

Conduct user enactments with prototypes

Photo courtesy of Scott Davidoff Rapidly Exploring Application Design through Speed Dating

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Speed Dating Prototypes are especially well-suited for gathering user impressions of a new-to-the-world experience

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Experiential Prototypes
Body Storming Speed Dating Prototypes Concept Videos Storyboarding

Concept Videos

Nokia 888 communicator concept phone design by Tamer Nakisci

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74! 74!

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Concept Videos
Pros
" High Impact " Highly Shareable " Good for High-Level Ideas " Technology still in development
75!

Concept Videos
Pros
" High Impact " Highly Shareable " Good for High-Level Ideas " Technology still in development

Cons
" Resource Intensive!!! " Skill Intensive " Cultural Fit " Concept videos dont make bad ideas good.
76!

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The rst step of creating a concept video is.

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Experiential Prototypes
Body Storming Speed Dating Prototypes Concept Videos Storyboarding

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Storyboarding

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Mobile UX Storyboarding
Identify the central idea(s) you are trying to communicate.

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Mobile UX Storyboarding
Identify the central idea(s) you are trying to communicate. Create a character and identify the key issues he/she currently faces.

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Mobile UX Storyboarding
Identify the central idea(s) you are trying to communicate. Create a character and identify the key issues he/she currently faces. Rough out a basic story.

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Mobile UX Storyboarding
Identify the central idea(s) you are trying to communicate. Create a character and identify the key issues he/she currently faces. Rough out a basic story. Start lling in the cells. Rough out the complete story, then ll in details.
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Mobile UX Storyboarding
Identify the central idea(s) you are trying to communicate. Create a character and identify the key issues he/she currently faces. Rough out the basic story Start lling in the cells. Rough out the complete story, then ll in details.
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Your Design Challenge!


Storyboarding

Act

ivity

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Your Design Challenge!


Storyboarding: Ideas

Act

ivity

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Your Design Challenge!


Storyboarding

Act

ivity

1 Select one concept youd like to explore


more deeply using the storyboarding technique. templates provided.

2 Storyboard one scenario using the 3 Remember to identify the key issues the
character faces and rough out the complete story before lling in details.

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Tactical Prototyping

Tactical Prototypes
Sketching/Paper Prototyping In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specic Prototype

stea lt slid his e!

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Tactical Prototypes
Sketching/Paper Prototyping In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specic Prototype

stea lt slid his e!

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Sketching

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Great mobile UIs speak their power

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Q:! A!

Huh?

96

48!
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98

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We can annotate expectations in the web world

100

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Look inside the book Add to cart Shipping! REALLY! Look inside the book Free two-day shipping

Get it new OR used! Maybe a kindle!

Collectible! Sell mine

101

102

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Design for partial attention and interruption


103!

Q:! A!

How do I create mobile interfaces that speak their power?

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Edit!!!

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Ruthless Editing
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A Brave NUI World

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Seated in a relatively predictable environment Large screen enables multi-tasking Keyboard and a mouse for input

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Were reaching the edges of what GUI can do

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Most mobile smartphones have touchscreens with Natural User Interfaces


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GUIs Become Brittle on a Mobile Device

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GUI/NUI Chasm
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Key differences between NUI and GUI

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Dening Attributes of

GUIs
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GUI Mental Model = Computer as tool


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GUI = Recognition What you see is what you get

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GUI = Metaphorics, containment and place

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GUIs = Heavy Chrome, Icons & Buttons


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Dening Attributes of

NUIs
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NUI Mental Model = Computer as media


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NUI = Intuition What you do is what you get

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NUI = Fluid, Unmediated, and Organic

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NUIs = Content is the Star


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Highly variable context and environment Small screen size and limited text input UI takes up the entire screen

Difficult to multi-task and easy to get lost

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GUI = Experiences are anchored


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NUI = Experiences Unfold


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NUIs Unfold Like a Game

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NUIs Can Feel Anchor-less

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Mobile Experiences Unfold

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Patterns for how mobile experiences unfold and progressively reveal their nature

1 The Nested Doll Pattern 2 The Hub and Spoke Pattern 3 The Bento Box Pattern 4 The Filtered View Pattern
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Nested Doll Pattern

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Hub and Spoke Pattern

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Bento Box Pattern

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Filtered View Pattern

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Trick to unfolding = Information boulders to pebbles

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A!

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A!

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Your Design Challenge!


From GUI to NUI

Act

ivity

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Your Design Challenge!


From GUI to NUI

Act

ivity

1 Identify an interaction sequence youd like


to recreate using NUI principles. templates provided.

2 Sketch out the interaction using the 3 Identify how youd like your mobile
experience to unfold.

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REMEMBER!
Understanding the differences between graphical and natural user interfaces.

Act

ivity

Its easy to go crazy and try to do it all. Instead, focus on applying what weve covered

Experimenting with how your mobile experience can unfold and and progressively reveal its nature. Play around with the unfolding patterns that have been presented or invent some of your own.

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Paper In-Screen Prototypes

Following Process documented by Diego Pulido via UX Magazine Paper In-Screen Prototypes
Photos courtesy of Diego Pulido and UX Magazine
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1. Sketch screen layouts. ! #! ##! ! !

Photo courtesy of Diego Pulido and UX Magazine

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1. Sketch screen layouts. 2. Scan or photograph the sketches.

Photo courtesy of Diego Pulido and UX Magazine

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1. Sketch screen layouts. 2. Scan or photograph the sketches. 3. Making sizing adjustments to the les.

Photo courtesy of Diego Pulido and UX Magazine!

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4. Save the resized images in a le format supported by the mobile device. Be mindful of the sequencing of your screens and label les accordingly.

Photo courtesy of Diego Pulido and UX Magazine

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4. Save the resized images in a le format supported by the mobile device. Be mindful of the sequencing of your screens and label les accordingly. 5. Import the les into the mobile devices photo gallery.

Photo courtesy of Diego Pulido and UX Magazine!

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4. Save the resized images in a le format supported by the mobile device. Be mindful of the sequencing of your screens and label les accordingly. 5. Import the les into the mobile devices photo gallery. 6. Click and swipe away.
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Your Design Challenge!


Create an in-screen prototype. Hang your screen designs on the wall. Photograph each design.

Act

ivity

Transfer photos from the camera to computer and make any sizing adjustments. Sync images to your mobile device and swipe away.
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Tactical Prototypes
Sketching In-Screen Mobile Prototypes Mobile Browser Prototypes Keynote/Powerpoint Prototypes Flash Prototype Platform Specic Prototype

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Paper Prototyping

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Mobile Browser Prototypes

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Keynote/Powerpoint Prototypes

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LOGO
Tagline

Edit

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LOGO
Tagline
Sydney Opera House
There is no doubt that the Sydney Opera House is his masterpiece. It is one of the great iconic buildings of the 20th century, an image of great beauty that has become known throughout the world a symbol for not only a city, but a whole country and continent.

Edit

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LOGO
Tagline

Sydney Opera House


There is no doubt that the Sydney Opera House is his masterpiece. It is one of the great iconic buildings of the 20th century, an image of great beauty that has become known throughout the world a symbol for not only a city, but a whole country and continent.

Edit

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LOGO
Tagline

Sydney Opera House


There is no doubt that the Sydney Opera House is his masterpiece. It is one of the great iconic buildings of the 20th century, an image of great beauty that has become known throughout the world a symbol for not only a city, but a whole country and continent.

Edit

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LOGO
Tagline
Sydney Opera House
There is no doubt that the Sydney Opera House is his masterpiece. It is one of the great iconic buildings of the 20th century, an image of great beauty that has become known throughout the world a symbol for not only a city, but a whole country and continent.

Edit

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LOGO
Tagline

Edit

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Reasons for Prototyping in Keynote/Powerpoint


Its super efficient and fast!

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Level of delity is high gives you an end result that looks and feels like a real app. Supports *some* gestures and transitions. Its as close as you can get to the real thing without digging into code.
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Motion: New Design Material

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Animation & Transitions


A new design elements that can:
Reinforce cognition.

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Help users form a mental model of how information will unfold. Provide cues for interaction. Help make your experience feel more intuitive for users.
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Twelve Basic Principles of Animation

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Principle One

Squash and Stretch

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Principle One

Squash and Stretch

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Principle Two

Anticipation

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Principle Two

Anticipation

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Principle Three

Staging

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Principle Three

Staging

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Principle Four

Straight Ahead and Pose to Pose

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Principle Four

Straight Ahead and Pose to Pose

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Principle Five

Follow Through and Overlapping Action

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Principle Five

Follow Through and Overlapping Action

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Principle Six

Slow in and Out

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Principle Six

Slow in and Out

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Principle Seven

Arcs

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Principle Seven

Arcs

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Principle Eight

Secondary Action

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Principle Eight

Secondary Action

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Principle Nine

Timing

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Principle Nine

Timing

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Principle Ten

Exaggeration

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Principle Ten

Exaggeration

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Principle Eleven and Twelve

Solid Drawing and Appeal

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Specifying Transitions

Sketches Courtesy of Greg Nudelmen Storyboarding iPad Transitions

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Transitions and Animation


Methods for specifying motion:
Hand drawn sketches. Include specications on wireframes. Build a prototype of key motion phrases using PowerPoint, Keynote or other prototyping tool.

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Motion is an Art. There are no formulas.

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Fidelity

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Failure

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Prototyping is not a Panacea

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A!

Luxury

PC Prototyping is considered a

A!

Essential

Mobile Prototyping is

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Thank you!
Email: rachel.hinman@nokia.com

Templates and Online Resources: www.rachelhinman.com/mobile_prototyping_essentials

Oh! By the way, Im writing a book..

The Mobile Frontier


A Guide for Designing Mobile Experiences

Expected Publication: April 2011

Follow along

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