mobile design that doesn't suck

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©2010 Adobe Systems Incorporated. All Rights Reserved. Paul Trani [email protected] www.paultrani.com @paultrani Mobile Design that Doesn’t Suck

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Creating mobile content presents some interesting challenges for the designer and developer alike. From screen size, button size, typeface, and layout decisions to using unique mobile capabilities such as the accelerometer, gestures and geolocation. In this presentation, I provide clear solutions to these questions and show how they can be easily executed.

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Page 1: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Paul Trani [email protected] www.paultrani.com @paultrani

Mobile Design that Doesn’t Suck

Page 2: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

• Adobe Flash Platform Evangelist• Lynda.com and Layers Magazine author• Adobe Certified Instructor• Art school graduate

Live

Work

Love

Ride

Play

Paul Trani

Page 3: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Why Should I Care?

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©2010 Adobe Systems Incorporated. All Rights Reserved.

Don’t Get Caught…

“Mobile Internet Usage Will be a Boon to Consumers and Some Companies Will Likely Win Big While Many Will Wonder What Just Happened.” Barbera Ballard, author Designing Mobile User Experience

Page 5: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Mobile Usage

• U.S. Mobile Web Usage Grew 110% Last Year• Bigger than desktop browsing in 5 years• http://www.quantcast.com/docs/display/info/Mobile+Report

Page 6: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Case Study: Adidas

Page 7: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Because Ugly Doesn’t Sell

Page 8: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Most Common Mobile Design Mistakes

1 of5

Page 9: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Most Common Mobile Design Mistakes

1. No Mobile Site

2. Not Understanding the User

3. Lack of Context

4. Lack of Understanding Mobile Technology

5. Lack of Design Fundamentals

Page 10: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

No Mobile Site1 of5

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©2010 Adobe Systems Incorporated. All Rights Reserved.

Don’t Make Me Work

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©2010 Adobe Systems Incorporated. All Rights Reserved.

Create, Don’t Convert

Page 13: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Not Understanding the User

2 of5

Page 14: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Who are the users?Anyone who interacts with content on their phone. (What phones?)

Men and women between 16-35.

The User

Page 15: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

The User

Where are they?Design for all environments and account for screen glare.

Development Inside Outside(partly cloudy)

Outside(sunny)

Page 16: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

When will they interact?• During idle periods of time.• Design for 1 minute tasks.• Make navigation shallow and easy.

The User

Page 17: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

?

The User

??

How are they holding it?Design fro portrait and landscape.

Page 18: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

The User

Why will they use your app?Valuable, appropriate content.

Page 19: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Content

Page 20: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Content

(But have a link to the full site)

Page 21: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Lack of Context3 of5

Page 22: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Lack of Context

Page 23: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Proper Context

Page 24: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Neglecting Mobile Technology

4 of5

Page 25: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Mobile Device Constraints

• Processing power of a computer 8 years ago• Screen 1/3 the size

=

Page 26: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Mobile Device Constraints

Page 27: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Optimization

Use bitmaps over vectors Avoid, if possible: Filters Transparency Blend modes Perspective distortion

Page 28: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Additional Capabilities

Mulitouch Accelerometer

Orientation Microphone Keyboard Geolocation

Camera GPS

Page 29: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Using Capabilities

Click for more info?Swipe for additional items?Pinch to zoom?GPS for nearby stores?

Page 30: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Lack of Proper Design5 of5

Page 31: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Page 32: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Elements of Successful Design

Page 33: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Use Existing Design Standards

Page 34: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Use Existing Design Standards

Page 35: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Leverage Real World Metaphors

The UK’s Most Popular Handheld

Page 36: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Leverage Real World Metaphors

Page 37: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Elements of Successful Design

It’s about leading the eye

Page 38: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Elements of Successful Design

LayoutGrid, Golden Ratio, Space, Balance, Hierarchy, Direction

TypographySerif vs. Sans

ColorColor Wheel, Color Choices, Meaning

Page 39: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Elements of Successful Design

LayoutGrid, Golden Ratio, Space, Balance, Hierarchy, Direction

TypographySerif vs. Sans

ColorColor Wheel, Color Choices, Meaning

Page 40: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

GRIDStart with a

Page 41: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Grid Structure

■ Divide the page into a grid■ The eye naturally follows an “F” shape

Page 42: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

One Column? Two?

Page 43: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

PLACEMENT

Page 44: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved. 44

Copyright 2009 Adobe Systems Incorporated. All rights reserved. Adobe confidential.

Placement

Page 45: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Native Keyboard Placement

Page 46: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

SIZE MATTERSMake it large, then make it larger.

Page 47: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Size Matters

■Mobilize, don’t miniaturize■Design for real hand sizes

“Miniaturizing treats the mobile environment and technology as a subset of the desktop environment.”

Barbara Ballard

Page 48: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Design for Real Hand Sizes

■ The average fingertip is 3x larger than the hand cursor

■ Make your buttons 3x larger■ Then make them even larger

45x45px15x15px

Page 49: Mobile Design that Doesn't Suck

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SPACE

Implies importance, elegance, and professionalism.

Page 50: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Space

■ Don’t try to be great, try to be invisible

“Perfection is achieved not when there is nothing left to add, but when there is nothing left to take away”

Antoine de Saint-Exupery

Page 51: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Space

WalMart Target

Page 52: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

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©2010 Adobe Systems Incorporated. All Rights Reserved.

Page 54: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Elements of Successful Design

LayoutGrid, Golden Ratio, Space, Balance, Hierarchy, Direction

TypographySerif vs. Sans

ColorColor Wheel, Color Choices, Meaning

Page 55: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

■ Choose a font that fits the subject■ Don’t use more than three■ @font-face■ Flash

“Typography has one plain duty before it and that’s to convey information in writing.”

Emil Ruder, Founder of Basel School of Design

Typography

Page 56: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

■ San-serif lack Serifs and are considered modern■ Understand type anatomy ■ Understand type measurements

Choosing a Font

Page 57: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Contrast

Size

Hierarchy

Focus on Clarity

Page 58: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Page 59: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Elements of Successful Design

LayoutGrid, Golden Ratio, Space, Balance, Hierarchy, Direction

TypographySerif vs. Sans

ColorColor Wheel, Color Choices, Meaning

Page 60: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

■ Use color to create hierarchy, dominance, and balance■ Consistent use of a few colors makes a more cohesive design

“Use color to emphasize importance, not decorate a page.” Alexander White

Color

Page 61: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Color

■ Choose colors using The Color Wheel ■ Warm colors bring elements forward■ Cool colors move elements back ■ Find contemporary colors using Kuler

Page 62: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Page 63: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Flash Player 10.1

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©2010 Adobe Systems Incorporated. All Rights Reserved.

Additional Capabilities

Mulitouch Accelerometer

Orientation Microphone

Keyboard Geolocation

Camera GPS

4 4 4 4 4

4 4 4 4 4 4 4 4

In the Browser

Beyond the Browser

Page 65: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

planning

We want to sell you stuff you don’t need.

Page 66: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Page 67: Mobile Design that Doesn't Suck

©2010 Adobe Systems Incorporated. All Rights Reserved.

Resources

■www.adobetv.com ■www.bytearray.org ■http://www.RIAgora.com■http://www.flashmobileblog.com ■http://www.gotoandlearn.com