Mobile Apps - World Usability Day 2009

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  • 1.It's all about the apps: Smartphone Apps Overview
    Rich Miller
    Research Scientist , LexisNexis
    World Usability Day - November 12, 2009
    Note: This PPT is designed to be used both as a presentation and reference, so much of the detail is for reference mode, but feel free to contact Rich Miller for more detail richmiller1@gmail.com
    Slides will be available at http://www.slideshare.net/rdm121

2. Agenda
Introduction to smartphones and apps
App design challenges and guidelines
Example apps and design characteristics
Live iphone app demos
15 apps in 15 minutes (approximately)
Q & A
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3. early visions of mobile computingt
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4. Smartphone, App Basics
Smartphones
Mobile phones with advanced capabilities
Essentially pocket computers
Phone just onefunction among a growing number of capabilities.
Smartphones are increasingly subsuming most other gadgets
iphone and blackberry most prevalent in U.S.
Late entries (Google Android, Palm Pre) face uphill climb
In UK/Europe, Nokia dominates at least basic mobile
Apps
A program that runs on a hand-held device
Mobile apps are smaller in scope, more targeted to a task
Very much like widgets
Difference between loaded app and mobile-enabled site
App = mini-program residing on the device, internet connection not necessarily required
mobile-enabled site = web site with specially-formatted pages, called web apps by Apple.
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5. Whats the big deal about smartphones?
They represent a tipping point in computing
Ubiquity and convenience changing the landscape
Mobile computing becoming next big wave of change
Having one is truly life-changing
youll understand when you get one
Smartphoneshave sensing capabilities
Seeing through camera, Hearing through microphone
Multi-touch interfaces tap and gesture
Sense Orientation in space tilting, pointing
Geographic location - GPS
Sensing makes mobile devices more intelligent
A world full of devices sucking up data into the internet!
They run apps, making a smartphone a portable, virtually unlimited information/media tool set.
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6. Whats so special about the iphone?
They are immensely popular (and sometimes required)
Despite the high cost and lack of network choice
Dramatically influential and game-changing
New user interaction > fingers-based multi-touch paradigm
Superior integration and design both hardware and sw
digital swiss army knife
remote controls for various aspects of life
The cool factor almost-mesmerizing impact
Anyone who borrows, experiences one , wants one
Development toolkit makes it easy to build apps
Owners constantly use them, brag about them, show them off
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7. Apps create new set of behaviors
Settle arguments, satisfy curiosity
Socialize from anywhere (never be alone)
Never be bored, or socially awkward, again
Talk to apps, not just your phone
Capture info - taking pics, recording sounds, etc.
Dont get lost as much navigation support
Remember things, be more organized
Interstitial, workflow-moving tasks
Return of the 1960s handheld radio
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8. iphone app wall
A subset of the more than 100,000 apps in the App Store
50K in July last time I showed this slide!
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9. Apps observations and trends
App store model has been extremely successful
Can anyone catch up with Apple and its 100K apps?
Android now up to 10K apps, Blackberry 2K.
Customer comments are powerful
They can make or break an app
Distributions can be bimodal love it or hate it.
Most apps are < $10, though some can be expensive
e.g. $40 for law school flashcards, $50 for Blacks Law Dictionary
Increasingly more apps for professional space
Other Observations
Most popular apps more for social/play than job/productivity
A paid app being more popular than free apps is a good sign
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10. Apps landscape
Social
Life/style
Games
Reference/Prod/Edu/Finance
Entertain/Sports/Music/etc
News
work
docs to go
LN get-a-case
CA case law
simplemind
blacks law
dictionary
fedregcivpro
evernote/shovebox
bloomberg
linkedIn
patents
epocrates
photoshop
bump
Wolfram alpha
gmail/cal/tasks
3D brain
wikipanion
Autodesk sketchbook and whiteboard apps
newyorktimes
usatoday
abcnews
google mobile
weather channel
kayak
google maps
huffpost/drudge
ibird
shazam
mediafly
zillo
amazon
joost
facebook
kindle
reader
milesplit
ESPN
banjo hoedown
target/walmart
flixster
louvre
madden
football
tap tap
revenge
rock
band
comics
pandora/lastfm
play
consume
create
11. Sensing apps
Shazam recorded music
Camera/evernote/etc. images
Neoreader bar codes
Recorder/evernote sounds
Google earth/maps geo-position
Free wifi wifi networks
image + place + time
Eaton, OH
9/19/2009
12:31 p.m.
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12. Mobile design/usability challenges
Striking balance between space/simplicity and feature set size
Integrating with existing/related products
how does it fit into existing toolset/suite?
intelligent chaining of apps, e.g. google mobile > safari
Adapting to the human pointing device (the finger)
ANY finger preferable to the dreaded stylus.
Adapting to no multitasking (at least iphone)
importance of saving state; fast app loading
Performance network speed more forgiven than app-loading speed
network may not be fully ready for video
App management iphone system too shallow
Readability and posture issues
Shorter width is actually better for reading
the hunchback thing cant be good!
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13. Guidelines for mobile app design
Follow mobile design conventions (formal or de-facto)
Break suites/apps/icontent into manageable chunks
Dont try to cram a browser app into a mobile app
Keep it simple, nimble, and quick
Figure out the absolute least you need to do to implement the idea, do just that, and then polish the hell out of the experience. more
Take advantage of mobile interaction features
Tapping, flipping, shaking, turning, GPS,
Favor tapping over scrolling
Support workflow stimulating tasks
Remember Fitts Law make targets sufficiently large and apart
Dont waste screen space on superfluous elements
Use transparent menus - See Tufteiphone video
Encourage homescreen shortcuts to web pages (e.g. icons)
Dont invite users to hammer you in the itunes comments
See more at Smashing Magazine, squidoo, Apple, Microsoft
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14. What mobile apps mean for design in general
Gesture, voice interactions and other design techniques spread to other platforms
Focus on simplicity, efficiency, de-featuring
Similar to how browser-based design informed desktop-application design
Increased focus on collaboration
Many mobile tasks highly collaborative
Sensing capabilities spread to static devices
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15. Study:Mobile usage in law schools
3 phases
Spring: interviews about mobile usage (April 2009)
Summer: create and mock up application concepts
Fall: return to students for feedback on concepts
Particular focus on the iphone, given its popularity and influence on interaction design
Phase 1 interviews were open-ended, qualitative and aimed at
understanding how mobile devices affected student work patterns
identifying opportunities for creating mobile offerings
Phase3 in process
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16. The Students

  • U of Dayton

17. U of Michigan 18. Indiana U16
19. smartphone tour/demo
Each student provided a 2-4 minute tour/demo of their smartphone
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20. LexisNexis get-a-case app
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21. Legal reference - The law pod
Federal Rules of
Civil Procedure
Criminal Procedure
Appellate Procedure
Bankruptcy
Evidence
U.S. Constitution
bimodal comment distributions not uncommon
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22. Legal reference - California Law
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23. Cliff Maier patents reference
Data screen-scraped from USPTO site
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24. Blacks Law Dictionary (West)
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25. Reed Elsevier Proprietary & Confidential
Medical - Epocrates
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26. Reed Elsevier Proprietary & Confidential
Medical - Netter Anatomy Flash Cards
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27. Reed Elsevier Proprietary & Confidential
MedSci - Papers
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28. Wolfram Alpha
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$50!
29. Productivity - Documents to Go
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30. Capture & Organize - Evernote/shovebox/etc.
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31. Travel info-seeking - Kayak
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32. Craigs List
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33. Congress example of trading-card like app
Apps a good fit for finite sets of discrete information objects
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34. iBird more trading cards
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35. Using Visuals - World Factbook
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36. Using Visuals - Starmap Pro
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37. Entertainment as design pioneer- ESPN Scorecenter, Mobile Web
Good example of visualization on mobile device
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38. Games Madden Football
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39. Games - Rock Band, Tap Tap Revenge
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40. iphone demos 15 apps in 15 mins!
Social linkedin
Life/style kayak, zillow
Ref/prod/edu/fin LN get-a-case, patents, simplemind, evernote, wikipanion, autodesk sketchbook, google mobile
News usatoday
Ent/sports/music/etc lastfm, milesplit, louvre
Games madden football
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41. Apps landscape
Social
Life/style
Games
Reference/Prod/Edu/Finance
Entertain/Sports/Music/etc
News
work
LN get-a-case
simplemind
evernote
linkedIn
patents
wikipanion
Autodesk sketchbook
usatoday
google mobile
kayak
zillo
milesplit
louvre
madden
football
lastfm
play
consume
create
42. Questions?
Q&A now
Feel free to catch me later today
future
richard.miller@lexisnexis.com
richmiller1@gmail.com
www.slideshare.com/rdm121
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