3. Definition Usability
degree of dif鍖culty:
intuitive handling (ease of use)
and learnability (user adoption)
also: user-friendliness
4. Definition Usability
Quality of user interaction with a system.
User interface is de鍖ned as user-friendly, if it is simple and
intuitive, suits for use case and user scenario.
This includes methods of measurability:
practicability (suitable), ef鍖ciency (quick),
accessibility (barrier-free), typography, ergonomics, etc.
Only since 2010 there are international common standards
and rules for measuring usability.
5. Definition User
Experience
Individual, subjective, personally felt
users impression of a product.
6. Definition User
Experience
Combination and interaction of anticipation & expectations,
impressions, practical experience and evaluation
(incl. both, usability and fun factor)
of a product, system or service (or sum of them),
involving or integrating context, with subjectively imposed
standards and user estimation, 鍖uctuating and varying.
7. Definition User
Interface
Interface of human-machine interaction
also: UI =
graphical design and control concept
8. Definition User
Interface
Human-machine interaction (HMI) interface
based on and optimized for human capabilities and needs,
enabling the user to control and operate a machine or system
with mutual input / output interpretation.
This includes graphical design, display (visual), microphone and
speakers (audio), human-device interface (HDI) accessories like
keyboard, mouse or pen, haptic feedback, 鍖nger touch and
gestures, etc.
9. User Experience
Usability + User Interface + their consistency
Functionalities + added value
Individual expectations
Components of communication
Fun factor (gami鍖cation)
Context
10. UX: Consistency
Inconsistency of control concept and
graphical design of mobile OS,
esp. BlackBerry, Symbian and Android
e.g. on Android:
allocation of Back and Menu buttons,
insuf鍖cient de鍖nition of style guides
11. UX: Donts
Request user input for self-evident or
unnecessary information (waiver of pre鍖ll)
Violation of OS style guide
Adopt or copy concepts from other OS
Unacceptably long start and reaction times
12. UX: Dos
Consistent, clear and obvious structure
Intuitive controls (not requiring manuals)
Short distances for clicks
Obvious Use Cases (smartphone vs. tablet !) and
dedicated added value versus mobile web site
Reasonable and complete standard settings
Landscape mode support
20. UX: Context
UX may also signi鍖cantly depend on context.
E.g.: a banking app must not be playful or
higgledy-piggledy, but serious and lucid,
the design must suit to the banking and security
use case and claims.
21. UX: Context
App Store: app description and pics
Information politics
Update frequency
Extensions: Social Plugins, sharing
Utilization of app ecosystem
22. Golden Ratio
Since 2400 years,
in mathematics and arts,
the Golden Ratio or Divine Proportion
applies to 2 quantities as follows:
This ratio is the golden 鍖gure
皹 (Phi) 1.618
23. Rule of Thirds
Every photographer knows that
desired objects are to be placed in
thirds.
Laying such a pattern of lines onto
a WP7 display you can easily see
that elements are placed in an
optimal way.
24. Golden Ratio
Laying the Golden Ratios helix
onto the display you can see
that empty spaces are also set
in an optimal way.
Live Tiles are especially
emphasized and the total
composition looks balanced.
25. Design Guides
iOS:
http://bit.ly/iOSDesignGuides
Android:
http://bit.ly/AndroidDesignGuides
Windows Phone:
http://bit.ly/WP7DesignGuides
26. Thank You
very much J
Franz Haslbeck
Andr辿 Haase
Composed by:
Franz Haslbeck, Andr辿 Haase
Presented by:
Franz Haslbeck