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Designing for Mobile, Part 1: Information Architecture - UX Booth

Designing for Mobile, Part 1: Information Architecture - UX Booth
Around 1993, my dad brought home a large, brick-shaped mobile phone. We were all incredibly excited by the new technology, even though none of us thought it would have a massive impact on our lives. I actually still thought of it as a gimmick, a few years later, when some of my friends decided to purchase them. Today there are six-billion mobile subscribers in the world – meaning if there were one mobile per owner then 87% of the world’s population would have one. And considering that fewer than three billion people use a desktop computer, that’s quite a big difference. Mobile devices are clearly here to stay, and along with them come a whole host of new constraints (and opportunities) for our designs. How is mobile different? The first thing we need to understand about mobile design is that it’s different – and not just with regards to size. Physicality and specifications How, where and when Because we have constant access to our mobile devices, we tend to use them more frequently.

nng User Experience 2004 in Amsterdam - mprove.de Abstract Good designers already know how to make products attractive (visceral design) and how to appeal to self- and brand-image (reflective design). Good behavioral designers know how to make products usable and understandable–indeed, that's the focus of most of this conference. It's time now to turn our attention to pleasure and fun. Expectation-driven design marks a new dimension for our discipline and provides a new framework for design. Some notes and highlights Emotional Design Don Norman defines the framework in his book Emotional Design. The visceral level is fast: it makes rapid judgments of what is good or bad, safe or dangerous, and sends appropriate signals to the muscles (the motor system) and alerts the rest of the brain. The levels of human disposition map to different dimensions of product design. Anecdote Don got an email from a Japanese friend (sent from an airport): my senpai says he’d really like some coffee. Expectation Design anticipated – surprised confident – worried

Mobile Dev Camp Helsinki Customer Experience v User Experience In the process of writing the book (, yes, it’s coming, I promise!) I found myself surprisingly flummoxed when it came to writing about Experience Strategy and the role it plays (or should play) in business strategy. I’ve talked about Experience Strategy with clients over the years, written Experience Strategies for projects I’ve worked on, and worked under the illusion that I was clear about what this actually entailed… however, in coming to write about and thereby define what it meant, it all of a sudden felt very fuzzy. What is Experience Strategy? Having done a review of some of the significant contributions to this topic from the UX community, I found myself dissatisfied… for Johnny Holland some time ago. Then I discovered Customer Experience (CX). Turns out there is this whole other profession, born, it seems, mostly from the marketing discipline, who have an active interest in orchestrating company wide good experience for their customers. This worries me.

MobileMonday Tampere Do the hard work to make it simple | GDS design notes This is apparently a slide from a Google engineer highlighting their focus on the user. I don’t know who the quote is from but it was tweeted by Paul Frampton the other day. It reminded me of our fourth design principle, do the hard work to make it simple. The second sentence, “If they don’t know how to form the query, it’s our problem.” was one of the reasons we redesigned the homepage a year and a half ago. Users who couldn’t get the result they wanted from search, often because they couldn’t form the query in the same way we had structured the results, would need to use category style navigation to get what they needed. And it’s another reminder that user experience is the responsibility of the whole team. This slide is from a talk Leisa and I gave at Service Design In Government last week.

Meexo: Bringing Game-ified Dating To Your Smartphone If we’ve said it once, we’ve said it one thousand times. Online dating has grown into big business, but it’s still pretty creepy. There are a lot of startups out there trying to do it better, trying to innovate and iterate, but given the very nature of the beast, it’s a tough obstacle to tackle. Meexo, a startup launching this afternoon at TechCrunch Disrupt is trying to offer a new spin on the dating model by becoming a truly mobile dating site. So what’s it like interacting with this mobile-centric dating app? Meexo is like Pandora for dating, as you interact with the application, it learns about you, and becomes more relevant as you go. Yet, as many dating site veterans know, dating platforms can be creepy — and sometimes even dangerous, so Meexo wants to help you manage your privacy. A great feature, though, considering the alternative, is that Meexo enables users to block direct connections on social networks, so that none of your friends can see your Meexo profile. Presentation:

Treatise on User Experience Design: Part 1 | UX at Hello Erik User experience design is the liaison between the three areas of technology, business, and design. A good UX designer will have a depth and breadth of experience in all three, not just the visual “graphic design” end or the functional “product development” end. That experience and knowledge is then filtered through the lens of not only the business, but through the user of the product as well. To truly accomplish the goals of “user experience,” you must reside in the interstitial space between all three. From my perspective, I see a true user experience designer as someone who has experienced the pressures and constraints of all three areas, and knows how to navigate the waters of each. At any given moment, the UX designer could be advocating for one of the areas to the other two: You really have to be a triple threat: businessperson, engineer, artist, with experience and empathy for all three domains, and must be able to express and communicate those user needs to all. 1. 2. 3. 4. 5.

Nokia Biggest Contributor to Android Codebase After Google, Individuals Earlier this year, Nokia, the biggest phone manufacturer in the world decided to join forces with Microsoft to create their next lineup of smartphones. The decision surprised many as people thought that Nokia would play it safe and develop phones using both Windows Phone 7 and Android. In the process, Nokia made their flagship OS Symbian a secondary in the company and Android as a competitor. However, this news might come as a big surprise to many people. According to research done by Libre Software Research (via Carlodaffara), Nokia is the biggest contributor to Android source code after Google and some other independent committers. Having a look at the name of the domains, it is very surprising that Nokia is one of the most active contributors. The research shows that 90% of the commits to Android codebase was done by Google employees using email addresses ending with google.com or android.com, while users with a nokia.com email address had more than 762 commits.

What is a UX designer / IA? There's a certain amount of terminology used on this site that assumes a reasonable level of previous exposure to the world of UX design and Information Architecture (IA). One of the key considerations in my role as a user experience designer is to make sure that the site or application I'm designing makes sense to the target user groups, and phraseology and terminology form a large part of this. With this in mind, the remainder of this page is my take on some of the common terminology associated with the realm of UX design in the hope that it may help those getting acquainted with this field. If you are interested in finding out more about this area of website and application design and production, please feel free contact me and I'll do my best to help. User experience designer Information architect User centred design User testing Usability expert review User experience specification Personas, user journeys, and task based design User Experience Designer (UX Designer) Top^ User testing

Google Glass gets fashionable with Ray-Ban One of the largest barriers that wearable technology has faced to widespread adoption has been that it hasn’t been all that conscious of fashion, and Google Glass has not been any exception to that rule. However, that brand of augmented reality glasses is now partnering with top designers to leap ahead. In this effort, Google Glass is soon going to be available through the makers of Oakley and Ray-Ban frames, to help to make sure that this internet connected, augmented reality wearable technology will become more appealing for people who are as concerned with the way that they will look using the tech as they are with the functionality of these internet connected gadgets. This has become possible because Google Glass has partnered with Luxottica Group. That Italian frame making company, which is also behind Ray-Band and Oakley products, will now be working with the Google to ensure that their eyewear will appear less sci-fi and geeky. About The Author Julie Campbell

The Difference Between Usability and User Experience As long as there’s been an Internet, the discussion between user experience and usability has been explored. Although they are conceptually linked, taken separately, they highlight different elements of the human-computer interaction. Yet in these days of advanced user interfaces, from mobile devices to e-readers to tablets, has the line between user experience and usability blurred? The Road Throughout the early days of the Internet, the analogy of a road was widely used to describe usability and user experience. However, a road with a high level of user-experience is completely different. As the Internet has grown, so have the roads built by designers and developers. The road analogy is no longer sufficient to define user experience and usability. What Comes First? The Nielsen Norman Group says that: "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products. Jakob Nielsen defines usability as: Continue reading this article:

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