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Sessions at MobX 2011 about Mobile UX

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Thursday 17th November 2011

  • WORKSHOP: Brainstorming and Design Principles.

    by Dan Saffer

    One of the core skills of design is the ability to rapidly generate concepts. This hands-on workshop will look at some of the best practices for doing just that, and, just as importantly, what to do once you have those concepts, both in clustering and categorizing them, but also in selecting the best. How do you go about deciding which concepts to prototype? One answer is Design Principles. By generating design principles, you can create criteria for determining your best concepts, but also "guiding stars" for making design decisions throughout the prototyping and production process.

    At 9:00am to 1:00pm, Thursday 17th November

  • WORKSHOP: Designing for Touch.

    by Josh Clark

    Handheld apps that work by touch require you to design not only how your pixels look, but how they *feel* in the hand. This workshop explores the ergonomic challenges and interface opportunities for designing mobile touchscreen apps. Learn how fingers and thumbs turn desktop conventions on their head and require you to leave behind familiar design patterns. The workshop presents nitty-gritty "rule of thumb" design techniques that together form a framework for crafting finger-friendly interface metaphors, affordances, and gestures for a new generation of mobile apps that inform and delight. This is an intermediate to advanced workshop aimed at designers, developers, and information architects making the transition from desktop to touchscreen apps for mobile and tablet devices.

    What will you learn?

    Discover ergonomic guidelines for comfortable tapping and what that means for the visual layout of mobile apps.

    Devise interface metaphors that invite touch and create emotional attachment.

    Explore how touch suggests subtle cues for how your app works, and learn how to make use of this new class of affordances.

    Learn why buttons are a hack. Tap into direct manipulation of content to encourage exploration in ways that traditional controls cannot.

    Design gesture interactions, and learn techniques to help people discover unfamiliar gestures on their own.

    Train in gestural jiujitsu, the dark art of using awkward gestures for “defensive design” and protecting against accidental mistaps.

    Explore the psychology behind screen rotation and the opportunities and pitfalls it creates for designers.

    Find out how the form and context of tablets create different interface requirements from phone handsets.

    At 9:00am to 1:00pm, Thursday 17th November

  • WORKSHOP: Designing for 'Microexperiences'.

    by Darryl Feldman

    With reliable data connectivity and powerful hardware capabilities phones are now small computers. However, how people interact with them is fundamentally different and it is more important than ever to reduce overload and simplify the user experience. This may also be at odds with business managers who want to add new features in an attempt to compete in the market. This presentation and workshop explains the importance of 'Microexperiences' and provides guidance and tools to help reduce the complexity of your mobile UI and still remain competitive.

    In the workshop you will get hands on creating 'Microexperiences' and learn a framework for simplifying your mobile UI.

    At 2:00pm to 6:00pm, Thursday 17th November

  • WORKSHOP: Prototyping Mobile Experiences.

    by Rod Farmer and Small Surfaces

    New to mobile design? Want to know the important techniques used to uncover user needs and prototype designs for mobile user interfaces? In this hands-on workshop, you’ll understand some of the key considerations you need to account for when designing for mobile, and then quickly dive into experimenting with highly effective prototyping techniques that are great for revealing user needs and design opportunities for your mobile design solutions. You’ll walk out of this workshop knowing how to make the leap from web or desktop UI into the new and exciting world of mobile user experience.

    Target Audience: This workshop is ideal for design practitioners who already have experience creating desktop and web user interfaces, and are new to designing for mobile and tablet.

    Learn about basic challenges designing for mobile
    Learn key techniques for effective and engaging mobile designs
    Work in small teams to explore real-world mobile design challenges
    Learn about rapid prototyping tools for mobile and tablet devices
    Work as a team to prototype and test your mobile designs in the wild
    This workshop will include lots of hands on activities.

    At 2:00pm to 6:00pm, Thursday 17th November

Friday 18th November 2011

  • Driven to distraction: managing attention and distraction in mobile UIs.

    by Giles Colborne

    The interfaces we're building need to work in distracting environments. And we need to figure out how to cope with users' tendency to get distracted. This presentation will look at how we might achieve that. It will cover the psychology of distraction - what is distraction? Is it beneficial? Can we predict when and where users are likely to get distracted? Thus far, most designers have either chosen to accept distraction or to tackle it by 'turning up the heat' and being more distracting than everyone else. The presentation will explore alternative strategies - minimising distraction and facilitating recovery. User experience is changing: where our main issue was users' comprehension we're increasingly fighting for users' attention. I'll explore the techniques we need to achieve that.

    At 12:00pm to 12:35pm, Friday 18th November

    Coverage slide deck

  • Mobile Context Is a Myth

    by Josh Clark

    The mythical mobile user who's always distracted and in a rush doesn't always, or even usually, exist. Yet too often we design for that context, creating mobile apps and websites as lite versions of desktop counterparts. Instead, mobile apps should almost always do MORE than their desktop counterparts. "Tapworthy" author Josh Clark explains the difficult craft of designing simple interfaces for complex mobile apps, sharing techniques that will make your mobile efforts future friendly.

    At 12:35pm to 1:05pm, Friday 18th November

    Coverage slide deck

  • The New Era of (Non) Discoverability.

    by Dan Saffer

    Picture the iPhone's home screen. There are many actions you can take there, but only one of them (tapping an icon) is in any way visible. What happened to discoverability? It used to be that good UI design practice was that you make everything findable: we had icons with tooltips, menu bars with labels, affordances. Affordances: remember those? Those were nice. Quaint perhaps. Now we don't even have scrollbars! Our features vanish into gestures users will never remember and are impossible to find. How can we design in this new era of non-discoverabilty? What is it doing to our users, to our products, to UI design? This talk will explore those topics, and suggest a way forward.

    At 2:00pm to 2:35pm, Friday 18th November

  • Designing for 'Microexperiences'.

    by Darryl Feldman

    With reliable data connectivity and powerful hardware capabilities phones are now small computers. However, how people interact with them is fundamentally different and it is more important than ever to reduce overload and simplify the user experience. This may also be at odds with business managers who want to add new features in an attempt to compete in the market. This presentation and workshop explains the importance of 'Microexperiences' and provides guidance and tools to help reduce the complexity of your mobile UI and still remain competitive.

    At 2:35pm to 3:05pm, Friday 18th November

    Coverage slide deck

  • Letting Go... On design in a time of disruption

    by Stephanie Rieger

    Design (or if you prefer—user experience) is at a crossroads. In our globalized, hyper-connected world, users no longer need to wait for us to create experiences for them. As we debate the value of design thinking, the usefulness of the next API, or strive to craft the ultimate cross-platform experience—users are sorting this out on their own, using whatever service or technology is “good enough” for them at the time.

    Strategies and scenarios that made sense mere months ago, are disintegrating as technologies shift, business models crumble, and we watch with dismay as users exchange tips to disable JavaScript on their Kindles, or access multiplayer Flash games on the iPads.

    What happens to your brand, your product, and your bottom line when users choose “good enough”, over your carefully crafted product or service? Is it a sign of failure, a missed opportunity, or a chance to dive head first towards a new reality?

    At 4:00pm to 4:35pm, Friday 18th November