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by Dan Saffer
Hundreds of millions of touchscreen devices will be on the market in the next three years. Are you ready to design for them? What do you need to know? What are the best practices gleaned from the last five years of wide-spread touchscreen use?
At the end of the workshop, you should have an understanding of the issues surrounding designing for touchscreen devices, know where the best places on a device are for positioning actions, be able to work around fingers not cursors, “translate” an application from a web/desktop based one to touch, and paper prototype an app for mobile touch.
What will be covered?
Exploring designing for fingers instead of a cursor or 5-way
Learning how to design touch targets
Discussing activity zones and positioning of menus and controls
Paper prototyping an app for a small touchscreen
How to communicate the presence and instructions for gestures
Exercises in the design language of mobile touch
Paper prototyping an app for a tablet
Who is this workshop for?
This workshop is designed for those learning how to design for touchscreens or who want to improve their touchscreen expertise with some technical knowledge and thoughtful, hands-on practice.
by Angela Schmeidel Randall
While many professionals have years of experience in interaction design, it’s often limited to just one platform: the Web. In this presentation, Normal Modes will discuss creating great experiences on a variety of platforms.
After all, designing a customer experience is about more than web, mobile and social media. The problem is that other platforms — like kiosks, in-store displays, and IVR systems — are widely ignored. While designing the end-to-end customer experience includes popular experiences like mobile and social, there’s a world of other customer experience platforms that are currently left out of the conversation. Text messaging and voice messaging, in particular, are underutilized as communications platforms, and voice automation systems are routinely BAD (OK, really bad) experiences that few are addressing.
We’ll discuss how experience maps help identify all touch points in the experience lifecycle. With this information, we can monitor each touch point and identify points of failure, ambiguity, and opportunities for improvement. We’ll talk about how choosing the right tool at the right time to communicate with customers is an important aspect of creating the overall experience, but is currently limited by the inexperience of many interaction designer with non-standard platforms. We’ll also talk about some examples from each platform by companies who are doing it right.
1st–4th February 2012