Visual Design and Mobile Apps

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1. Visual design - a key part of mobile apps Henrik Hedegaard Information Architect @henrikhedegaard 2. Designit in numbers 20 250 25 YEARS TOP BRAINS NATIONS 3. Designit…
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  • 1. Visual design - a key part of mobile apps Henrik Hedegaard Information Architect @henrikhedegaard
  • 2. Designit in numbers 20 250 25 YEARS TOP BRAINS NATIONS
  • 3. Designit in numbers +3 10 09 OFFICES NEW DENMARK GERMANY SPAIN NORWAY SWEDEN UNITED KINGDOM CHINA COUNTRIES
  • 4. Our Collective Brain Identify user needs Strategic-creative & user driven approach User value creates business value Rethink & discover opportunities Translate into new services
  • 5. Service Delivery User studies & ethnography Brand and communication Digital design Digital & product experiences Product design & ergonomy Service innovation
  • 6. Some of the clients
  • 7. Your choice… Prolong the past Or make changes?
  • 8. http://www.realmacsoftware.com/clear/
  • 9. http://www.realmacsoftware.com/clear/
  • 10. What is a good design?
  • 11. What is a good design? “FILL IT UP” This is actually a squirt gun ...for kids!!! Press FIRE!! “SHOOOT”
  • 12. There is no SINGLE solution only pointers
  • 13. Considerations Responsibility Business Must be based on a viable business model Feasibility Must be realistic from a technical perspective Must be a win-win and develop sustainable end-user relations Desirability App must deliver real user value
  • 14. Process stakeholders Develop Function Design Form Business $$$$$
  • 15. We work for the end-user!
  • 16. Potential for success when... - it solves my problem - it address my context - it has a great look & feel - it is easy to use - it has the right functionality - it performs great - it inspires me in my task ...and it make me WANT to use it again Business, Branding & Marketing
  • 17. POINTERS IN MOBILE DESIGN Who what where when and why
  • 18. The fat-finger problem
  • 19. The fat-finger problem
  • 20. Enrich standard navigation Huffington Post Web-relation and totally ugly New York Times Bad positioning Supplemented with pinch-gesture Zite Very usable, but ugly Supplemented with tap-gesture
  • 21. Don’t Gesturize the App
  • 22. Consider Multi-User
  • 23. Consider Multi-User
  • 24. Custom pop-overs & modals
  • 25. Custom pop-overs & modals
  • 26. Engaging splash screens
  • 27. Engaging splash screens
  • 28. Engaging splash screens
  • 29. What’s touchable??
  • 30. Provide a “home” screen NASA App - One big mess - No overview But only if you have the right level of complexity
  • 31. Provide a “home” screen
  • 32. Provide a “home” screen
  • 33. Guide you user
  • 34. Guide you user
  • 35. Simplify complexity - Goal: engaging self service apps - Goal: reduce service calls - Minimal amount of buttons - Quick monitoring of usage - Quick history functionality - Quick statistical coloration - Simple mobile code / login - Well-know interface standard
  • 36. The Extra 10%
  • 37. The Extra 10%
  • 38. 10 Success Factors in IxD SATISFACTION LEARNABILITY EFFICIENCY MEMORABILITY CONSISTENCY MAPPING VISIBILITY SIMPLICITY FEEDBACK ERROR RECOVERY
  • 39. FORM & FUNCTION WHEN IS OK, OK?
  • 40. When to accept a functionality Develop Design Business ✔ ✔ ✔
  • 41. A DIGITAL ECO-SYSTEM Print, as we knew it, is dead...
  • 42. A digital eco-system
  • 43. Service integration - Same UI universe - Same visual style - Same metaphores - Different interactions - Different context - Diffrent technology
  • 44. An inclusive strategy
  • 45. Services with purpose Regular websites Responsive webdesign Web-apps Hybrid apps Native apps
  • 46. Jyske Bank SmartPhone, Tablet, Responsive webdesign
  • 47. Jyske Bank - Digital Strategy 2008 - New website 2010 - Mobile Currency calculator (iPhone) 2010 - Mobile Banking (iPhone + Android) 2011 - Responsive webdesign 2011 - Mobile Banking (iPad)
  • 48. Submitted to App Store
  • 49. http://smallsurfaces.com/ http://www.simplecue.com/ http://powazek.com/posts/2583
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