Rabu, 31 Mei 2017

mobile web design and development best practice guide


mobile web design and development best practice guide

so now that we understand tasks,what comes next? >> well, then you actually startto get drawing the screens. you get to pick up the pen, orthe white board marker, or the mouse and start trying to imaginewhat these scenes, these environments the user's goingto interact with actually look like. so you're going back to the tasks and kind of figuring out what are the piecesof information that they need to see. what are the pieces ofinformation they need to provide. how do those all fit together onthe screen to support that task?

and from there you can kind ofstart building one screen and maybe a couple of screensthat cover that task. and then look for connections. you can start looking for thingsthat happened earlier to the user, that brought them to this stage. you know, those screens wantto be related in some way. or you think about thingsthat they want to do from that point once they complete that task,well where do they go? and as you start to kind of get allthese screens you start to build these

flows and connect them. you have a sense of which things arereally important which things are less important or frequently used. you start to build out the structure forthis experience. and you think about the user might comein this way and spend a lot of time here and then hop over into this differentcondition and spend time there. that starts to guide you about how theoverall navigation of that experience is going to work. >> and which tool do youlove to use to do that?

>> i love paper and pencil. >> right. >> but at some point you get more andmore detailed with what you're doing. so you can start very coarse. you can just start with a white board or scraps of paper because youwant to kind of fail quickly. you want to draw out things,realize what's wrong with them, crumple them up, and throw them away. and draw them again.

a lot of what i do asa designer is iteration. and there's a saying thatwriting is rewriting, that applies to design as well. >> right.>> design is redesigning. >> so you design it to show it tosomeone, you get some feedback, and then you redesign it. >> yeah, absolutely. and you often will drawa lot of different things. and just kind of get a feel for, fromfeedback and from your own experience,

and from the understanding of the userthat you've built up through all those other steps. which ones are the best bets,which make the most sense? and some of that is about makinga choice based on the whole product. it's good if you can get to a smallernumber of patterns that the user has to learn rather than the user havingto learn 100 different styles of working with your app. so when do i know that i'mdone with all these checks? >> okay.so you're never done.

that's a joke. that's design.>> oh that sounded unfortunate. >> no sorry. >> okay.>> i mean it's great you could try but you're never going to quite get there. like there's always going to besomething that you want to change. you learn something else fromthe testing or from putting it out. or there's some new capabilitythat comes around that you want to incorporate into the product.

you'll get closer and closer. you'll continue to approach it,but you'll never quite land there. so you'll kind of go through andyou'll iterate, and you'll redesign, and you'll go to higher andhigher levels of fidelity. you'll go from those pencil sketchesto mockups to very polished mockups to prototypes. and you'll start buildingit at some point. so that said,there's things you can look for. >> okay.>> you don't have to give up all hope.

>> okay.>> so, have you covered all of those tasksthat you want to address, right? have you completely solvedthe problem you were looking at? does the product have a point of viewabout what things are important and which aren't? you know, if you have the tasks thatare high priority make them feel like they're important to the user. like stress them so that they knowthis is what this product is about. you've done user testing, right?

>> of course>> okay, so have you covered all ofthe issues that arose from that? have you kind of addressedthose high priority items? and then finally, have you solvedthe problem you set out to solve? you go back to those original goals and see am i actually meeting what iunderstand i need to do for that user? >> and what would be a good mark orsignal to tell me that i need to move from design to actually do rapidprototyping or stuff like that? >> you should do thatas rapidly as you can.

you know, even if you're just testingthings on paper prototyping it out. using kind of the simplesttools that you can do. you have that analysis phase andthen once you move into design, you know design and prototypingshould be very much hand in hand. the closer you get to something thatfeels like a real experience to a user, the better feedback you'regoing to get from them. >> of course.>> in many cases. so, you want to get to thatpoint as rapidly as you can.

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