Book Image

UX Design for Mobile

By : Pablo Perea, Pau Giner
3 (1)
Book Image

UX Design for Mobile

3 (1)
By: Pablo Perea, Pau Giner

Overview of this book

User experience (UX) design provides techniques to analyze the real needs of your users and respond to them with products that are delightful to use. This requires you to think differently compared to traditional development processes, but also to act differently. In this book, you will be introduced to a pragmatic approach to exploring and creating mobile app solutions, reducing risks and saving time during their construction. This book will show you a working process to quickly iterate product ideas with low and high fidelity prototypes, based on professional tools from different software brands. You will be able to quickly test your ideas early in the process with the most adequate prototyping approach. You will understand the pros and cons of each approach, when you should use each of them, and what you can learn in each step of the testing process. You will also explore basic testing approaches and some more advanced techniques to connect and learn from your users. Each chapter will focus on one of the general steps needed to design a successful product according to the organization goals and the user needs. To achieve this, the book will provide detailed hands-on pragmatic techniques to design innovative and easy to use products. You will learn how to test your ideas in the early steps of the design process, picking up the best ideas that truly work with your users, rethinking those that need further refinement, and discarding those that don’t work properly in tests made with real users. By the end of the book, you will learn how to start exploring and testing your design ideas, regardless the size of the design budget.
Table of Contents (11 chapters)
10
Bibliography and References

Being Pragmatic

Programming a prototype is simple when done slowly. It is common to follow a trial and error strategy while learning a new programming language.

CoffeeScript is designed to be easy to read and program, so it is advisable to look for examples on the internet as you are learning. They will be easy to understand and will teach you new ways to codify your prototypes.

Remember that a prototype should be a fast method of learning as much as possible with minimal effort, and it is better not to go into too complex developments. When developing any functionality in a very detailed way does not contribute anything to your study, opt for developing a functionality that is as simple as possible.

Sometimes, it is better to think of different low-fidelity prototypes that allow you to clarify whether one solution is better than another, looking for clearly differentiated elements...