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

General design planning

The design process can be summarized in three simple steps: learn about the problem, explore possible solutions, and verify the solutions that work in practice.

The following chapters will elaborate on those steps to detail specific activities that can help you move through the process:

  • Research: You cannot solve a problem if you don't understand it well. Learning about your users, their needs, and motivations is essential in order to solve their problems. Research techniques will help you get this knowledge and analyze it.
  • Explore ideas: Given a problem, there is no single possible solution. Problems involving people normally have many potential solutions. Innovative ideas can be found quickly with an exploration process based on sketching.
  • Mobile patterns: In order to meet the basic expectations of your mobile users, you'll need to follow the conventions on the different mobile platforms.
  • Detail your solution: Communicating your ideas clearly is essential in a team. Design tools allow you to move your idea from the abstract to a more detailed representation.
  • Prototyping: Design solutions are not static. To evaluate your ideas, you need to recreate how users interact with them. The prototyping process allows us to simulate our ideas without the effort needed to build them. Picking the right tool for the job is also part of the process.
  • Prototyping with motion: Visual tools that embrace the concept of time are powerful prototyping tools. They provide control on how to communicate with motion by defining transitions and animations with great detail.
  • Prototyping with code: Another perspective of prototyping is using code. Translating the prototyping concepts to code is a powerful approach to prototype your ideas.
  • User testing: You don't know whether things work or not until they are used in practice. If you are able to recreate how an idea will work with a prototype, you can put it in the hands of a user and learn how well it will work.

This process is iterative in nature. Although it is described as a sequence of steps, you'll experience many different iterations for different parts of the product. Moving back and forth is totally expected and the results of each step will inform the next move.

For example, based on the results of testing a prototype of the general idea for your app, you can go back to learning about the problem, exploring more solutions on the drawing board, looking for a completely different approach, or further detailing your existing solution focusing on a specific aspect.

As with all chapters in this book, a Being pragmatic section will provide some advice in applying the design process in practice.