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

Communicating your ideas

When ideas are discussed in the abstract, it is very possible for different people to interpret them differently enough to create misunderstandings. By capturing ideas in a more specific way--using sketches, for example--we can help to avoid misunderstandings. Sketches are very useful to communicate ideas, but they are not going to do it by themselves.

Capturing a good design solution in a sketch and sharing it is not enough; you need to communicate fully. The best solution for a problem is useless if it never gets built, and you'll need to convince many people along the way:

  • Other designers with feedback on how to improve your design
  • People building the product, thinking how to turn the idea into reality
  • Decision-makers such as your client or your manager, considering whether the solution will fit in their budget
  • Users sharing their opinions on...