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

Prototyping with Motion - Using Tumult Hype

"If it can be written, or thought, it can be filmed."
- Stanley Kubrick

Motion can be a key element in storytelling. In theater and cinemas, directors pay a lot of attention to the position of actors on the stage and how they move; this planning process is known as blocking and was named after the technique of using wood blocks in a miniature stage that originated in the 19th century. The movement of the actors and, in the case of cinema, the camera helps to communicate emotions to the audience. The way an actor walks in and enters the scene can tell as much as what the actor says.

A storyboard capturing key camera angles, movements, and transitions--note the "FADE TO BLACK" sign--that contribute to telling the story

When building a prototype, you are also telling a story--the story of how your product will help...