mobile first
Transkript
mobile first
MOBILE FIRST LUKE WROBLEWSKI AN EVENT APART 2010 @LUKEW 1 Web products should be designed for mobile first. (Even if no mobile version is planned.) Flickr photo by @kevinv033 2 Mobile First at Google Google programmers are doing work on mobile applications first, because they are better apps and that's what top programmers want to develop. –Eric Schmidt, Google CEO 3 Mobile First at Facebook We're just now starting to think about mobile first and desktop second for a lot of our products.” -Kate Aronowitz, Design Director Facebook Flickr photo by gscottolson 4 Mobile First at Adobe We really need to shift now to start thinking about building mobile first. This is an even bigger shift than the PC revolution.” -Kevin Lynch, CTO Adobe Flickr photo by jdlasica 5 MOBILE FIRST 1. GROWTH = OPPORTUNITY 2. CONSTRAINTS = FOCUS 3. CAPABILITIES = INNOVATION 6 Mobile Design Considerations • Multiple screen sizes & densities • Performance optimization • Touch targets, gestures, and actions • Location systems • Device capabilities 7 MOBILE FIRST 1. GROWTH = OPPORTUNITY 2. CONSTRAINTS = FOCUS 3. CAPABILITIES = INNOVATION 8 GROWTH = OPPORTUNITY Mobile Web growth has outpaced desktop Web growth 8x Smartphone sales will pass PC sales in 2012 PC Desktop Internet Mobile Consumer 100M+ 1B+ 10B+ 1990 2000 2010 Note: PC installed base reached 100MM in 1993, cellphone / Internet users reached 1B in 2002 / 2005 respectively;25 Source: ITU, Mark Lipacis, Morgan Stanley Research. 2020 9 10 2006 High-end RAZR-inspired phone with class 12 EDGE high-speed data & WAP 2.0/xHTML Web browser. 2G network GSM 850 / 900 / 1800 / 1900 SMS, EMS, MMS, Email, Instant Messaging 2 megapixel camera Music player Resolution: 176 x 220 pixels Colors: 262,144 (18-bit) 11 12 4,932% Increase AT&T mobile data traffic increased 50x in 3 years iPhone Motorola Z3 2006 2007 Source: AT&T, Morgan Stanley Research. iPhone 3G 2008 iPhone 3GS 2009 13 27% of searches come from 4% of users • 27% of all Yelp searches come from their iPhone application which had 1.4 million unique users in May 2010 • That month Yelp had 32 million monthly unique users around the world Source: http://officialblog.yelp.com/2010/06/yelp-mobile 14 Facebook on the iPhone Create a product, don’t re-imagine one for small screens. Great mobile products are created, never ported. –Brian Fling 15 “My goal was initially just to make a mobile companion, but I became convinced it was possible to create a version of Facebook that was actually better than the website.” –Joe Hewitt 16 MOBILE FIRST 1. GROWTH = OPPORTUNITY 2. CONSTRAINTS = FOCUS 3. CAPABILITIES = INNOVATION 17 SCREEN SIZE • Focus on core actions • Know your users • Use scalable design 18 Screen Size 1024x768 320x480 19 Focus on Core Elements In iPhone apps, the main function should be immediately apparent. Minimize the number of controls from which users have to choose. –iPhone Interface Guidelines 20 21 Southwest Airlines Mobile App 22 23 Screen Size 24 Screen Size 25 Know your audience Flickr photo by wertheim 26 Expedia Itinerary 27 Expedia Itinerary 28 Designing For Multiple Screen Sizes 320x480 29 Smartphone Screen Sizes iPhone 320x480 3.5 in 164ppi Palm Pre 320x480 3.1 in 186ppi Palm Pixie 320x400 2.63 in 194ppi T-Mobile G1 MyTouch 3G HTC Hero 320x480 3.2 in 180ppi Motorola Droid 480x854 3.7 in 264ppi Nexus One HTC Desire 480x800 3.7 in 252ppi Nokia N97 360x640 3.2 in 229ppi Nokia N900 800x480 3.5 in 266ppi iPhone4 640x960 3.5 in 329ppi 30 The Impact of PPI Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes 31 The Impact of PPI Cinema Display 1920x1200 24 in 94ppi Nokia N900 800x480 3.5 in 266ppi 32 Designing for Multiple Screen Sizes 1. Define device groups tiny: 84, 96, 101, 128, 130, 132 small: 160, 176 medium: 208, 220, 240 large: 320, 360, 480+ desktop: 800+ Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes 33 Designing for Multiple Screen Sizes 1. Define device groups 2. Create a default reference design Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes 34 Designing for Multiple Screen Sizes 1. Define device groups 2. Create a default reference design 3. Define rules for content and design adaptation Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes http://www.littlespringsdesign.com/blog/blog/2009/03/11/photoshop-layout-is-not-your-friend/ 35 Designing for Multiple Screen Sizes 1. 2. 3. 4. Define device groups Create a default reference design Define rules for content and design adaptation Opt for web standards and a flexible layout Source: http://mobiforge.com/designing/story/effective-design-multiple-screen-sizes http://www.alistapart.com/articles/switchymclayout/ 36 Visible App Controls 37 Hardware Control for Menu 38 Make Content the Action You should not view the large iPad screen as an invitation to bring back all the functionality you pruned from your your iPhone application. –iPad Interface Guidelines 39 40 SPEED • Keep performance top of mind • Take advantage of HTML5 41 Connection Speed 42 Performance Tips Reduce Requests & File Size • • • • Eliminate redirects Use CSS sprites to serve multiple images Consolidate CSS & Javascript into a single file Minify your code Take Advantage of HTML5 • Load contents lazily • Use application cache for local content storage • Use CSS3 and canvas tag instead of images where possible Source: Make the mobile web faster, Jeremy Weinstein 43 Performance Matters! 100ms delay results in 1% sales loss. (potential $191M in lost revenue in 2008) 400ms delay results in 5-9% drop in fullpage traffic. 500ms delay drops search traffic by 20%. The cost of slower performance increases over time. 1s delay results 4% drop in revenue Fastest 10% of users stay 50% longer than slowest 10% Sources: slideshare.net/stubbornella/designing-fast-websites-presentation & slideshare.net/markstanton/speed-matters 44 CONTEXT • Quick bursts… everywhere • One-handed 45 During a typical day… 84% at home 80% during misc. times throughout the day 74% waiting in lines 64% at work 46 Flickr photo by Laughing Squid Use Cases for Mobile Apps • Access to Facebook via mobile browser grew 112% in the past year to 25.1 million users in January 2010. • Access to Twitter via mobile browser experienced a 347% jump to 4.7 million users in January 2010. 47 People Don’t Stay Long • Across 650,000 URLs tested… 10% • 25% of all documents were displayed for less than 4 seconds 9% 8% 7% • 52% of all visits were shorter than 10 seconds 6% 5% 4% • Peak value was located between 2 and 3 seconds 3% 2% 1% 0% 0 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 SECONDS DISPLAYED Source: Clickstream Study Reveals Dynamic Web, Weboptimization.com 48 Where phones used One-handed touch Flickr photo by Steve Rhodes 49 MOBILE FIRST 1. GROWTH = OPPORTUNITY 2. CONSTRAINTS = FOCUS 3. CAPABILITIES = INNOVATION 50 TOUCH • Simplify your user interface • Don’t count on hovers 51 Nokia smartphone mix Keypad Qwerty Only Touch INCLUDES QWERTY + TOUCH 1.1 billion consumers with Nokia devices in 2009 2008 2009 Source: Nokia –deices sold. Nokia Capital markets day 2009. 2010 PROJECTED 52 Touch Targets Apple recommends a minimum target size: 29px wide 44px tall Source: Matt Legend Gemmell – mattgemmell.com 53 Touch Targets Recommended touch target size is 9mm/34px Minimum touch target size is 7mm/26px Minimum spacing between elements is 2mm/8px Visual size is 60-100% of the touch target size 54 55 Basic Touch Gestures Touch Gestures Tap Double Tap Drag Flick Pinch Spread Press Press & Tap Platforms iPhone OS Android Web OS Windows Phone 7 OS X Windows 7 RIM 6.0 Ubuntu And more... Press & Drag Rotate 56 Basic Touch Gestures Tap Briefly touch surface with fingertip. Double Tap Rapidly touch surface twice with fingertip. Images: Dan Willis Research: Craig Villamor & LukeW 57 Basic Touch Gestures Drag Move fingertip over surface without losing contact. Flick Quickly brush surface with fingertip. Images: Dan Willis Research: Craig Villamor & LukeW 58 Basic Touch Gestures Pinch Touch surface with two fingers and bring them closer together. Spread Touch surface with two fingers and move them apart. Images: Dan Willis Research: Craig Villamor & LukeW 59 Basic Touch Gestures Press Press & Tap Touch surface for extended period of time. Press surface with one finger and briefly touch surface with second finger. Press & Drag Press surface with one finger and move second finger over surface without losing contact. Images: Dan Willis Research: Craig Villamor & LukeW 60 Basic Touch Gestures Rotate Touch surface with two fingers and move them in a clockwise or counterclockwise direction. Images: Dan Willis Research: Craig Villamor & LukeW 61 System-related Actions Images: Dan Willis Research: Craig Villamor & LukeW 62 Object-related Actions Images: Dan Willis Research: Craig Villamor & LukeW 63 Navigation-related Actions www.lukew.com/touch Images: Dan Willis Research: Craig Villamor & LukeW 64 Gestures as Input 65 Pop-Up Menus on iPhone 66 Pop-Up Menus on Android 67 Multi-Field Pop-Up Menus on iPhone 68 Multi-Field Pop-Up Menus on Android 69 Hover Details & Actions 70 71 Tooltip with Hover 72 LOCATION • Positioning • Filtering 73 Location as Input 74 Location as Input 75 Location as Input 76 Location Systems Accuracy Positioning Time Battery Life GPS 10m 2-10 minutes (only outdoors) 5-6 hours on most phones WiFi 50m (improves with density) Almost instant (server connect & lookup) No additional effect Cell tower triangulation 100-1400m (based on density) Almost instant (server connect & lookup) Negligible Single Cell Tower 500-2500m (based on density) Almost instant (server connect & lookup) Negligible IP Country: 99% City: 46% US, 53% Intl ZIP: 0% Almost instant (server connect & lookup) Negligible Smartphones: hybrid of GPS, Wifi, and cell tower triangulation Laptops/desktops: WiFi, IP, rarely GPS 77 78 AND MORE… • Orientation • Audio & Video • The List Goes On… 79 Mobile Device Capabilities • • Application cache for local storage CSS3 & Canvas for performance optimization • Multi-touch sensors • Location detection • • Device positioning & motion: from an accelerometer Orientation: direction from a digital compass • Audio: input from a microphone; output to speaker • Video & image: capture/input from a camera • Push: real-time notifications “instant” to user • Device connections: through Bluetooth between devices • Proximity: device closeness to physical objects • Ambient Light: light/dark environment awareness • RFID reader: identify & track objects with broadcasted identifiers • Haptic feedback: “feel” different surfaces on a screen • Biometrics: retinal, fingerprint, etc. 80 Multiple Orientations 81 Standard Orientation 82 Pivot Orientation 83 Orientation Detection in Firefox 3.6 Source: http://hacks.mozilla.org/2009/10/orientation-for-firefox/ 84 Tilt Scrolling in Instapaper 85 Voice as Input 86 87 Location & Orientation as Input 88 Location & Orientation as Input When discovered by users boosted their sustained traffic by 40 to 50 percent. “It was sort of beyond our expectations. We had no idea.” Yelp CEO, Jeremy Stoppelman 89 Awkward Interactions SCAN TO CHECKOUT Flickr photo by Nokia Point & Find 90 Images as Input 91 SnapTell on iPhone 92 Images as Input 93 Images as Input 94 Images as Input 95 Nerd. Found. Flickr photo by Nokia Point & Find 96 97 Location Check-in 98 Facebook Presence 99 Mobile Device Capabilities • • Application cache for local storage CSS3 & Canvas for performance optimization • Multi-touch sensors • Location detection • Device positioning & motion: from an accelerometer • Orientation: direction from a digital compass • • Gyroscope: 360 degrees of motion Audio: input from a microphone; output to speaker • • Dual cameras: front & back facing Video & image: capture/input from a camera • • Push: real-time notifications “instant” to user Device connections: through Bluetooth between devices • Proximity: device closeness to physical objects • Ambient Light: light/dark environment awareness • RFID reader: identify & track objects with broadcasted identifiers • Haptic feedback: “feel” different surfaces on a screen • Biometrics: retinal, fingerprint, etc. 100 MOBILE FIRST 1. GROWTH = OPPORTUNITY 2. CONSTRAINTS = FOCUS 3. CAPABILITIES = INNOVATION 101 Mobile Design Considerations • Multiple screen sizes & densities • Performance optimization • Touch targets, gestures, and actions • Location systems • Device capabilities 102 More Information • @lukew • www.lukew.com Web Form Design • www.rosenfeldmedia.com/ books/webforms/ • Discount code: (25%) 103