› UX Design Class Online November 4, 2016 for Mobile Devices and Touch Screens

UX Design Class Online November 4, 2016 for Mobile Devices and Touch Screens

UX Class: User Experience for Mobile Devices and Touch Screens

Fri, Nov 4 2016
9:30 a.m. to 4:30 p.m.
American Graphics Institute
Online Training
American Graphics Institute AGI Training Online Online

This UX class is focused on Mobile UX and Touch UX. In this workshop participants discover usability, use case, and interaction factors that affect final UX designs and how to create user experiences that are optimized for mobile. This workshop addresses mobile usability issues ranging from scrolling, finger size, touch targets, as well as methods of communication when hover is not an option. In this UX course participants discover how to recognize mobile and touch needs and resolve them by designing more “touch-friendly” designs regardless of whether designing for tablet or phone.

Download Course Description (PDF)     See all UX Classes

Part 1: Designing UX for mobile devices

 

There are many factors to consider when designing UX for mobile.
 
Understanding demographics of mobile app users to create a succe
  • Percentage of population accessing websites on mobile devices
  • Percentage of population using only mobile apps
Defining mobile apps

 

  • Difference between devices
  • Difference in user needs and requirements
  • Working with physical size, and orientation
  • Considering user postures and positions in design
  • Scenarios of use
Types of mobile apps

 

  • Responsive web sites
  • Understanding fluid layouts, media queries, and responsive media
  • Native apps
  • Understanding platforms and what additional features you can take advantage of
  • Hybrid apps
  • WebView apps and compiled hybrid apps
UX and Design approach to designing for mobile apps

 

  • Important components of mobile development
  • Building to multiple screen size
  • Popular screen resolutions
  • Options as a designer
Understanding the differences in user goals

 

  • Researching your mobile app user
  • Mapping out stories and scenarios for your mobile user (class project)
Building the information architecture for your mobile device

 

  • Establishing your features
  • Prioritizing features
  • Focus on where your user is, not where they can go
  • Testing you information architecture

Part 2: Designing UI and UX for touch

 

Touch is a language. Normally we’re used to thinking about interactions with the mouse. The language of the mouse has been fine-tuned over the last 25 years. We all know how to scroll, point and click. The language of touch is new to users and is evolving. Learn how to teach your users to take advantage of touch in your experiences.
 
Designing UX for touch on devices

 

  • Touch requirements
  • Orientation
  • Patterns of interaction
  • Direct manipulation
  • Providing Visual feedback
Primary touch gestures

 

  • Tap, Tap and hold, Swipes, pinch and zoom and more
  • Understanding that touch is not exact
  • Compensating for the lack of a hover state in touch
  • Best touch experiences for users based upon physical limitations.
Touch requirements for best user experience

 

  • Providing immediate feedback
  • Having content follow finger
  • Keeping interactions reversible
  • Providing visual feedback
Designing a touchable user interface (UI)
  • Understanding common postures for touch devices
  • Designing for the interaction vs. reading on a touch device
  • Avoiding occlusion
  • Building touchable UI
Part 3: Creating your UI for your mobile and touch devices

 

Understanding and using a typographic grid

 

  • Applying a grid to your mobile layout
  • Using typography to convey your information hierarchy
  • Taking advantage of metaphors in mobile design
Creating your wireframe

 

  • Creating and testing a wireframe for your mobile app
  • Adapting your wireframe for expanded break points
  • Testing your wireframe
Creating a mobile prototype

 

  • Paper prototype
  • Interactive prototype of your mobile app
Testing

 

  • Testing your prototype
  • Refining the UX