This evening I presented a talk New and Notable in Axure 7 at the Chicago Interactive Design & Development meetup. My talk looked at some of the new features in Axure 7, including Adaptive Views, Repeaters, the variable panel in the sitemap frame, and HTML5 form input types for mobile devices.
As I mentioned during the talk, a lot of great resources and sample files are available and some of my favorites are listed below:
Sample files and community discussions are available in the Axure Forums
Luke Wroblewski conducted a one-day workshop this week at An Event Apart Boston on The Web Everywhere: Multi-Device Web Design. Here are my notes:
A Framework for Devices and Use
Device sales are not the same as usage. Make sure you understand what people are referencing when they use statistics. For example, iPhone web browsing exceeds Android browsing even though more Android handsets are sold.
Trend: Now bigger is better for smartphones. You need to design for 3.5-inch to 7-inch screens when designing for smartphones.
Look at actual usage on your site and not device distribution in making strategic decisions. Figure out who is looking at what content using which devices.
A switch to smaller tablets is underway. Expect to see more traffic to your site from 7- to 9-inch tablets. And you can’t push the same design to a 7-inch tablet as you would to a 10-inch device.
Large tablets are not mobile devices. Most large tablet use is in the home. A 10-inch iPad is really a mobile-in-the-house device.
Human factors should drive what we do with the interface. Look at physical dimensions and human ergonomics.
Don’t use industry terms like “phablets” to drive your design. Think of devices as being good for the hand, good for the lap, good for the desk, or good for the wall.
Get ready for more diverse screen sizes. Wrist-sized screens and eye-sized screens are coming.
Android sales tend to follow a continuous predictable line, while iPhone sales spike and fall around device release cycles. Be aware of sales trends as you plan your design strategy.
Expect more growth in “hybrid convertible” devices that include elements of laptops and elements of tablets. Tablets have keyboards and laptops are becoming touch devices.
Computers from ASUS and HP will have touch input via peripheral devices.
Quoting Ethan Marcotte, “privilege the small screen” so those users have everything they need, then add more to the design for larger devices.
Navigation on Phones and Tablets
Try to avoid iPhone-like bottom tab bars on web designs meant for handheld devices. They conflict with Android device controls and support for fixed positioning is not universal for Android devices.
Use toggle menus at the top of the screen on websites designed for mobile devices.
Toggle menus are limited to one level of navigation. Use off-canvas menus for deeper levels of navigation.
Put content up front, not navigation. Allow easy access to your site’s navigation and an easy way to get back to your content.
The footer anchor pattern places navigation after your content but allows easy access to it with one tap on an anchor link in the site header.
There are more comfortable touch zones on tablets and laptops at the bottom and left and right sides of the screen. Understand this when designing websites for tablet use.
Responsive designs that fall back to desktop layout do not work as well as they could on tablets because of comfortable touch zones. Explore split navigation placed at the lower left and right corners of the device. Test your responsive designs with real users on tablets.
The Mobile First Approach
Depending on the market being served, especially international ones, you still have to plan for feature phones with minimal CSS support and no media queries. Start here and build up.
Within media query break points use fluid layouts to scale your design between the break points.
When doing responsive design consider portrait and landscape orientations. Also be aware of how your design works on widescreen devices, like Microsoft’s Surface, when they are used in portrait orientation.
Start your design with handhelds in mind, then enhance upward and build fluid layouts.
Use the width of your content to determine break points. These become “stress points”.
Use content curation and responsive patterns when designing for multiple devices.
The off-canvas pattern puts navigation and supporting content off screen with UI elements to expose them. Use this as an alternative to the single-column “mobile stack”.
Use CSS3 and icon fonts whenever possible for buttons and other images.
Performance and Speed
Executing a multi-device strategy is somewhat like packing for vacation: Responsive is like packing when you don’t know the weather; you pack all kinds of clothes. A separate mobile-specific site is like packing for the beach; you bring only what you need.
Responsive design is about adaptation; mobile-specific sites are about optimization. Mobile-specific sites will usually perform better in terms of speed but come with additional development and maintenance costs.
Transitions and other UI elements can improve the perception of performance.
Spinners can communicate to the user that something is happening, but also can create the perception of the app being slower. Only use spinners and other UI techniques if they really create the impression things are running faster. Test with real users to see how they perceive it.
Strategy One: Maintain the status quo and keep a separate mobile site.
Strategy Two: Add adaptive styles to your existing site as a step toward responsive design. See Dan Cederholm’s write-up on using adaptive styles on Dribble.
Strategy Three: Extend your existing mobile website to larger devices. This is easier than downsizing an existing desktop-focused site, and takes what you already have and gradually makes it responsive without disrupting your existing site and business.
Strategy Four: Start fresh. If you ever needed a reason to redo your entire website, the new multi-device reality is it.
When first starting with responsive design, try doing it on your most used pages to get the biggest bang for the buck. If you have a video site like YouTube, the video player page is the place to start.
Alternatively, you can try it on your least used pages to get comfortable without a lot of risk.
Websites on TVs and wall-sized displays are on their way to becoming mainstream. Examples include Google TV, Xbox, PlayStation 3.
The web on a TV is not about a web browser on your TV, it’s about creating cross-device experiences that include the TV.
Eye-sized screens like Google Glass will be design considerations in the future.
Apple, Android, Samsung, LG, and Microsoft all publicly claim to be working on a wrist-sized device. It will include some kind of HTML support in the future. It’s one more screen size you will have to consider in your designs.
Speech is becoming an input type, with Siri and Google Voice Search being only the beginning.
Google Glass uses speech interfaces, eye movement, device movement, and touch. The types of inputs used with your designs will only increase.
If a technique is used on one device form factor, it will spread to the others. Look at what’s happened so far with touch, voice, and high-resolution screens.
It seems like every other day someone is launching a new weather app in Apple’s App Store or on Google Play. But it’s not everyday that someone releases a weather app with a rich user experience delivered in HTML5.
Forecast is one notable exception. The app uses delightful interaction design, a drop-dead simple information architecture, and fluid animation and transitions to create an incredibly rich native app-like experience. Once the app is added to an iPhone home screen it can be launched as a full-screen web app that provides a polished and elegant experience. The app also works beautifully on my Samsung Galaxy S3. It’s a great example of what rock-solid web developers can deliver to the mobile browser. You can also use Forecast on your laptop if you allow it to access your current location.
The app features a timeline-based look at precipitation projections and cloud movement. The app is playfulness and user engagement at its best. For tablets it includes an experimental feature called Time Machine that lets you see the weather for a given location in the past or the future.
Forecast merges multiple data sources and makes its data available via the Forecast Data API. Accoridng to Forecast’s blog, it provides its best hyperlocal coverage in the U.S., parts of Canada, Ireland, and the UK.
Forecast presents an exciting example of the capabilities now available on the mobile web.
My 20-minute talk was on The Touchable Desktop – When Responsive Won’t Fly. It looked at design considerations for websites targeting desktop computers and tablets when responsive web design is not an option. Here are my slides:
Here are some additional resources to help you when designing for tablets and touchscreens:
Apple last week updated its store app for iOS to include integration with Siri for speech-based search. You can now ask Siri questions like “How much does the new iPad cost?” and “Where’s the nearest Apple store?”. Siri searches like these can land consumers on the store locator results page or product pages for iPods, iPhones, and other gadgets.
The integration is provided through Siri’s interface with search engine Wolfram Alpha. Wolfram also enables Siri to search thousands of appliance and home computer products from Best Buy. Some of this search capability with Siri was available with previous versions of the Apple Store app, so it’s not clear what the latest app version offers, except perhaps more consistent search results.
One downside of the Siri Apple Store integration is that most users (except the most hard-core Apple fans) will not know it is available. I only learned about it through blogs and tech websites. The average iPhone user may not even think to ask Siri for the location of the nearest Apple store, and may instead either launch the Apple Store app or just search the web. That’s one of the biggest hurdles to using Siri — people don’t know what they can do with it so they may not try to do much.
One change I’d make to Siri’s Apple Store integration is the terminology used for store location searches. A store location search returns a set a of results that are labeled as the stores “fairly close” to you. It would be better to label these as the stores “nearest to you”. For someone in a more rural location looking for the closest Apple store, a distance of 100 miles may not be considered “fairly close”. Or in my case, a store 21 miles from my office is hardly “fairly close”. But aside from the labeling the interface is pretty intuitive and marks a step forward for speech-based interactions as part of the overall ecommerce shopping experience.
Like most people in the user experience field I’m always looking for new ways to improve my craft. There are, of course, books, blogs, and conferences. But one of the best ways to learn about solving design problems is talking to the professionals you know at other companies to see how they are addressing the same problems you are in different settings.
This week I got to learn from a great group of UX designers and developers at the Chicago Tribune how they approached a responsive web design project targeting tablets and handheld devices. For an investment of a few hours of time (and lunch for six) a large group at my company, Cars.com, got to learn from the real-world experiences of people who had to execute a large project that would serve content and advertising to many devices, operating systems, and screen sizes. And all under tight deadlines and challenging management expectations. That “in-the-wild” point of view is often missing from more tactically oriented blog posts and “how-to” articles.
So the next time you are curious about a design topic look around your professional circles to see if you can arrange a little ad hoc knowledge sharing. You’ll probably make some new contacts and gain a different and unique perspective on the problem space.
I presenting a talk yesterday at Chicago Web Conf 2012 on A/B Testing Your Designs With Real Users, focusing on the role of A/B in digital product development.
I showed at a high level how we use the A/B testing solution Optimizely where I work at Cars.com to test our designs in ways that are quantitatively measurable. Like other A/B test solutions, Optimizely allows you to quickly create and implement tests and start collecting data immediately.
In addition to showing some examples of our tests and results, I also tried to show how A/B testing can fit into a company’s larger user experience testing strategy. My goal was to leave attendees with five key takeaways regarding A/B testing:
It’s not a replacement for testing with individuals.
Small changes can lead to big improvements.
It takes little effort to test those changes once a solution is in place.
This kind of testing can take some of the team friction out of the design process.
It can help you get better solutions to market faster.
Prototyping is not just about designing products, it’s really about exploring the problems you are trying to solve.
When you are making products you have to focus first on the problems you are trying to solve, not on what you are building.
Prototypes are key elements in creating a shared understanding of what problems you are trying to solve and what you can build to solve them.
Prototypes are a great way to expose the differences between the vision of the perfect product that is in the designer’s head and what your team can actually build.
The best architects, the ones who can walk into a building and say “This is exactly as I envisioned it”, are the ones who were involved with the project throughout the journey and making changes to their designs along the way.
The trick to planning iterative prototyping is knowing what you are going to measure. You have to start there and then design the prototype to ensure you get those measurements.
The key to iterative prototyping is moving fast. Design, test, learn, change, repeat.
With paper prototyping you get to change the design between every test as you learn about pitfalls in the design.
Sketching is prototyping. It allows you to explore designs before building anything.
You may never make the products you prototype, but in testing them you will learn things that will influence and improve other products you build.