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UX Design for Mobile
UX Design for Mobile

UX Design for Mobile: Design apps that deliver impressive mobile experiences

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Profile Icon Pablo Perea Profile Icon Pau Giner
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$24.99 $35.99
Full star icon Full star icon Full star icon Full star icon Empty star icon 4 (3 Ratings)
eBook Jul 2017 354 pages 1st Edition
eBook
$24.99 $35.99
Paperback
$43.99
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Free Trial
Renews at $19.99p/m
Arrow left icon
Profile Icon Pablo Perea Profile Icon Pau Giner
Arrow right icon
$24.99 $35.99
Full star icon Full star icon Full star icon Full star icon Empty star icon 4 (3 Ratings)
eBook Jul 2017 354 pages 1st Edition
eBook
$24.99 $35.99
Paperback
$43.99
Subscription
Free Trial
Renews at $19.99p/m
eBook
$24.99 $35.99
Paperback
$43.99
Subscription
Free Trial
Renews at $19.99p/m

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UX Design for Mobile

Research - Learning from Your Users

"If the user is having a problem, it's our problem."
- Steve Jobs

User research is the phase where we get into the user world. We have to learn as much as we can from the way they do their activities, because it is for these activities that we will create new design solutions. Learning what user motivations are, and the goals they pursue when performing those tasks will help us make better decisions in the creation process.

The most successful companies, platforms, and brands are usually those that know how their users think. They know their needs and how to better support them. Companies like Apple, Muji, and Dyson have user needs in mind when designing their great products. When customers buy a product from a brand and their user experience is satisfactory, they remember and relate the brand with that experience, and the possibility...

How we will do that?

We will use different methods and tools to understand how users are actually doing their tasks and how we can improve their different processes. Our objective, as user experience designers, is to offer a solution for an existing problem. The first thing we have to do is to learn as much as possible about the experience of our users when doing their tasks, in order to know which points are especially tedious and which are simple and productive.

In this chapter, we will cover everything from planning to the implementation of this process using different techniques that can be applied according to the needs of the project and the information that we want to obtain.

Getting to know your users

Our system needs...

Researching methods

There are a lot of methods that you can use to gain a deeper understanding of how your users think. In this chapter, we will explain how to apply different methods to understand your user's mental model. Different techniques will give different results; therefore, some methods will be more useful for some objectives than others. Practice with all of them and create your own set of tools.

In this chapter, we will go through the most common methods used by many user experience designers. They are easy to implement and the investment in time will be justified by the quantity of information you will get.

These methods consist of small tasks to give to your participants. Allowing them to use their own terminology will help us understand how they think and how they expect the system to interact with them.

...

Research documents

We will go over some of the most used documents in the research stage. These documents will make the gathered information accessible and easy to use for the whole team, so all the different people included in the development process will benefit from them. Connecting with your users' needs is easier when you can imagine them as real people, and therefore these documents will try to create a real person in the development team's mind.

Once we have collected all possible information from our users, we will try to classify and represent our users as real people with needs and circumstances. The same application will not be used in the same way by all our users, so we have to try to understand the different contexts that affect the user experience we are designing. We will work with different types of users in our head, trying to make our solution effective...

Being pragmatic

Performing research tasks may be unworkable at first because of the lack of resources or budget. However, some of the proposed processes can be carried out without investing a large amount of resources.

Without knowing the problem well, it is very difficult to provide an adequate solution. If it is not possible to perform a detailed study of the tasks for which we will provide solutions, try to analyze the behavior of a small group of users. A fieldwork vision is always fruitful and helps us understand the way the user thinks, avoiding solutions that, while they may be effective, are not suitable for the specific environment of your users.

A competition study will be very useful for all departments besides the design department. It will give us an interesting insight into the effectiveness of certain types of solutions and helps us place ourselves in the market...

Summary

In this chapter, we talked about the need for carrying a good study of the mental model of your users in order to create effective solutions, that is, how discovering patterns and conventions helps the designer take better decisions later when exploring the possible design solutions.

We also presented some useful research methods and documents to present your findings. The whole team will benefit from this information, making it easier to create a user-friendly application.

In the next chapter, we will talk about sketching, a technique that will allow us to explore possible solutions and present ideas quickly and efficiently.

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Key benefits

  • Quickly explore innovative design solutions based on the real needs of your users.
  • Create low and high fidelity prototypes using some of the best tools.
  • Master a pragmatic design process to create successful products.
  • Plan an app design from scratch to final test, with real users.

Description

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.

Who is this book for?

This book is for designers, developers and product managers interested in creating successful apps. Readers will be provided with a process to produce, test and improve designs based on best practices.

What you will learn

  • Plan an app design from scratch to final test, with real users.
  • Learn from leading companies and find working patterns.
  • Apply best UX design practices to your design process.
  • Create low and high fidelity prototypes using some of the best tools.
  • Follow a step by step examples for Tumult Hype and Framer Studio.
  • Test your designs with real users, early in the process.
  • Integrate the UX Designer profile into a working team.

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Jul 28, 2017
Length: 354 pages
Edition : 1st
Language : English
ISBN-13 : 9781787283596

What do you get with eBook?

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Product feature icon DRM FREE - Read whenever, wherever and however you want

Product Details

Publication date : Jul 28, 2017
Length: 354 pages
Edition : 1st
Language : English
ISBN-13 : 9781787283596

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Table of Contents

10 Chapters
Design Principles and General Design Planning Chevron down icon Chevron up icon
Research - Learning from Your Users Chevron down icon Chevron up icon
Exploring Ideas - Sketching Chevron down icon Chevron up icon
Mobile Patterns - Web App, Android, and iOS Best Practices Chevron down icon Chevron up icon
Detail Your Solution - Wireframes and Mockups Chevron down icon Chevron up icon
Prototyping - Bringing Your Ideas to Life Chevron down icon Chevron up icon
Prototyping with Motion - Using Tumult Hype Chevron down icon Chevron up icon
Prototyping with Code - Using Framer Studio Chevron down icon Chevron up icon
User Testing Chevron down icon Chevron up icon
Bibliography and References Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
(3 Ratings)
5 star 33.3%
4 star 33.3%
3 star 33.3%
2 star 0%
1 star 0%
Sandy Chen Feb 21, 2018
Full star icon Full star icon Full star icon Full star icon Full star icon 5
helped me through my important tasks, lots of details were found here.
Amazon Verified review Amazon
Dedonno Jason Enzo Nov 01, 2017
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
So far this is the best book I have come across that serves as a comprehensive guide to UX design both in theory and practice. A lot of books I have read on the subject have been too dry and academic, or have been hard to use in any practical way. One for the reasons this book succeeds is because it is well-structured and each section has a clear focus with practical applications. It starts with an chapter on fundamental design principles and basic user needs in a conceptual sense. It then goes on to the four step design cycle, providing detailed information on the processes involved at each step.I took a gamble on this book when I bought it, since it had no reviews and I was unaware of the authors. I'm very glad I bought it and I can definitely recommend it as a guide for anyone involved with designing digital interfaces. Although it states it is for mobile devices, a lot of the content is relevant of other platforms.While most of the book is excellent, there are one or two minor issues which in order to be fair. I shall point out. Some of the illustrations are too small, such as the "User Journey" pictured on page 64, which is barely legible. Also, although the book has a good structure, the text in some places seems not always to stick to that structure. For example, on page 50, there is a paragraph on "information architecture", which doesn't tie in clearly with the discussion of the "Tree Test". It just seems to have been thrown in as an afterthought. My last criticism is that the book uses features extensive chapters on Mac dependent software, and is therefore of less value to a PC user.Apart from those minor problems, this is an excellent book for front end developers and students looking for a practical insight into UX design.
Amazon Verified review Amazon
N/A Jan 16, 2024
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