WEBVTT

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Let's look at the mobile UX design checklist.

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This&nbsp;is a checklist that you want to internalize and keep in your head as you're designing.

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First of&nbsp;all is – are you making sure that your controls are *consistent*, to the operating system

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and to&nbsp;the application that you're developing?

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The second one is *proximity* – that closeness of&nbsp;items mean that those items are in relationship.

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So, the grouping, for example, like that means that&nbsp;these items are the same and the pattern there&nbsp;&nbsp;

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is the 'OK / Cancel', for example.

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The third one&nbsp;is *visual hierarchy*. So, visual hierarchy is a concept from graphic design that says

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put the&nbsp;most important thing at the top and bring it down to the bottom.

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Generally, visual hierarchy&nbsp;is a reminder to put the important tasks up front on your screens,

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and so the user doesn't have to&nbsp;navigate, doesn't have to play and look for them.

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And the fourth thing on the mobile UX design&nbsp;
checklist is *contrast*.

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Contrast and emphasis – that's a graphic design issue. If you're using&nbsp;very light colors,

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if you're using light gray. I mean, go outside and test your design in the sun.

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Go out, go into a dark place and test your design – see what it looks like.

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Turn your brightness down.&nbsp;I've interviewed users who actually

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use their mobile phones with the brightness turned&nbsp;to the minimum – I could barely see the phone.

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And I said to this user, "Can you turn your brightness&nbsp;up?" because I was actually videotaping and trying&nbsp;&nbsp;

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to get the phone in. He said, "No, I normally keep it&nbsp;down there just to save battery."

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So, what does your design look like on a low lighting, you know, where&nbsp;the user has deliberately turned the lighting down?

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That's another thing to test and make sure that&nbsp;
it works for the eye but works for the lighting situation.

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And then, the fifth one on the checklist&nbsp;
is *intuitive icons*.

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To me, if icons are not intuitive, then there's a problem with them – they're&nbsp;not usable.

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So, when we say 'intuitive', it means no understanding – a user should look at an icon&nbsp;and know what it does.

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Otherwise, the icon maybe shouldn't be there; it shouldn't be used. That's my&nbsp;general rule of icon usability.

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And that applies to desktop as well.

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And then, finally, on our checklist&nbsp;– not to be missed – is *making the main task apparent*.

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That is huge and crucial – that's our task-oriented&nbsp;design approach.

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If you take one thing away from this checklist, it's that sixth element&nbsp;there

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as one of your most important ones.

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So, let's go through some examples of these, then – *the consistency of controls*.

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So, you see here in this example, you have all the options side&nbsp;by side there.

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The in-call screen is a good one

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in the sense that you have this&nbsp;action, it's occurring – you know –  it's a live call,

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so how do you present and display the information?

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And these guys have decided to go with consistency – all the controls and the icons are&nbsp;the same size

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and the same positioning.
 That does make it easier to see.

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But it's not necessarily&nbsp;the right answer from a layout perspective.

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You could exaggerate one of those items, for&nbsp;
example.

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Conference calls doesn't have the same priority as mute does for me.

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To me, I'm&nbsp;muting more than I'm conferencing, for example.

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So, we can see some 'at a glance' data and call&nbsp;to actions as well

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in this example.

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So, the second one on the checklist is&nbsp;
*proximity of controls*.

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You'll see proximity being used here. This is an iPad app – it's an EMR system,

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Electronic Medical Record. And the proximity we're seeing here is that

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the&nbsp;grouping of that clinical information as buttons is all together, the vitals at the top

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and the&nbsp;patient history down at the bottom. You also have use of the left channel.

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Notice the left&nbsp;channel. Those buttons are huge because they're used when

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the patient is being interviewed,&nbsp;so the physician or the nurse needs to tap those

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very quickly and enter that data as&nbsp;part of the intake so they can get on with the exam.

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Here are some different&nbsp;examples of visual hierarchy at use. You have the Yelp app on the left.

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And notice the the reviews,&nbsp;really important, at the top, right, so you can see the name of the

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– I think it's a pub, and the reviews,&nbsp;and then more information further down the page.

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The second app is from Open Table. Again,&nbsp;content first, so the name of the location

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and then the call to action is actually further down&nbsp;the page,

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from the perspective of being able to easily tap those in that tappable area.

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And, of course, on the third example we've got the task up front

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and the main important&nbsp;things – prices and performance being one of the key tasks.

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It's like right there. Some other&nbsp;features further down is they've decided to go with a strict visual hierarchy:

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the important&nbsp;stuff at the top and then further down.

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So, our fourth item on the checklist is *using&nbsp;
colors for emphasis*.

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So, remember we talked about making navigation *pop*.

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So, you see some examples&nbsp;here of – the Fandango app is where

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you can see you're looking at the 'in theaters',&nbsp;and the other one here, the other app,

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you can see that you're on 'what's popular'. Even&nbsp;though the contrast is a little light there,

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the color is still highlighted nicely in the&nbsp;icon at the bottom on all three of these apps,

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so that at a glance you can tell where you are, what&nbsp;you're looking at,

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and be able to pivot from there.

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So, our fifth one is *intuitive icons*. Some&nbsp;
examples here: GasBuddy is one of my favorite&nbsp;&nbsp;

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ones because it's task-oriented and the icon is&nbsp;actually used as the starting point.

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So, 'find gas stations near me', which is almost what you would&nbsp;say to Siri on an iPhone as well.

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So, that's a nice clever interlink between the app and&nbsp;the command,

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the way you think about it linguistically, but notice it's like very clear:&nbsp;the icons are not overdone.

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All these examples have really nice clean icons.

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The second screen&nbsp;is when you go into GasBuddy – that's a list of results.

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And then the gas stations that appear&nbsp;
again with a nice visual intuitive icon there.

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And then, finally, *make the task apparent*. And&nbsp;so, making the task apparent is

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– the challenge there is that you don't want navigation,&nbsp;so you want to keep the user focused

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on the *content*, you want to keep them focused on the *flow* of their experience.

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And this is a case where a pie menu can be very helpful or those

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contextual menus to know what the task is.

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A pie menu, by the way, is a left-click item, so it's not&nbsp;a right-click – it's a left, a left tap, if you will.

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And it brings up your options, your task options&nbsp;on a wheel and allows the user to navigate.

