2016 UX Trends over the past few years and the Evolution of Slippy UX This White Paper looks at the various ways in which UX design has changed over the last few years and retraces the evolution of Slippy UX. 1 Contents Introduction 3 Multitasking Support 5 Continuity 8 Wearables 9 Contextual Technology: Google Now on Tap, 3D Touch, Force Touch, Proactive Search and Google Instant Apps 13 Shifting Mindsets of UX Practitioners 15 Technology to Deliver Enhanced UX 18 Conclusion 20 Guide to Approaching Innovation 2 Introduction According to a 2016 comScore report1 , Millennials around the globe spend around three hours per day using smartphone apps. Mobile accounts for 67% of all time spent on the internet; and within this mobile consumption, apps account for almost 90% of all time spent on mobile. Advances to touchscreen user interfaces, the rise of apps and a new paradigm of user experience took the Internet from the desktop into the palms of users’ hands. Statistics from virtually every market around the globe show that the average person does more on mobile now than any other channel. Whilst the increased use of mobile vs desktop is due to various factors such as improved 4G technology and public Wi-Fi signals, the popularity of mobile has also incrementally increased with the enhancement and improvement of user experience design (UX design). In general, UX design can be defined as the process of anticipating and designing the experience a user will have with a digital or physical product. Good UX design renders a product useful and simple to use and the consumer should expect to have a pleasurable interaction with it, thereby appreciating the value of the provided product. Since the advent of smartphones, mobile operating systems have received regular manufacturer software upgrades and improvements. For companies who provide mobile apps, this creates an opportunity to ensure that they regularly improve the services that they deliver over mobile, both at the front end in terms of UX design, and the back end in terms of programming. App providers must review the experience they are providing regularly, to ensure their app is offering the best possible experience to the user within the framework of the operating system of the user’s phone. The days of designing apps around sticky experiences, where the success of an app was measured only according to the time users spent in-app, are coming to an end. 1 https://www.comscore.com/Insights/Presentations-and-Whitepapers/2016/The-2016 -US-Mobile-App-Report Guide to Approaching Innovation 3 Thanks to improved background monitoring, experiences are no longer designed to keep people within apps. Interactive notifications, Bluetooth Beacons, wearables, continuity and omnidevice working means that certain app experiences now need to be designed for minimal interaction. Mobile is meant to help users do things more easily than they can elsewhere, so creating experiences that are smarter and slippy, as opposed to necessarily being sticky, has been something that has become increasingly important in the design of some app experiences. This White Paper explores the different ways in which UX design has changed over the last few years, from interface design changes such as with Google’s Material Design Philosophy, to the ways apps interact with the user. Google’s Material Design Philosophy As the experience of using a mobile phone and mobile software has vastly improved over the years, so too has mobile interface design. Over the past few years, there has been a big move from more realistic and skeuomorphic designs—intended to mimic physical objects—to flatter user interfaces, which are clean and uncluttered, but have sometimes been used to the detriment of the user experience. For example, the loss of the obvious tappable button sometimes hampered users’ understanding of how to use the interface. Google’s Material Design philosophy, introduced in 2014, addressed the challenge of providing clean and uncluttered designs with the most user-friendly experience. This was achieved by combining the minimal flat design of its predecessors with the idea of layering designs using light, surface and movement to convey interactions and relationships within an interface. Aside from design language changes such as the aforementioned Material Design philosophy introduced by Google, here are some of the other top changes to mobile UX over the past few years: Guide to Approaching Innovation 4 Multitasking Support Multitasking is a computing term used to describe more than one process or programme running at the same time. Early computers were capable of only running one task at a time, but as processing power increased, today’s computers can now run multiple applications simultaneously. As a way of managing battery life, Android and iOS didn’t support multi-tasking at launch. To use apps such as Spotify or other third party music apps in the early years, users had to have them physically open on their screens. Quitting the apps would have made the music stop, making app stickiness a vital design philosophy and encouraging the user to engage with an app or at least keep it open. This didn’t change until iOS 4 which was introduced in 2010. There are differences between how Android and iOS handle multitasking. Google allows its apps to truly run in the background: they can complete tasks, run services, work to a schedule or do anything else, as long as they have been given permission to do so. Apple’s original multitasking, which was released with iOS 4, allowed different apps to be open at the same time with easy navigation between them. However, apart from various native and music apps, once an app was placed into the background it would freeze in its current state until brought back to the foreground. This lulled users into a belief that they were multitasking between apps, when only one app was actually running at any one time. Since the introduction of iOS 7 in 2013, Apple has improved its multitasking features, allowing apps to update themselves in the background. This is a key development in terms of the move towards Slippy UX, which will be discussed in more detail later in this paper. If an app does not need to be open to run and update, the user potentially has a better experience when they return to it. Over the years, both Android and iOS saw huge updates and improvements to the ways in which they supported multi-tasking. Today, both systems support intelligent background monitoring that is able to identify regularly used apps as well as knowing when users are likely to open certain apps. This way, the operating system can ensure that the app’s information is up to date before Guide to Approaching Innovation 5 the user even launches it. From the iPad Air onwards it is also possible to have two apps running next to each other and to use them simultaneously. Key Considerations for Multitasking: • Multitasking is a platform level feature, so you need to ensure that if users leave their apps, they are able to return and pickup where they left off. • Multitasking is not recommended for apps where security is a high priority, such as financial apps. Here you should ensure that the app logs out as soon as it is closed, or that it closes after a user-defined amount of time. Push Notifications A push notification is a message or alert delivered by a centralised server to an endpoint device. Push notifications are the alerts which come through on a lock screen or at the top of a device to alert the user of news, information or other content from an application. Originally, notifications on mobile were limited to native apps. Android quickly gained support for notifications across its system, whilst iOS offered support for app notifications with iOS 3.0, launched in 2009. Notifications helped to encourage app usage by delivering news alerts or updates within apps, where the experience is focused on driving app usage by serving as a nudge to get people to open apps. Push notifications are one of the best ways to drive engagement and usage of apps. According to Localytics, a push notification technology provider, in 2015, users who enabled push notifications for an app launched it an average of 14.7 times per month, whereas users who did not enable notifications for the same app only launched it an average of 5.4 times per month3. In 2016, analysis shows that push notifications boost app engagement by 88%4 . 3 4 Guide to Approaching Innovation 6 Yet, another study by Localytics and ResearchNow identified that 52% of users view push notifications as an annoying distraction5. This is partly down to 35% of notifications being generic ‘broadcast’ blasts rather than contextually relevant messages tailored to individual users. However, there is no denying that push notifications are important to apps when done correctly. As users need to opt into notifications, developers need to demonstrate the value they will bring to users as part of the onboarding process when an app is first installed. Apps that deliver notifications that users find annoying may find that they are primed for deletion, or at least notifications being turned off. Interactive Notifications Interactive notifications enable users to take pre-defined custom actions on notifications that they receive. This action can be done from the lock screen or from the notifications bar, without the user needing to open an app. As mobile usage was increasing, it became apparent that users needed easier ways to respond to messages, or take actions on certain functions which were previously only possible within the app. This may include adding an article from a news app alert to read later, responding with a message via a chat app, checking into a location on apps like Swarm or marking/deleting email messages. In 2012, Android added support for interactive notifications, which enabled users to interact with notifications from the lock screen or notification bar. This meant that users could respond to, or complete pre-set actions on notifications that came through. The benefit of interactive notifications was that it meant users could engage with apps or respond to messages at a platform level, without having to first open the app. Two years later, Apple also introduced support for interactive notifications with iOS 8. With the current operating system iOS 10, interactive notifications have been significantly enhanced with the option to link to more actions and for custom UI to be attached to each notification. Notifications are enabling better functionality and inspire better engagement with the user where opening the app is not always 5 Guide to Approaching Innovation 7 necessary to deliver value. Using interactive notifications is all about being able to anticipate user’s needs and delivering timely notifications accordingly. This brings us back to the concept of Slippy UX. Where a notification is relevant and, in case it calls for action, the relevant action can be completed with the minimum amount of distraction, an interactive push notification will be welcomed and remain an important part of the app user experience. Key Considerations with Notifications: • Can you enable certain actions for users without them opening the app? It’s important to consider how using interactive notifications can empower users, especially when they may need to quickly complete an action. • Ensure that you have thought about how notifications will be used by the app and how it will add value for the user. Often, delivering information is a key way to let the user decide whether they want to find out more or just continue with what they are doing. Continuity With iOS 8 in 2014, Apple introduced new features that sought to improve the experience of moving from one device to another. In the past, if a user was using an app on their phone but wanted to continue the experience from their tablet, they would have to navigate to the part of the app or website they were in on the other device. Continuity was created as a seamless way to move from one device to another. Using a mixture of Wi-Fi and Bluetooth protocols, Continuity was designed around people being able to move from one device to another, within the same app or website. This type of experience means that, for example, within the Mail app on iOS and OSX, a user can start writing a message on one device and continue from another. Today, this also means that if a user is looking at an app on their Apple Watch, they can pick up the experience from their iPhone, Guide to Approaching Innovation 8 iPad or Mac computer (or any variation within that, bar the exception of picking up the experience on the Apple Watch). Microsoft also introduced a similar concept through Convergence with Windows 10 and Google also has similar functionality built into Chrome for Android devices, helping users to carry on working on another device with a seamless experience. Combined, all of these developments are giving rise to slippy experiences and the omni-channel, omni-device landscape. This flexibility of moving between devices is part of the user experience that designers and developers need to consider when creating apps. It’s not enough to just think about the interface, you need to think about how the experience will work between devices and ensure that any possible security concerns are considered early on. Wearables Wearable devices are electronic technologies or computers that are incorporated into items of clothing and accessories which can comfortably be worn on the body. These wearable devices can perform many of the same computing tasks as mobile phones and laptop computers; however, in some cases, wearable technology can outperform these handheld devices entirely. Wearable technology tends to be more sophisticated than handheld technology on the market today because it can provide sensory and scanning features not typically seen in mobile and laptop devices. This includes, for example, biofeedback and tracking of physiological function.6 Smartwatches and other wearable devices have been created around the idea of helping people better manage how they interact with devices, through alerts and interaction with smartphones. With the average person looking at their phone 150 times per day (according to a study from Nokia) delivering glanceable information can help to reduce the number of times someone needs to pull out or unlock their device. Outside of notifications, one of the key challenges that designers need to consider with wearables is how to create smarter ways of 6 Source: http://www.wearabledevices.com/what-is-a-wearable-device/ Guide to Approaching Innovation 9 interacting with apps. As a rule, interactions with a wearable are best measured in seconds. The quicker you can make it for a user to get the information they need, the better. This requires thinking about the touchpoints at which someone may need to use their smartphone or wearable to deliver the quickest interaction possible. Though wearables are a relatively new category, adoption of the technology is rapidly increasing. Our latest, Wearables and Mobile report uncovered that two thirds of Australians have used a wearable and that half of Australians plan to buy a wearable in the next six months.7 Key Considerations with Wearables: • With notifications being one of the key use cases for wearables, how will you utilise them to provide users with the snippets of information they need? • If you’re creating an app for a wearable device, what is the main focus of it for a wearable user? The key here is simplicity and focus. You don’t want users to need to spend too long interacting with it. • Does the wearable have any sensors that you can make use of to enhance the app or experience in any way? The rise of ‘Slippy UX’ The term ‘Slippy UX’ was first introduced in 2015 by Jake Zukowski, Assistant Creative Director of Frog Design, the company founded by famed designer Hartmut Esslinger. Slippy UX was used to define experiences and interactions that are invisible and non-distracting to users. Zukowski used the term Slippy UX during a presentation about design considerations for in-car entertainment systems. In this scenario, thoughtful design is required so that an app doesn’t attract unwanted, unnecessary or unsafe attention with potentially dangerous effects. As a result of thinking about Slippy UX, Zukowski argued that apps would increase their usability and user engagement. This type of design thinking is key when considering the number of current and future connected devices (such as the smart home, wearables and 7http://www.idc.com/getdoc.jsp?containerId=prUS41530816 Guide to Approaching Innovation 10 connected cars) where much of the experience depends on minimal engagement or distraction. Slippy UX can be defined in various ways; firstly, it denotes the concept of designing interfaces that display only minimal (i.e. absolutely essential) information which can be captured in one glance. Secondly, Slippy UX is contextual: the information that is being displayed is displayed contextually, i.e. the app will take into consideration various user analytics to determine what information is most useful or necessary to the user at any given time. Thirdly, where a notification or interaction invites the user to take action, Slippy UX principles determine that completing the action requires minimal engagement from the user and that interactions with the app are always designed to be as seamless as possible. Thus, the main activity a user is engaging in is disrupted as little as possible. News apps that utilise push notifications to deliver breaking news to users, without them necessarily needing to open them, are well-known early examples of Slippy UX. As mentioned earlier, in the early years of app development it was important to create sticky experiences that helped to keep people within an app. With technologies such as push and interactive notifications, as well as background data monitoring becoming available to developers, it became possible to create smarter apps. These apps don’t necessarily require constant user engagement to deliver a contextually relevant experience. Today, stickiness within certain types of apps has become less important and the concept of Slippy UX, where an app needs minimal engagement to function, has become more crucial in delivering the ultimate user experience. In many ways, Slippy UX was first consciously introduced with Windows Phone 7 in 2010, where app buttons could show important information that users could glance at. Previously, Android had also experimented with similar concepts around widgets that could be placed on the home screen for users to be able to quickly glance at information without launching into apps. Widgets were later added to iOS in iOS 8, with the ability for developers to create an experience within the Today screen. This experience has been greatly improved with iOS 10, allowing users to quickly access widgets without unlocking their phones. Guide to Approaching Innovation 11 Apps such as Slack, Outlook and Skype also take advantage of this type of slippy experience by providing both pre-populated responses to messages and the ability for users to respond without opening the app. Slippy UX goes beyond the interface to focus solely on the experience of interacting or engaging with an app. This is best being implemented in apps where users may need to be triggered to take an action, or a quick text response can be actioned. As more customer service takes place via apps, this type of development can help to deliver a more seamless, speedy customer experience. “Hey Siri”, “OK, Google”: Virtual Digital Assistants (VDA’s) A virtual digital assistant (VDA) can come in many forms, from a relatively basic text-based assistant to a fully-fledged, multimodal digital assistant. VDAs are automated digital systems that assist the human user through understanding natural language in written or spoken form. When Apple introduced Siri in 2011, it introduced a new form of interaction with digital devices. At a platform level, Siri introduced the Slippy UX concept for example where users could use voice commands to add reminders, set alarms, add calendar markers, and send or reply to messages. With some select third party service providers, Apple made it possible for users to use Siri to complete actions at a platform level, meaning that the service provider had collaborated with Apple on making standard actions from Siri directly possible. A year later, Google Now launched on Android. Google Now went further than Siri by not just answering questions and being able to take certain actions, but also by being proactive. Google Now uses data from across a user's Google Account and some third party apps to prompt them about meetings that they have or let them know when to leave for a flight, based on current traffic conditions or flight changes. Both these technologies paved the way for a big trend that is happening surrounding contextual computing experiences; where Guide to Approaching Innovation 12 users engage with apps and services at a platform level. This means the phone’s assistant can execute commands for thirdparty providers, without the user having to launch another application. Contextual Technology: Google Now on Tap, 3D Touch, Force Touch, Proactive Search and Google Instant Apps Contextual computing, also called context-aware computing, is the use of software and hardware to automatically collect and analyse data about a device's surroundings in order to present relevant, actionable information to the end user. In 2015, Apple and Google both introduced more contextual technologies to their platforms which can be considered slippy. Google took Google Now and expanded it to be platform-wide and part of the user interface. With Marshmallow, released in 2015, Now on Tap provided a contextual menu that brought up information or interaction tools within web pages or apps. Now on Tap works by Android parsing the content of the entered text of the screen a user is looking at in order to search for keywords and other information to generate cards and display information, make suggestions or undertake actions. With the release of Android Nougat in 2016, Google Now is being replaced with Google Assistant, which is based on natural language processing and it clearly focuses on the user being able to speak naturally to software. The assistant uses the phone’s context, including location, orientation, whether it’s playing music etc. to determine what a user is referring to or requesting, and it uses this information to provide the user with relevant assistance. For example, if a user receives a message from a friend asking whether they want to see ‘film a’ or ‘film b’, Google Assistant will bring up cards with the trailers for each film. In addition to the trailers, Google Assistant will also bring up cards about the nearest place to watch the films, with the option to book tickets. This is Slippy UX in the sense that it dramatically reduces the number of steps that a user will need to take to complete the Guide to Approaching Innovation 13 action. It also keeps them within the phone environment they are currently in and means that they can simply glance at information, without having to search for it and interrupt their current activity. Apple, on the other hand, introduced 3D Touch for iOS (and ForceTouch for Mac and Apple Watch—which is essentially the same technology, just with a slight rebrand) to deliver a contextual experience to the interaction with apps. With 3D Touch, users can get context or extra options for apps based on how hard they are pressing on their screen. For example, when launching an app, 3D Touch will bring up a contextual menu that enables users to quickly launch into specific actions within the app, thus reducing the steps required to complete an action. Within an app, 3D Touch can be used to enable some limited contextual information, such as a location, contact information or other options. 3D Touch allows interaction with notifications even from the lock screen, so you can reply to messages, view maps or check news updates without ever unlocking your phone. Proactive Search for iOS is a system level search that searches within apps from the home screen. With Proactive Search, a user can search for a film and be presented with apps that contain this film title. This will also bring up podcasts the user has subscribed to that mention the film’s title or find the searched term in messages, top tweets, videos or apps, to name a few examples. For Proactive Search to work, developers need to have created apps with Proactive Search in mind to include the searchable content. This can include apps that a user doesn’t have installed on their devices, enabling them to easily download relevant apps. Recently, Google announced another innovation to improve the accessibility of apps. At Google I/O 2016, Google announced Instant Apps to improve the browsing experience in mobile and help developers get their apps into the hands of users. Android Instant Apps enables users to click on a URL to load parts of apps, even if the user doesn’t have them installed. Native apps will be available within a few seconds and will provide access to fully functional modules for the user to interact with the app, in the same way they would have if they had downloaded the app to their device. Guide to Approaching Innovation 14 Google has indicated that it will be a fairly simple process to modularise Android apps for the programme, which will be rolled out later this year. Instant apps could replace the need for web pages for some companies, where clicking on a link will deliver native app functionality instead. Shifting Mindsets of UX Practitioners One of the biggest changes in smartphone user experience over the past eight years has been the amount of activity that can happen outside of the core app interface. It’s therefore the experience that matters across different devices and the experience between different apps that matters. Today, it’s important for designers and developers to consider how users will engage with their apps, regardless if they are actively using them or not. The overall aim, at every stage, is to consider how to make it easier to complete actions, or get to where users need to be as quickly as possible. Here are the key points to Consider: • Metrics about longevity of time in apps are less important As mentioned at the beginning of this paper, the average person now spends more time on their smartphone than any other device. Combined with the use of tablets, wearables and PCs, digital devices and mobile OSes have transformed the ways in which we use, and the kind of people who use, technology. Slippy experiences must still be considered for long form productivity apps, such as Word/Excel/Powerpoint or gaming, video, or news apps that may be used for a longer periods of time. For example, with a productivity app such as Microsoft Office, a slippy experience may be implemented where there is a quick action, such as granting a colleague access to edit or view a document. Similarly, with a magazine app, a slippy experience may be suggesting an article or update in a magazine, with the ability to get a brief summary or save it for later. Focusing too heavily on metrics around time spent in apps may mean that the overall user experience suffers as a result. Why Guide to Approaching Innovation 15 would a user continue to use your app if they can do what they need to do in another app much quicker and more conveniently? • Using analytics to deliver the best result Analytics are an essential tool for designers both pre and post app creation. Pre-creation, analytics from your website will reveal which devices people are accessing your services from. These same analytics will also reveal the activity that takes place on mobile, often helping to reveal where apps have the biggest potential to deliver a better, more focused product. In lieu of analytics, companies will always be able to identify where apps can deliver value by speaking to people. This should be thought of as the difference between quantitative (analytics) and qualitative (speaking to users) research. In the case of speaking to users, finding out where their sticking points are and the issues they face can be hugely valuable. With in-app analytics, it's important to decide what it is you want to measure. It may be to track how people move around the app or which features they use more than others. Alternatively, it may be load times, retention rates, geographical usage or metrics around crashes. These insights will help with further iterations and future improvements to the app experience. • Background activity is important, but think battery life When considering the user experience, it’s also important to consider how your use of background monitoring or other technologies may impact the battery life of devices. Facebook has come under a large amount of criticism in recent years due to the ways in which it uses background activity and the impact the Facebook app has on the battery life of smartphones. The Guardian unveiled how deleting the Facebook app from a user's phone will save 15% of the battery life on iPhone8, whilst BGR looked at how deleting the Facebook app on Android improves not only battery life, but also performance. As the world’s most used app with the highest levels of engagement, 8 https://www.theguardian.com/technology/2016/feb/08/uninstalling-facebook-app -saves-iphone-battery-life Guide to Approaching Innovation 16 Facebook is a prominent example of an app that is designed to be sticky to the point of being addictive. When developing apps, the planning of the user experience needs to consider the impact your app will have on a user's device. With all mobile OSes now able to show users which apps are using the most amount of battery, not thinking about this could mean your app may be deleted. • Remove as many steps as possible early on A good user experience is centered around delivering what users need in as few steps as possible. Too often, companies can become complacent with designs that look good on the surface, but take too long for users to reach what they need. The use of widgets and more recently, 3D Touch or universal search for apps mean that it’s now easier than ever for users to launch into specific functionality or easily find what they are looking for. At the wireframe stage, it’s important to focus on the functionality of the app and how it is going to work. User experience at this stage is more about how the experience flows, without worrying about aesthetics. This will help you to see how many steps it will take users to complete certain tasks and how the app links together. Saving time with mobile is a key metric that app providers should be working towards. This can be done by utilising other technologies, which are discussed in more detail later in this paper. Using the camera and other pieces of hardware are a key way to help utilise technologies that save time. This is especially true for scenarios where users may need to get information from a physical object, such as a driving license, bank card or piece of paper. Designing around automating processes and utilising onboard sensors and other technologies is key to help create smarter interactions. Guide to Approaching Innovation 17 Technology to Deliver Enhanced UX Beyond the platform level improvements that are enabling new forms of user experience, there are a number of other technologies that can be utilised to deliver an enhanced user journey. In each of these cases, it comes down to how developers and designers integrate the technology to apply it for new types of user experience. • Geo-location As discussed, geo-location was one of the defining features of early apps to reduce the number of steps it would take someone to complete actions. The simple idea of using someone's location to deliver information most relevant to where they are helped people to quickly understand the value of apps and mobility. Core to any use of a user’s location is explaining the value to end users. Use of location is something that users need to approve when first launching apps. When designing apps therefore, it's important to think about the ways in which location will be used. For some apps, it will be delivering services such as weather information or local information, such as featuring nearby businesses. For others, it may be to help users easily check-in or log where they are. In the app onboarding process, it is generally recommended to quickly and easily explain how the user's location will be used. There have been many reports of apps that have exploited permissions for a user's location for commercial benefits. It is vital that you only use location if there is a valid, user-centric, reason for doing so. Geo-location can also be used today to deliver suggested apps to a user's lock screen across both iOS and Android. In some cases, this can be used to suggest apps that a user doesn't have installed. The idea here is to make it easier for users to discover your apps within a contextual environment. • Beacons Building on geo-location, Bluetooth beacons can also be utilised to deliver hyperlocation services, especially when a user is indoors. First integrated into consumer-facing devices by Guide to Approaching Innovation 18 Apple with the launch of iOS 7, beacons use Bluetooth low energy protocols to trigger an in-app action. This may be something simple like a notification designed to deliver information, or encouraging a user to open the app, or something more complex like enabling automated check-in, without the user opening the app. Core to the beacon experience is the idea that when a user opens the app, they will be presented with the right content or buttons that are contextual to a user's hyper-location. For example, if a user were to enter a meeting room and open a company app, the app would provide the tools that are relevant to that room, such as controlling the lights, projector, screen or other in-room services. If the user were to move to a different room, the app would change based on the functionality within that room. Beacons are also being used today for delivering indoor location services, similar to the blue dot experience found in navigation apps. • Connected devices As with wearables, our mobile devices can now be used to connect with thousands of other devices and systems. Mobile is everything today and sits at the heart of the digital ecosystem. From controlling your heating, acting as an advanced remote control for your car, smart TV, security systems, controlling lighting, connecting with assets, medical equipment, drone or any other connected device, thinking about the experience for end users is key. Designing around a holistic experience means that today, it’s more than just considering the experience of the app. You need to think about how an app will connect with a device, what function the app will play, why someone would want to use the app, where they will be using it and various other important considerations. Guide to Approaching Innovation 19 Conclusion Mobile user experience goes beyond pure visual design: it is a consideration of every stage of the user's journey and interaction with an app. At the start of projects, it’s important to create user personas where developers map out their typical day and imagine what the app they are creating needs to do to help the user. Ultimately, with mobile, you are trying to create experiences that make someone's life easier. With regards to user experience, the aim is to make the app as easy and simple as possible to use. App developers should look at how they can remove as much clutter as possible to create a cohesive experience that users will benefit from. This becomes especially apparent when the earlier discussed concept of Slippy UX is considered. Users should be able to interact with an app in the most effective way possible, whereby simplicity of design and contextual information serve to determine the kind of interaction the user has. The key to user experience is that the user’s journey should feel like it was always meant to be that way, which is ultimately what great design is always about. Achieving this is not always easy, but ultimately, apps that require training indicate that companies have failed to focus on the user experience. When developing internal apps, many companies think that they can save money by speeding up the development process and not focusing on the user experience. However, if they then need to train employees on how to use the app, they’ll ultimately end up spending more on lost productivity and training costs. Approximately every year, there should be improvements at both a platform and device level that help to further improve the user experience, meaning that new contextual information must be considered. Apps require maintenance, updates and improvements over time as this is the only way that they can continue to deliver a relevant, productive and up to date experience. Ease of use, access and convenience have all played roles in the shift away from desktop to mobile usage. With millions of apps available, apps need to stand out to attract and retain users Guide to Approaching Innovation 20 through optimal functionality combined with intuitive design. An app that offers a discrete, slippy experience can have equal value to an app that is sticky. However, as mentioned earlier, the introduction of fully-functional built-in assistants means that the trend is towards apps that offer slippy, non-intrusive experiences for an overall uninterrupted user experience. It’s therefore vital that companies work with designers who have a deep understanding of the different platforms and technologies available. This is what will ultimately lead to better apps that deliver an intuitive, helpful and enjoyable user experience. Get in touch Ansible [email protected] +61 (0) 2 8373 2399 www.ansibleww.com.au Ansible is the world’s most awarded mobile agency. Ansible helps businesses explore the opportunities for mobility, establish strategic frameworks and roadmaps, delivering an end-to-end design, development and integration service. Outside of enterprise mobility, Ansible offers a full range of mobile marketing services. Guide to Approaching Innovation 21 Mobility Solutions S trategy | E nte rprise | Marke ting
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