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CS 352: Software Engineering-3 Mobile Software Engineering Mobile User Interface Design
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Software Engineering in Mobile Computing
Introduction Designing an appealing, simple and easy to use user interface is very important for the success of a mobile application. Mobile applications user interface have many peculiarities that don’t exist in desktop and web-based applications. Small screen size, different resolutions and touch and hardware gestures It is important to design a mobile application to be as accessible as possible. Software Engineering in Mobile Computing
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Software Engineering in Mobile Computing
List of topics Effective use of screen real estate Understanding mobile application users The social aspect of mobile Designing for Gestures Accessible mobile GUI Mobile GUI design patterns Nielsen’s Usability Metrics Software Engineering in Mobile Computing
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Effective use of screen real estate
Embrace Minimalism Limit available features on screen Use small, targeted design features Explain why a feature is taking up its screen space Use a Visual Hierarchy Create a hierarchy with position, form, size, shape, color, and contrast Draw attention to the most important content with visual emphasis Stay focused Avoid taking too long for screen loading Avoid using text-heavy screens Software Engineering in Mobile Computing
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Understanding mobile application users
Gestalt Principles Theories of visual perception developed by German psychologists in the 1920s Describe how the human mind perceives and organizes visual data Key Principles Proximity Closure Continuity Figure and ground Similarity Software Engineering in Mobile Computing
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Software Engineering in Mobile Computing
Proximity Objects placed near each other are perceived in groups Icons with similar tasks may be organized with proximity Descriptive text should be placed next to graphics Software Engineering in Mobile Computing
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Software Engineering in Mobile Computing
Closure Incomplete shapes will be perceived as complete Used frequently to avoid including unnecessary details Create icons with a strong primary silhouette, without overloading users on pixelated and overdone details Software Engineering in Mobile Computing
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Software Engineering in Mobile Computing
Continuity Viewer’s eye will automatically follow a continuous line Smooth visual transitions can lead users through a mobile application A link with an indicator pointing toward the next object and task Software Engineering in Mobile Computing
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Software Engineering in Mobile Computing
Figure and ground Mobile applications user interface must separate clearly between the foreground and background It is recommended to use highly contrasting colors Software Engineering in Mobile Computing
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Software Engineering in Mobile Computing
Similarity Similar elements are grouped according to the strong visual perception of color, form, size, and other attributes Dissimilar objects are emphasized Layout should encourage proper grouping of objects and ideas Software Engineering in Mobile Computing
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The Social Aspect of Mobile
Most users want to be connected, and to share something with the world Support connectivity with existing social networks A single “Share” button which opens a pop-up box with sharing options is sufficient Software Engineering in Mobile Computing
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Designing for Gestures
Kamil Cichoń, Janusz Sobecki, and Jerzy M. Szymański Gesture tracking and recognition in touchscreens usability testing. In Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation (MIDI '13). ACM, New York, NY, USA, , Article 9 , 8 pages. Software Engineering in Mobile Computing
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Designing for Gestures
Developers spend time in developing gesture-activated features Provide an easy way to discover gestures, otherwise average users will be missing them out Provide a pop-up box to announce the first time each gesture- prompted feature becomes available Avoid swipe ambiguity: user error rates will be higher if the same swipe gesture can prompt multiple actions on the same screen Software Engineering in Mobile Computing
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Software Engineering in Mobile Computing
Accessible Mobile GUI The degree to which an application is useable by people with limited abilities. Designing accessible applications increases its user base. Consider the following limited abilities in design: Hearing Vision Speech Dexterity: difficulty in dealing with fine controls Cognition: amount of information users must hold in their memory while using the app Software Engineering in Mobile Computing
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Accessibility - Design
Extraneous information affects accessibility negatively To minimize the cognitive load for a user, user interface components should be grouped according to common functionality or common usage The same component must always be used for the same function For example, when choosing a component that initiates an action, either buttons or hyperlinks should be used, but not both In components with multiple items to select from, set as a default item the item that a user is most likely to select Software Engineering in Mobile Computing
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Accessibility - Navigation
If a keypad is present or motion actions are available, users should be able to use them to initiate common actions. For example, pressing the Enter key or shaking the handset to select a menu item. In case of a lengthy process with multiple steps, each step should display a list of all steps indicating the completed, in progress and not yet started steps. Software Engineering in Mobile Computing
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Accessibility – Text, Color and Images
Messages text should be as specific as possible For example, error messages should indicate the error and actions needed to remedy it Using colors to indicate meaning is not enough and symbols are better. For example, red exclamation mark for errors. Colors with higher contrast such as white, yellow, blue and black are preferable Pictures should be accompanied with textual information that communicates the meaning and context of the picture Software Engineering in Mobile Computing
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Design Patterns - Views and Navigation
A mobile application is a set of navigable views A view is a typically rectangular shape that contains user interface elements. Navigation Single-view Navigation bar Tab view Search-driven navigation Gesture-based navigation Software Engineering in Mobile Computing
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Navigation - Single-view
Software Engineering in Mobile Computing
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Navigation - Stacked Navigation Bar
Software Engineering in Mobile Computing
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Software Engineering in Mobile Computing
Navigation - Tab View Software Engineering in Mobile Computing
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Navigation - Search-driven Navigation
Software Engineering in Mobile Computing
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Software Engineering in Mobile Computing
Mobile GUI Styles Skeuomorphic Style Create applications that mimic existing products Example: a camera application on most platforms. When a photo is taken, a sound that emulates a camera shutter is played Note-taking applications that usually designed to look like a pad of papers Flat style Tend to remove all decorative elements in the user interface Produces applications with the minimum number of necessary components Software Engineering in Mobile Computing
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Mobile GUI Styles – Flat Style
Software Engineering in Mobile Computing
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Nielsen’s Usability Heuristics
Jakob Nielsen and Rolf Molich Heuristic evaluation of user interfaces. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '90), Jane Carrasco Chew and John Whiteside (Eds.). ACM, New York, NY, USA, Software Engineering in Mobile Computing
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Software Engineering in Mobile Computing
References Chapter 4 - Professional Mobile Application Development, Jeff McWherter and Scott Gowell, John Wiley & Sons, Inc., 2012 Software Engineering in Mobile Computing
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Thank you for your attention.
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