Cooper Part III Interaction Details Designing for Mobile Devices Jeff Offutt http://www.cs.gmu.edu/~offutt/ SWE 632 User Interface Design and Development Cooper Ed4, Ch 19 Pre-2007 Mobile Devices • Keyboards optimized for 4-year old fingers • Touchscreens that barely worked and wore out quickly • Poorly lit screens that were only visible in perfect lighting • A stylus was required to use the screens effectively • Poorly lit screens • UIs that tried to mimic large-screen UIs 1 July 2016 © Jeff Offutt, 2014 2 2007—The iPhone • Screens visible in all kinds of light • Touch screens that could accommodate adult-sized and even fat-person fingers • An OS with controls that could be used effectively • Gesture-based idioms – Pinching, swiping, … • Sensors that knew things about the environment – Orientation, location, lighting, and movements iPhone brilliantly combined advances in hardware with lots of research in software engineering and usability 1 July 2016 © Jeff Offutt, 2014 3 Tablets The iPad did the same thing for tablet computers, completely changing the way they were engineered programmed and used Users (and designers) are still in the process of redefining how we use our various devices Pocket computers Tablets Laptops Desktops 1 July 2016 © Jeff Offutt, 2014 4 Outline 1. Anatomy of a Mobile App 2. Mobile Navigation, Content, and Control Idioms 3. Multi-Touch Gestures 4. Inter-App Integration 5. Other Devices 1 July 2016 © Jeff Offutt, 2014 5 Anatomy of Mobile Applications This section discusses some of the general usability design principles for mobile applications I invite you to pull out a mobile computing device to look at while we’re talking 1 July 2016 © Jeff Offutt, 2014 6 Mobile Application Posture • Most mobile applications should be transient – They usually use the full screen (as opposed to desktop transient software) – But we usually use mobile software in a transient fashion – Brief, intermittent, and task-focused – Controls on mobile devices must be big enough to fit on small screens, but large enough to be used by our fingers Most mobile apps have transient posture Games are exceptions and are usually sovereign applications 1 July 2016 © Jeff Offutt, 2014 7 Types of Mobile Devices • Handhelds (pocket computers) : phones, music players – Tall narrow screens (16:9 … 4 to 6 inches diagonally) – Often used in portrait orientation • Tablets : iPad, kindle, … – More rectangular (4:3 … 9 to 10 inches diagonally) – Mix of portrait and landscape • Mini-tablets – 4:3 or 16:9 … 7 to 8 inches diagonally – Still not clear where these will fit in These categories and the dimensions are still evolving and could change as we learn more about how to use mobile devices 1 July 2016 © Jeff Offutt, 2014 8 Handheld Screen Handling • Most mobile devices do not have window management – One full-screen application at a time • Stacks – A vertical list or a grid of pieces of information • iPhone: Main screen, music, notes – Most scrolling is vertical • Screen carousels – Users navigate through screens by swiping horizontally • Weather, photos – The carousel sometimes moves in a circle … and probably should more often • Orientation – Handheld devices know if they are in portrait or landscape mode – Clever apps detect and adapt to orientation 1 July 2016 © Jeff Offutt, 2014 9 Tablet Screen Handling • A lot more screen space is available • Stacks are common – Sometimes including tab, navigation, and action bars – Sometimes additional supporting panes (email & dropbox index pane on the iPad) • Pop-up control panels – iPad Maps Directions and Share • Tablet apps must re-orient more aggressively, including controls and navigation – Safari on iPad – Note how 24 (game) fails 1 July 2016 © Jeff Offutt, 2014 10 Tablet Screen Handling • Tablets need to function differently from desktops for many apps – Media browsing, purchasing, browsing • Some apps can look more like desktop apps – Tool bars, panes, pop-up panels – Audio and video production apps • Controls must be adapted to – Smaller screen – Touch screen interaction (no mouse, clumsy keyboard) – Drag and drop is harder with a touch screen 1 July 2016 © Jeff Offutt, 2014 11 Outline 1. Anatomy of a Mobile App 2. Mobile Navigation, Content, and Control Idioms 3. Multi-Touch Gestures 4. Inter-App Integration 5. Other Devices 1 July 2016 © Jeff Offutt, 2014 12 Browsing Controls • Browsing is the most common, and therefore most important activity in mobile apps – Viewing content is easy – Entering data is painful, entering content is not worth the effort • Lists are the most common pattern for organizing content – Tapping the list item usually activates an action • Grids allow icons and content to be organized – Home screen on the iPhone • Content carousels offer horizontal scrolling 1 July 2016 © Jeff Offutt, 2014 13 Browsing Controls • Swimlanes mix stacks, grids and carousels, allowing scrolling to be vertical and horizontal – Netflix on the iPad does this well ( should use circular scrolling ) • Card : A discrete chunk of content that has its own controls and access to further content such as video – Linked-in and facebook 1 July 2016 © Jeff Offutt, 2014 14 Navigation and Tool Bars • Bars contain much of the navigation functions for mobile apps – They have become smaller over time – They often disappear after a few seconds or when the main content screen is tapped (Goodreader, photos) • Tab bars provide different view of the same content – Facebook controls at the bottom of the iPhone • More … control navigates to an additional list of functions – Bottom right in the iPhone music • Tab carousels offers tab controls that can be swiped to access more controls 1 July 2016 © Jeff Offutt, 2014 15 Navigation and Tool Bars • Nav bars and action bars use swiping or back buttons to navigate lists and grids • Tool bars and palettes contain buttons that run functions on the current content – Can be bottom, side, or top of the screen • Tool carousels are tool bars that can rotate in a carousel manner Do not use menu bars in a mobile app (menus are too hard to navigate with fingers) 1 July 2016 © Jeff Offutt, 2014 16 Drawers • Drawers give access to a vertical list of navigation controls • They hide on the side of the device – Facebook has a right-hand drawer on the iPhone to access messages • Lots of variations discussed in the book …. Limit the number of animated screen transitions 1 July 2016 © Jeff Offutt, 2014 17 Searching, Sorting, & Filtering • Users search to find content to browse, making it one of the most important features in a mobile app • Implicit sorting is when apps track users’ behaviors and offer suggestions – Netflix bases their entire mobile app on this principle • Entering search queries – Voice search is great with simple words – We love and hate auto-complete … http://www.damnyouautocorrect.com/ – Tap-ahead got much more aggressive with ios 8 • Check the iPhone’s Messages app – Recent searches is one of Google’s favorite tricks – Auto-suggest offers several choices based on what we’ve typed 1 July 2016 © Jeff Offutt, 2014 18 Sorting and Filtering • You can read it on your own … 1 July 2016 © Jeff Offutt, 2014 19 Outline 1. Anatomy of a Mobile App 2. Mobile Navigation, Content, and Control Idioms 3. Multi-Touch Gestures 4. Inter-App Integration 5. Other Devices 1 July 2016 © Jeff Offutt, 2014 20 Multi-Touch Gestures • Touch screens allowed and forced designers to invent numerous new ways to control applications – These replace mice and keyboards actions • Gestures – – – – – Tap to select, activate, or toggle Tap and hold is hard to use and hard to find Drag to scroll Drag to move … accidental release is easy and common Drag to control knobs, switches, sliders, etc. • Swipe is slightly different from dragging, but not much – Pinching is usually used to shrink or zoom – Rotate with a thumb and forefinger is clever but awkward – Multifinger swipes add flexibility, but most users don’t know about them 1 July 2016 © Jeff Offutt, 2014 21 Outline 1. Anatomy of a Mobile App 2. Mobile Navigation, Content, and Control Idioms 3. Multi-Touch Gestures 4. Inter-App Integration 5. Other Devices 1 July 2016 © Jeff Offutt, 2014 22 Inter-App Integration • Allowing apps to talk with each other has the potential to dramatically increase their behaviors • It’s very hard for developers to take advantage – Consider the iPhone’s phone, contacts, calendar, messaging, memo, and reminders – They play together, but not very effectively • Users usually can’t “rewire” connections – I installed google maps, but can’t tell Safari to use it • This is a huge source of security and privacy attacks – Functionality in location-aware apps can be sniped by apps we choose not to be location-aware 1 July 2016 © Jeff Offutt, 2014 23 Outline 1. Anatomy of a Mobile App 2. Mobile Navigation, Content, and Control Idioms 3. Multi-Touch Gestures 4. Inter-App Integration 5. Other Devices 1 July 2016 © Jeff Offutt, 2014 24 Other Devices • Device-embedded interfaces are UIs that are embedded or attached to non-computing devices – TVs, home appliances, car dashboards, cameras, … • General principles – – – – – – – 1 July 2016 Don’t think of the device as a computer Design the UI design while designing the hardware, not after Consider the context of how the device will be used Avoid modal behavior Do as little as possible—use the KISS principle Carefully balance navigation and content density Make data input as simple as possible © Jeff Offutt, 2014 25 Summary Mobile Devices The same general principles from previous chapters apply Two major differences: 1. Outputs are to a smaller screen 2. Inputs are thrugh a touch screen and (increasingly) a microphone This changes a lot of specifics 1 July 2016 © Jeff Offutt, 2014 26