Tuesday, February 25, 2014

Design Critique - Netflix iPhone App

BACKGROUND

Started in 2007, Netflix has grown to become a household name for on-demand entertainment. In the beginning, Netflix was purely a dvd rental service, but has grown into a streaming service. Users subscribe to the service to stream movies and TV shows to their chosen device.

Using the design principles of consistency, visibility, affordances, and conceptual model, Netflix’s iPhone app utilizes a straightforward interface that allows users to focus on the content they want, rather than how to obtain it.


CONCEPTUAL MODEL

In practicing the principle of having an easy conceptual model for the user to understand, Netflix’s interface keeps the number of state-to-state transitions low and simple to grasp. When the user opens the app, they first login, then select one of the profiles they’ve created for different members of their family, and then pick one of the available movies to watch from various categories. Rather than create several menus for various possible categories that take you to separate pages, Netflix created a simple one-page interface for browsing movies that is easy to remember and simplifies the user’s process.



VISIBILITY

The iPhone app practices excellent visibility by highlighting movie choices with their DVD artwork, much like a user would see at a movie rental store, such as Blockbuster. The user can quickly decide if this movie is interesting just by glancing at the associated artwork, rather than reading a list of titles. Seeing a representation of the movie with its artwork allows the user to clearly choose a movie and launch directly into it. 



AFFORDANCES

The app’s affordances are well designed; the user doesn’t have to question the way they can interact with the application. When a user is selecting a movie, it is clear that scrolling the icons left and right will reveal more options. Once a user has selected a movie, the user has full control of playback and can interact with it much like any other video application. Instead of providing ambiguous controls, the application lets users quickly navigate with natural interactions.


CONSISTENCY

The iPhone app interface is consistent with the interfaces of other devices. All of Netflix’s apps utilize the same conceptual model of steps: first login, select who’s using the app, then pick something to watch. Even better, Netflix remembers where you stopped watching your movie across all of a user’s devices. No matter which device the user picks up, they encounter the same consistent experience. This allows users to go from device to device without focusing on figuring out what to click, it becomes second nature to select the movie they want to watch.

Desktop version of Netflix

Responsive Design for Apps

This article was originally published January 3, 2013 on the Cloud Four Blog.

A few months ago I was tasked with finding a good solution for a client who wanted to move to responsive design, but had a web app that they needed to support as well. The question they asked is one that I’ve seen others argue about in the past: does responsive design make sense for apps?
In this case, the client was using a JavaScript UI framework from Telerik. This framework has been deprecated in favor of Kendo UI.
Kendo UI follows a pattern that I see for many of these frameworks: there are desktop widgets and mobile widgets. The same is true of nearly every framework that I could find:
The pattern seems clear at least from a framework perspective. There are widgets for desktop web development and widgets for mobile. They look and behave differently.
But does that make sense? Is that where things will head in the long run?

Why aren’t these frameworks responsive?

I know within these frameworks, that portions are responsive. jQuery Mobile, for example, is designed to be responsive. But there is still a separation between the mobile/tablet UIs of jQuery Mobile and the desktop widgets of jQuery UI. Why is that the case?
When it comes to Kendo UI, we know what the developers are thinking. They wrote about their thoughts on responsive design back in September:
Responsive design is great for creating mobile sites, but it’s not as useful for creating mobile apps. Responsive design can help you hide, show, resize, and reformat UI for screens of varying size, but it is less suited for presenting completely different modes of usability on different form factors.
On the face, it seems like a reasonable enough argument. But what stuck in my craw was something else they wrote about why they have a separation of tablet UI versus phone UI:
It’s not that we’re technically incapable, but adapting a phone UI to a tablet UI is not so dissimilar from trying to automatically adapt desktop UI to a phone. They are fundamentally different platforms with different usability considerations, and something that makes sense on phones may or may not belong on tablets.
These two sentences struck me as odd and difficult to reconcile with what we’ve seen happen in the market over the last few months.

Where is the line between tablets and phones?

So what separates a phone from a tablet? I’m going to assume they’re not talking about the fact that one can make phone calls and the other cannot.
In truth, I don’t know why the Kendo UI folks think the platforms are different1 . What I can say is that when the iPad came out, the lesson was clear that simply increasing the size of an iPhone app to make it fit on a 10″ screen was not sufficient. And since then, I’ve heard a lot of people talk about how tablets are different than phones.
So let’s assume for a second that the major difference is screen real estate because so many other things are similar (touch screens, operating system, etc. are all consistent between phones and tablets). Let’s take a closer look at screen real estate:2
Table of screen sizes.
In the table above, I’ve picked some of the larger phones and smaller tablets. It seems that phones stop at around 5 inch displays and tablets pick up at 7 inches. So there is a gap in physical size between the two device classes-even if that gap is getting smaller over time.
But for web developers, the screen resolution-and more specifically the viewport size-make a bigger difference than the physical size. And when it comes to viewport size, the differences between tablets and phones are less clear.
Quick, without looking at the table above, identify which of the following viewport measurements belongs to a phone and which belongs to a tablet:
  1. 640 px
  2. 600 px
  3. 519 px
  4. 640 px
  5. 622 px
  6. 533 px
  7. 812 px
Can’t tell the difference can you?
Those of you paying close attention will notice that I used the widths of tablets and the heights of phones. Now before you accuse me of cheating, do you really think no one uses their phone in landscape orientation?
HTC Pro 7 phone with slide out keyboard that can only be used in landscape orientation
(Quiz answers: Phones-1,3,4,7; Tablets-2,5,6)

Is tablet UI different than phone UI?

So it is true that phones and tablets “are fundamentally different platforms with different usability considerations, and something that makes sense on phones may or may not belong on tablets”?
Fundamentally different? With the exception of the ability to make a call, the data suggests that they’re aren’t so different and that the differences between phones and tablets are narrowing all the time.

Ok, but desktop UI is definitely different, right?

Surely desktop is different, right? Every JavaScript framework that I looked at makes a distinction between mobile and desktop. Even Apple has different SDKs for iOS and OS X.
This seems to be the common opinion particularly when it comes to building intranet or enterprise applications that “will only be used on desktop”.
Earlier this year, my friend Boris Smus made a compelling argument for why web apps need more than media queries:
To create a good user experience, you need to know who your users are and what devices they are using. If you build a user interface for a desktop user with a mouse and a keyboard and give it to a smartphone user, your interface will be a frustration because it’s designed for another screen size, and another input modality.
I highly recommend reading Boris’s article because he does a good job of describing a method for classifying devices into form factors not based on whether they are sold as a “phone” or a “desktop computer”, but instead based on the characteristics of the device.
Boris offers a middle ground between responsive design and separate code bases for every device:
Here’s a compromise: classify devices into categories, and design the best possible experience for each category. What categories you choose depend on your product and target user. Here’s a sample classification that nicely spans popular web-capable devices that exist today.
  • small screens + touch (mostly phones)
  • large screens + touch (mostly tablets)
  • large screens + keyboard/mouse (mostly desktops/laptops)
This made a lot of sense to me at the time. Designing a complex application that is finely tuned to keep someone in the flow while working with a keyboard and mouse is different than designing something tuned to touch.
That is, it made a lot of sense to me until…
Microsoft Surface

Windows 8 obliterates the distinctions between tablets and desktop

Jeremy Keith once wrote that web design was always full of a bunch of unknowns including things like screen size, but that web designers had:
this unspoken agreement to pretend that we had a certain size. And that size changed over the years. For a while, we all sort of tacitly agreed that 640 by 480 was the right size, and then later than changed to 800:600, and 1024; we seem to have settled on this 960 pixel as being this like, default. It’s still unknown. We still don’t know the size of the browser; it’s just like this consensual hallucination that we’ve all agreed to participate in: “Let’s assume the browser has a browser width of at least 960 pixels.”
I’ve always loved this idea of a consensual hallucination that all we all agreed to participate in. I still remember nervously presenting work to clients or bosses and hoping that they had their browser set to the default font. I crossed my fingers and hoped they also believed in the hallucination that people didn’t adjust the font size in their browser.
I bring this up because we have a similar consensual hallucination about the distinctions between tablets and desktop. At the same event that Steve Jobs introduced the iPad, he also unveiled the iPad Keyboard Dock.
Steve Jobs introducing the iPad Keyboard Dock
How many people have you seen carrying an iPad case with a built-in keyboard? I was in a meeting recently where nearly everyone in the room had iPads with keyboards.
Yet, in our collective hallucination, we believe large screen and touch equals tablet whereas large screen plus keyboard and mouse equals desktop.
Jeremy points out that mobile didn’t create more unknowns for web designers. It just forced us to recognize the unknowns that were already there.
The same is true of Windows 8. Our illusion that there are sharp differences between tablets and desktop is destroyed by a whole slew of devices that can change between tablets and desktop machines on a whim.
Ultrabooks by HP, Dell, Asus and Toshiba that can switch from tablets to laptops.
And it’s not just these laptops/tablet hybrids that break our preconceived notions of what desktop means. Many manufacturers are also producing Windows 8 desktop computers that feature touch screens. Or touch screen monitors that can be added to any Windows 8 machine.
Toshiba All-in-One LX830 with touch screen
And just to confuse things further, Ubuntu is introducing phones that act like desktop computers when docked.

Touchscreens on desktop are just a fad, right?

I’ve seen a fair amount of criticism of Microsoft for incorporating touchscreens into their laptops and desktop devices. Jon Gruber wrote:
A touch-optimized UI makes no more sense for a non-touch desktop than a desktop UI makes for a tablet. Apple has it right: a touch UI for touch devices, a pointer UI for pointer (trackpad, mouse) devices. Windows 8 strikes me as driven by dogma - “one Windows, everywhere”.
Windows 8 may not have all of the pieces worked out yet, but I believe they are on the right track and Apple will follow suit at some point. Intel has published detailed findings of their usability studies of touch on notebook computers:
Users who were presented with a way to interact with their computers via touch, keyboard, and mouse found it an extremely natural and fluid way of working. One user described it using the Italian word simpatico-literally, that her computer was in tune with her and sympathetic to her demands.
They go on to dispute the conventional wisdom that people get fatigued using touchscreens. The people who I’ve talked to who have Windows 8 touchscreens talk about how natural it is and how quickly they stopped thinking about it and just flow from using their trackpad or mouse to touching the screen. They say simply, “Don’t knock it until you try it.”
Device interaction by input type. Touchscreen 77%, Mouse 12%, Trackpad 3%, Keyboard 8%
Device interaction by input type.
And really, why wouldn’t this be true? We’ve seen children who are confused that computer screens don’t respond to touch the same way the other screens around them do. We laugh at ourselves when we absentmindedly reach out and touch our screen expecting it to do something.
We call these touch interfaces natural user interfaces. Is it any surprise then that we would want these interfaces on our desktop machines as well?

Touch as a baseline experience

Luke Wroblewski has neatly summarized our current device landscape in a single graphic:
Chart showing devices covering the full range of sizes and touch nearly everywhere
We have devices at nearly every screen size and we have multiple types of input at each resolution. The small gaps that exist are either things that seem inevitable (high-dpi on large screens) or are so small to be inconsequential (does it matter that we don’t have six inch displays?).
Luke produced an under-appreciated series of videos for Intel that take a closer look at what it means to design applications for these new class of touch laptops. In that series, he looks at what it would mean to design for targets for mouse versus touch:
Keyboard/Mouse First: 5mm minimum control size, 7mm recommend size, 10 mm common control size; Touch First: 7mm minimum control size, 10mm recommended size, 10mm+ common, errors, edge size
In the video, Luke makes the point that an app designed with targets appropriate for a keyboard/mouse UI will be difficult for someone to interact with using touch. But the opposite isn’t the case. If targets are designed for touch, they will by necessity be larger and will be easier for all users to hit due to Fitt’s Law.
Josh Clark came to a similar realization recently and argues that Every Desktop Design Has To Go Finger-Friendly.
To me, it seems like nearly every lesson we’ve learned about designing for mobile and tablets-whether it is designing larger targets for touch, using larger typefaces for readability, or simplifying interfaces-are things that desktop applications can benefit from. And this is why you see both Apple and Microsoft incorporating the lessons learned from mobile into their desktop operating systems.
Perhaps in the past desktop UI was something completely different from mobile UI, but that is no longer the case.

Lines in the sand do not persist

Any attempt to draw a line around a particular device class has as much permanence as a literal line in the sand. Pause for a moment and the line blurs. Look away and it will be gone.
Let’s take the absolute best case scenario. You’re building a web app for internal users for whom you get to specify what computer is purchased and used. You can specify the browser, the monitor size, keyboard, etc.
How long do you think that hardware will be able to be found? Three years from now when a computer dies and has to be replaced, what are the chances that the new monitor will be a touchscreen?
By making a decision to design solely for a “desktop UI”, you are creating technical debt and limiting the longevity of the app you’re building. You’re designing to a collective hallucination. You don’t have to have a crystal ball to see where things are headed.
And once you start accepting the reality that the lines inside form factors are as blurry as the lines between them, then responsiveness becomes a necessity.
I’m not saying there isn’t usefulness in device detection or looking for ways to enhance the experience for specific form factors and inputs. This isn’t a declaration that everything must be built to be with a single html document across all user agents.
What I am saying is that even in scenarios where you’re fine-tuning your app code and UI as much as possible for a form factor, that the differences in screen size and the various forms of input within a form factor alone will be enough to require you to design in a responsive fashion.
And once you start designing in a responsive fashion for a given UI widget, you’re going to find that you have to think about what happens to that widget across a wide range of screen resolutions.
To do otherwise means ignoring the reality of our device landscape and requires you to buy into a collective hallucination.
This is your last chance. After this, there is no turning back. You take the blue pill- the story ends, you wake up in your bed and believe whatever you want to believe. You take the red pill- you stay in Wonderland, and I show you how deep the rabbit hole goes.
Continue reading in Part 2

  1. I worry that it will seem like I’m picking on the Kendo UI folks, but that isn’t what I set out to do. It just so happens that our client was using their tools and my investigation started with their framework. Their article on responsive design spurred a ton of thought which I’ve captured here.
    FWIW, I think the tools they provide are pretty damn cool, and we’re all still grappling with what Windows 8 means for us.
  2. Finding viewport sizes for all of these devices proved difficult. If there is an error, please let me know.

Want to learn more?

When it comes to incorporating and understanding mobile first responsive design, Jason Grigsby is one of the UX superstars to turn to. That's why we've asked him to do a full-day workshop at this year's UX Immersion Mobile Conference, April 7-9 in Denver, CO.

Jason Grigsby PhotoAbout the Author

Jason co-founded Cloud Four, a mobile design and development agency, and founded Mobile Portland to educate and support Portland’s mobile community. He also co-authored a book, Head First Mobile Web. You can follow Jason on Twitter at @grigs.

Improve Your Mobile UX with These Six Podcasts from UIE

Improve Your Mobile UX with These Six Podcasts

Lauren Cramer
February 24th, 2014 

Reposted from UIE blog
 
Below we feature the six UX luminaries giving full-day workshops at the UX Immersion Mobile Conference, April 7-9 in Denver, CO. Each of these podcasts brings insights on how to improve communication and workflow with your team and users.

Structuring Your Workflow for Responsive Web Design
by Ben Callahan
With the need for the web to reconfigure and adapt to different devices and displays, designers and developers need to adapt to changing workflows. Ben discusses how to move towards an iterative and collaborative approach which in turn allows your clients to become more involved in the process.
Listen to Ben’s podcast.

The Challenges of Usability Testing Mobile Apps
by Cyd Harrell
Cyd Harrell has developed some good remote usability techniques that can be more effective, both in scope and cost as well as results, than a formal testing lab.( Even something as simple as “hugging” a laptop with the screen angled away from you and using the built in camera can give fantastic insights into how a user will interact with a mobile device.)
Listen to Cyd’s podcast.

Creating Responsive Interfaces
by Brad Frost
Frameworks and design patterns are no strangers in the world of web design. As responsive web design becomes common practice, making sure these templates work across every imaginable screen and device is trickier. Brad shares his concept of Atomic Design to tackle this challenge.
Listen to Brad’s podcast.

Responsive Web Design with Mobile in Mind
by Jason Grigsby
The ability for your site to display across screen sizes and devices, reduces development time and allows for one design to work anywhere. Jason the total experience of your site is more than just what it looks like. In Jason’s mind, you need to start with performance in mind in addition to considering mobile-first.
Listen to Jason’s podcast.
Mobile Strategies for Your Content
by Karen McGrane
Ensuring that your site is responsive or adaptive is becoming essential to your mobile design strategy. Simply tacking a responsive framework on top of your existing site will often end in disappointment. Having a solid strategy about how and what your site will display across devices will go a long way to developing an asset and content management system to accompany it.
Listen to Karen’s podcast.
Coding Mobile Prototypes
by Nate Schutta
If designers understand even a little bit about code it breaks down silos within the team. Nate believes that prototyping in code helps solidify this communication. Being able to visualize and demonstrate your ideas not only provides for greater understanding, but a faster workflow.
Listen to Nate’s podcast.

Wednesday, February 19, 2014

Bad Mobile Interface Design Critique: International Children’s Digital Library Website

Background: The International Children’s Digital Library (ICDL) began as part of a research project at the University of Maryland, College Park in 2002. It is a free online library that houses hundreds of children’s books in several languages from different parts of the world. The website was designed by educators, artists, psychologists, and information scientists in order to find a way to facilitate finding books for children who access the site. Though there are now iPhone (published in 2008) and iPad (published in 2010) versions, the website was the first presence accessible by phone and still exists today.

The website is an example of bad mobile interface design.

Figure 1

Figure 2

Figure 3

Visibility: Poor
To use the “Simple Search” portion of the website, users click (or tap) on the circular buttons to refine their search selection and ultimately find a digital book to read. However, the buttons are so small on the mobile version, and the text even smaller, that it makes the refining process extremely difficult for all mobile users, and especially for early readers.

Second, when the phone is twisted to landscape mode, not all buttons can be seen, which may result in missed refinement opportunities.

And last, not all images associated with each refinement circle clearly indicate what that refinement option does. For example, unless you are also able to read, the black figures running do not clearly indicate what age grouping each refinement corresponds to (Figure 3). And second, the “true books” image is a fish. As there is no logical connection between a fish and a “true book”, it would be hard to determine a situation in which selecting this option would be beneficial.

Fix: Reduce the number of “refinement circles” and place them on a scrolling list on the right side of the screen. This way, children can scroll with their right hand and select the refinements they want without blocking a large portion of their options. It would also allow for larger text and larger images on the screen as a whole.

An additional fix would be to replace the running child images with numbers (3-5, 6-9, 10-13), and to find a image for “true” books that would better visually describe what that refinement means.

Mapping: Moderate

The researchers performed several experiments when they designed the original interface: http://hcil2.cs.umd.edu/trs/2003-02/2003-02.pdf. After doing background research on the online digital library landscape and designing an interface that overcame any shortcomings, they tested the website with students at an elementary school in Maryland. This lead to a series of redesigns based on the feedback they received and ultimately lead to the rectangular design pictured in Figure 1 and 2.

However, this research apparently does not transfer over to handheld websites where fingers have to be used in place of small mouse clickers. The mapping design in this instance is more of a nuisance than a helpful feature—many of the options can be covered up by a hand (as was discussed in the Visibility section).

Last, while the refinement circles and search results are easily visible and are prominently placed in the center of the screen, additional help buttons are not. In Figure 1 there is a “More Choices” button on the top right of the screen that leads to additional search refinements. However, this button is not easily seen when the focus, and all essential buttons, are placed in the center of the screen.

Fix: In addition to the fixes indicated in the “Visbility” section, the additional search refinements activated by clicking the “More Choices” button could be added to this scrolling list. This would eliminate the need for children to click to access a different search page to accomplish the same task.

Feedback: Poor
According to Norman, feedback is characterized by “sending back to the user information about what action has actually been done, what result has been accomplished” in a way that is “immediate and obvious” (Norman 27 & 99). While the search refinement features do provide results, it can take a very long time for the site to load with each refinement “tap.” This could be confusing for early users who may not realize that their search is still loading. It could also be frustrating for in-school use since the wait time could eat up a student’s free time with the device.

Fix: Update the script.

Affordances/Constraints: Good
Figure 2 is an example of what it looks like when refinements occur. Norman says that a good conceptual model makes the parts visible and the implications clear. As a mobile device, it is already inherently clear that things need to be tapped in order to activate them. And as refinements happen, certain clickable areas are greyed-out and become inaccessible to children as they narrow their search results. This affordance of the site has been designed well, and its intention is clear to all users. 



The site has good intentions, but has mostly failed to transfer over to the mobile world. The same interface problems exist with the iPad version, which was simply a transferred-over version of the website. In order to design a fully functional website, new research needs to be done on how modern students—students who grow up with this technology every day—search for and use mobile library sites.

"Mobile News" Smartwatches & App Design – A Closer Look at Pebble


 “Mobile News” 
Smartwatches & App Design – A Closer Look at Pebble

What’s interesting about the news?
·      Pebble (especially Pebble Steel) has been generating buzz from The Verge, ReadWrite, Mashable, USA Today, GigaOM, TIME and AppleInsider the past two weeks
·      Wearable tech (especially smartwatches) stole the spotlight at the Consumer Electronic Show last year.
·      During CES this year, Pebble announced they were launching an appstore on February 3rd, 2014 with more than 1,000 apps and watchfaces to choose from.
o   This happened a year after Pebble started shipping to Kickstarter backers
o   The Pebble smart watch is the most successful Kickstarter project of all time, raising more than $10 million from 85,000 backers.
·      Foursquare, ESPN, Yelp, GoPro, PebbleGPS are featured partners
·      Banking app vibrates when user is close to overdrafting their account.
What can you currently do with a Pebble smartwatch?
·      A recent ReadWrite mentions these 10 cool things a Pebble can do:
o   Check into a Foursquare location
o   Act as a remote camera shutter
o   Shake to get Yelp recommendations
o   Send texts from your watch
o   Maintain your health
o   Check sports scores
o   Pay for Starbucks
o   Get directions
o   More – (iOs + Smartwatch) and Bitcoin tracker
o   Control your house
§  Pebble has joined forces with iControl, maker of the smart home technology behind services from ADT, Bright House, Comcast, Cox, Rogers, Time Warner and others (Relevant to our last in class exercise).
·      Pebble costs $150, and Pebble Steel costs $249
·      Pebble Steel is talked about having a better design whereas the first model was talked about as “dorky”

Why should we care about it from the prospective of mobile interaction design?
·      Wearable computing devices basically function as mini-computers, mainly strapped on a user's wrist or face, though they may end up being worn on other parts of the body, too.
o   In developing apps for them, programmers will focus on their voice-command features as well as GPS, gyroscope, compass and WiFi capabilities.
o   Apps for more conventional mobile devices, by contrast, mostly use their touch-screen interface.
·      Open Platform
o   More opportunities for mobile interaction designers!


·      If this becomes a huge new market, apps are going to be sought over too.
·      Pebble’s smartwatch app store includes categories such as games, tools and fitness (this is the first of it’s kind)
o   Abbie Walsh, group director at Fjord, the Accenture Interactive design company behind the adidas miCoach smartwatch is quoted as saying:
§  "We are limited to some extent by social expectation, but therein lies the next big challenge for interaction design," said Abbie. "What are the gestures, actions, inputs that we will use when the device we're communicating with doesn't have a screen or is buried inside our clothes?"
§  "This is the true potential of the 'wearable' device. Something close to our skin, an expression of ourselves, and yet external to us, can truly lead to the next big leap in our relationship with technology," she told us. "But it needs to have a meaningful and ongoing dialogue with everyone that dons one. That means thinking beyond the device itself and understanding deeply the motivations and needs of the people who will wear it."
§  I think these are important insights into the human and computer interaction. This is a whole new way of interacting with technology.

How do you design and develop a smartwatch app?
·      It’s recommended that you start from scratch with a solid user need, and develop from there (similar to smartphone apps)
·      Pebble gives developers a good set of tools and tutorials to get them started on building and coding
Why design for iOS before Android?
·      Blog post from 2/11/14 from a software engineer explains the amount of resources for development have been holding them back
·      “The Pebble Android app uses Bluetooth heavily, includes a Javascript runtime environment, accesses the internet and talks to the Pebble without interrupting the user experience, integrates with the Pebble appstore, works on a myriad of (over 1000) different Android devices, runs on 27 different versions and flavors of Android 4.x, and must continue to run in the background even if other apps in the system use up all the memory, or the Android device powers down or resets. All of this has to work elegantly and reliably for many thousands of Pebble Android users.”




Further Resources about this topic (and some were cited above):
Videos and Reviews: