Mobile User Experience: The Complete Guide to Mobile

The complete guide to understanding and designing user experience for mobile websites and applications
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  • Lectures 53
  • Contents Video: 2 hours
    Other: 8.5 hours
  • Skill Level All Levels
  • Languages English
  • Includes Lifetime access
    30 day money back guarantee!
    Available on iOS and Android
    Certificate of Completion
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About This Course

Published 2/2015 English

Course Description

Are you interested in designing beautiful mobile apps?

Do you have an idea for an app, and want to make sure it’s well-designed before handing it off to a developer?

Do you want to learn the secret sauce that makes apps like Instagram and Snapchat explode, while others fade into obscurity?

Ummmm yeah..

How this class came to be (and why mobile UX is a gamechanger)

I’ve been designing mobile and web applications since 1999. I’ve seen it all, and worked with companies like Sprint, Lowes, Hallmark and Samsung to design mobile applications and delightful user expeirences. I even wrote a book, Designing Mobile Interfaces (published by O’Reilly), to explore and teach this important topic.

Now, I’m teaching this class because I’m tired of seeing great app ideas fail because the designers don’t understand a few basic UX principles. This course aims to change that.

Through countless projects and experiences over the last decade, I've learned so much about the principles and secrets that go into designing beautiful applications. I now have a design process (which I cover in the course) that allows me to quickly figure out how to design a delightful user experience and create an app that users fall in love with.

Does learning about the UX principles behind popular apps like Lyft and Google Maps excite you? In this course, you’ll learn:

  • How to understand your users and their goals, and how to design a mobile experience that your users will fall in love with
  • The principles that all successful apps follow, and why some take off (and others fail)
  • How to run usability tests and find out the ideal design that will hook your users
  • How to understand the specific needs of the mobile user, and not just generic “web” usability

Mobile is the way of the future, and learning the ins and outs of mobile UX will be a critical part of designing that mobile future. It’s not just me that thinks these skills are important. According to a recent report, "UX designer" and "UI designer" are two of the ten fastest growing job titles in the last 5 years. This course will teach you everything I know about UX principles, and make you a much more valuable employee or consultant.

With 30 lectures, over 7 hours of material, you will learn how to develop a workflow for your idea, find the right way to design and build your app, and understand the design principles and considerations behind the most popular apps in the world.

After completing this course you’ll be able to create an engaging mobile app design from start to finish, no previous experience is needed to learn the UI design principles. This course will benefit entrepreneurs, developers, and designers looking to move into the mobile applications market.

And, as an added bonus, I will personally respond to any questions you may have as you go through the material. I’ll also help you think through design decisions that go into your app, a service that I normally charge thousands of dollars for. All yours for the price of this course!

See you inside,

Steven

P.S. If for any reason you don’t LOVE the information I’ve pulled together in this course, no worries - I offer a 30 day money-back guarantee for everyone who purchases the course. No questions asked.

What are the requirements?

  • No pre-requisite knowledge required
  • A common word processor will be helpful to follow along with course instructions
  • If you have a mobile application or project, you can use that throughout the course worksheets. This is not required though.
  • Access to internet to view online resources and links will be helpful

What am I going to get from this course?

  • Understand every aspect of mobile usability
  • Be able to make project decisions regarding responsive, adaptive, hybrid, or native applications
  • Know how to avoid the common pitfalls of mobile design
  • Understand what makes mobile designs "pop" and what falls flat
  • Be able to run a usability test of mobile applications and know what common mistakes to look for
  • Understand the history of mobile and apply the historical lessons we can learn towards their own project

What is the target audience?

  • Website designers who want to branch into mobile design
  • Entrepreneurs and product managers who own or are launching mobile applications
  • Interface designers who want to add mobile as a skillset and expertise
  • Software developers who want to understand intuitively how their apps should function most efficiently
  • Anyone who wants to prepare themselves for a career or venture in mobile

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.

Curriculum

Section 1: The phones are here to stay
13:23

To understand how to design for mobility and people, first you have to know the technology. We'll briefly review the growth of mobile, how mobile radios work, basics of sensors and hardware, and the difference between featurephones and smartphones. You'll be all set to start thinking about the global, universal scope of mobile phones.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

4 pages

I think the best way to learn is to do, so I encourage you to follow along and do these exercises after each lesson. You can even use your current actual product, and improve it as you learn.

17 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 2: People & Technology
10:43

Now we'll dig deeper into technology and use, and where the two overlap. You'll understand that people use different devices in different contexts, and even at different times of day. Expect to be amazed at how many sensors your phone has, and we'll start to talk about how you can use those effectively. And you will learn to think about designing for screens, batteries, location, and network problems.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

7 pages

We've learned a little about how people use mobile devices, when, and why. Let's consider people and technology, and think about how we can build the best product for our users, within our constraints.

15 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 3: Platform Choices
07:38

Now we're going to start getting to tactics, and the choices you make to build your mobile digital products. At the highest level, this is about deciding whether to make a website or app, but there are more choices, and you probably actually need both.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

5 pages

Let's apply this information, and try to decide for real whether you need a website, app or both. Or maybe something else. Also includes some additional tips on getting info, and not being fooled by some typical analytics pitfalls.

9 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 4: Hybrid or Native
09:20

For a moment we'll assume you are making an app. Just like I said that the choice between mobile web and mobile app is not one, you probably will use a bit of the web in your native app, and need a bit of native code in your hybrid. Learn to know the pros and cons of each facet so you can make good choices.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

3 pages

Making decisions about hybrid or native cannot be from what makes you comfortable, an awesome demo or gut instinct. You need to evaluate the pros and cons, and look at the actual needs of your product. I provide a good list to start with, and some questions to ask yourself and your team.

Be sure to have the presentation deck handy as well, as I refer to that continuum chart in here.

13 pages
If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.
Section 5: Adaptive or Responsive?
10:18

And now, we're going the other way, and assuming we need a mobile website. You will learn the pros and cons of adaptive and responsive, find out what adaptive is if you didn't know, and learn a lot of other choices you are presented (like separate site) are old, or red herrings. You will be able to talk more intelligently about what choice is best for you to build, maintain and make money with.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

6 pages

I provide an abbreviated checklist or worksheet to help determine if you can live with responsive, or need to add adaptive techniques into your product.

22 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 6: Mobile Information Architecture
10:20

Now we will move from strategy and planning to actually designing your product. You will learn here how to start with the structure -- not pages and icons -- and to understand the unique ways mobile needs to be considered contextually, and non-linearly.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

6 pages

Information Architecture is such a huge topic I don't really get into that, but instead we'll challenge you around the edges, and for mobile specific features. You should come out of this with some ideas on how to think tangentially; where to people enter, where do they resume, and can you use services like notifications to re-engage them?

11 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 7: Outside & Between
09:58

Continuing the Information Architecture discussion, we'll talk about intents, custom URI and other mobile-specific features you won't have on the desktop PC. You will learn to start designing the structure of your site or app for mobile, and why it cannot just be a port of your old desktop website.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

2 pages

This worksheet addresses specifically where you can eliminate stuff from your product. Learn how to use existing phone capabilities, or to link to other apps, instead of building everything yourself.

13 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 8: Back & the Stack
07:53

To finish off the structure of your product, you need to consider how people navigate through the site or app. If you design in ways that aren't what they expect or are different from the OS conventions, this can be confusing.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

5 pages

This assignment comes with pictures, as we're going to be taking the IA diagram you have built before, and adjust it to account for back, dialog, layer, drilldown and tab behaviors.

13 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 9: Interface Designs by Zones
07:16

Yes, it has really taken this long before we get to interface design. But now we're ready, there's no need to fear blank page syndrome. You will learn how to design by checklist, placing items on the page by their relative importance. And it's not top-to-bottom, left-to-right like on desktop. Learn how mobiles are viewed and touched differently.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

7 pages

The lecture already has a checklist, so here we'll just go over some of the more common ways to solve problems in design, with questions and examples out in the market now of good solutions to them.

8 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 10: Interactions & Touch
09:32

Now that you have placed items on the page, you need to know how people interact with their phones, so you can use the right interactions. Moving from mouse driven desktop websites to the mobile is not just about making things bigger.

This is almost all from the original research I did myself, and is in large measure the same presentation I have given in other countries, at SXSW, and elsewhere. Others reference it in bits and pieces, but this is the original, so enjoy.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

7 pages

Just like we revised the IA document several times, now we'll revise the interface designs you did with this new understanding of touch, target size, scrolling and more.

Your design should feel very much like it is complete, but improving every time.

9 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.


Even though most of this is my research, it's published so you can read long articles about it yourself. There's plenty to see here still.

Section 11: Input & Entry
07:20

You've already learned the general truths about interaction with the phone, but what if you need a form? Now, you will learn about how to avoid those, and what inputs to use to make sure they are easy to fill out, and you get good, accurate data and happy users.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

7 pages

Assuming your app or site has user inputs, learn how to address each of the key input types you are likely to use. Make your app better with easier entry, no entry, and microinteractions to make things more engaging.

11 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 12: Interactions & Specifications
10:27

Now that the design is getting going, let's go back to discuss how to organize teams, how UX fits into that, and how to design and specify for the many devices out in the world.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

6 pages

While there are a variety of best practices, the only way to really learn what works for your organization is to talk to them. These lessons are about creating documents and having those discussions with your teams so you can work with them the best possible way.

7 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 13: Design at Scale
08:46

We'll continue the discussion of design principles, and design organizing with more about users, context, and devices. And lastly, how some strict guidelines about size are lies, so you need to work around them and plan for the worst. Yes, even on iPhones.

If you want to download the deck for your own use later or offline, all the lessons are available in Section 14. Just scroll to the end of the list.

6 pages

There's a lot to talk about here, but I've focused on getting you an intro to usability testing. If you have never done it, use these guidelines to try out the design you have been working on during these lectures and see what insights you can gain.

9 pages

If I make a claim, refer to data, or talk about a philosophy or technology, I should be able to back it up or give you more to read about it here. If not, please do ask and I'll add it in.

Section 14: Slides for review
23 pages

To understand how to design for mobility and people, first you have to know the technology. We'll briefly review the growth of mobile, how mobile radios work, basics of sensors and hardware, and the difference between featurephones and smartphones. You'll be all set to start thinking about the global, universal scope of mobile phones.

1) The Phones are Here to Stay - Script
Preview
23 pages
24 pages

Now we'll dig deeper into technology and use, and where the two overlap. You'll understand that people use different devices in different contexts, and even at different times of day. Expect to be amazed at how many sensors your phone has, and we'll start to talk about how you can use those effectively. And you will learn to think about designing for screens, batteries, location, and network problems.

3) Platform Choices
10 pages
4) Hybrid or Native
13 pages
5) Adaptive or Responsive
16 pages
6) Mobile Information Architecture
20 pages
7) Outside & Between
22 pages
8) Back & the Stack
15 pages
9) Interface Design by Zones
18 pages
10) Interactions and Touch
22 pages
11) Input & Entry
17 pages
12) Interactions & Specifications
22 pages
13) Design at Scale
23 pages

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Instructor Biography

Steven Hoober, Mobile UX design consultant, author, strategist

A couple years ago I wrote the book (for O'Reilly) on mobile design patterns, and am now best known for my ongoing research into how people really hold and touch their phones, phablets and tablets.

I have been doing mobile and multi-channel design since 1999, designing the first Google mobile search, the first mobile app store (for Sprint), mobile browsers including parts of the Samsung one you might be using right now, websites for The Weather Channel and Lowe's home improvement, and apps for companies like Hallmark, US Bank and Cummins diesel.

I speak regularly, and write regular columns for UXmatters, and periodically for UX Magazine and others. I am also in talks to write another book.

I think we're nothing if not a community, that shares our findings, best practices and processes. Almost all of my published information, including the entire contents of the book, are freely available on my website and wiki.

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