ID: Apps Pod 02

Sarah Waterson
20 Jul 202222:04

Summary

TLDRThis interactive design apps lecture delves into app-specific design and the evolution of web design paradigms, from print to interactive media. It highlights the importance of user interaction and the shift in content hierarchy in modern websites compared to early web design. The lecture emphasizes the distinction between web and app design, the need for iterative development, and the significance of mobile-first design. Designers are urged to adapt their thinking, understand mobile design conventions, and work closely with developers, using tools like XD for prototyping and adhering to platform-specific guidelines.

Takeaways

  • 🌐 The evolution of design has been significantly influenced by new devices and the shift from print to interactive media like the internet, which has made the user a central participant rather than just a spectator.
  • πŸ“š Early web design was heavily influenced by print media, with websites resembling digital versions of books or magazines, but this has evolved to a more user-centric approach.
  • πŸ”„ The importance of understanding the unique characteristics of each platform when designing for mobile, as simply translating web designs to mobile can lead to issues with usability and user experience.
  • πŸ› οΈ The necessity for designers to adapt to a fast-paced development cycle for apps, which often involves iterative design and quick releases based on user feedback.
  • πŸ“± The concept of 'mobile first' design, which emphasizes starting the design process with the smallest screen size to ensure a focused and efficient user experience that scales up.
  • 🀝 The collaborative relationship between designers and developers in the app development process, with both roles contributing to the success of the app through an iterative process.
  • πŸ›‘ The need for designers to be familiar with the design guidelines for different operating systems to ensure that apps are intuitive and consistent with user expectations.
  • πŸ“š The value of using development tools like Adobe XD to create screens that can be quickly and accurately transferred to developers, facilitating better communication and collaboration.
  • πŸ” The emphasis on prototyping as a crucial part of the app design process, allowing designers to test and refine the functionality and user experience before finalizing the design.
  • πŸ”„ The understanding that apps are never truly 'finished', but rather are subject to ongoing updates and improvements in response to user feedback and changes in technology.
  • 🌟 The importance of considering the distinct nature of different devices, such as smartphones, tablets, and smartwatches, and designing apps that are optimized for each specific platform.

Q & A

  • What is the main focus of the 'Interactive Design Apps' podcast?

    -The podcast focuses on app-specific design and the development process for apps, including the evolution of design paradigms and the importance of understanding user interaction in app design.

  • How has the advent of new devices like smartwatches impacted the field of design?

    -New devices like smartwatches have forced designers to learn new design paradigms and adapt to the unique constraints and opportunities these devices present.

  • What was a significant shift in design thinking that occurred with the advent of the internet?

    -The significant shift was the transition from print-focused design to designing for an interactive medium, which required learning how to create content that was more engaging and user-centric.

  • How did early websites resemble traditional print media, according to the script?

    -Early websites often had design elements similar to print media, such as tables of contents, sidebars, and banner ads, reflecting a direct translation of print design principles to the web.

  • What is the difference in design hierarchy between the 1997 Apple website and the modern Apple website?

    -The modern Apple website has a clear hierarchy that directs users to key content areas, like the MacBook Air or iPhone 13, whereas the 1997 design was more of a 'slab of text' with hyperlinks, lacking a clear hierarchy.

  • Why is it important to escape the web structure when designing for mobile?

    -Escaping the web structure is important for mobile design because it allows designers to fully leverage the unique capabilities of mobile devices and create more appropriate and satisfying user experiences.

  • What does the term 'mobile first' mean in the context of design?

    -'Mobile first' is a design approach where developers start by creating designs for mobile or small screens first, ensuring that the user interface is effective on these devices before scaling up.

  • How does the development process for apps differ from traditional web development?

    -App development is characterized by a compressed time frame, rapid releases, and an iterative process that relies heavily on user feedback for continuous improvement.

  • What is the significance of understanding both design and development processes in app creation?

    -Understanding both design and development processes is crucial for effective collaboration between designers and developers, leading to a higher quality outcome and shorter iterations.

  • Why is it necessary for designers to use and understand various mobile platforms when creating apps?

    -Designers need to use and understand various mobile platforms to ensure their designs are adaptable and effective across different operating systems, taking into account the unique design conventions and user interface patterns of each platform.

  • What role do prototypes play in the app design process?

    -Prototypes are essential in the app design process as they allow designers to test and evaluate the functionality and usability of the app before finalizing the design, which is a key aspect of the agile methodology.

Outlines

00:00

πŸ“± Evolution of App Design Paradigms

The script discusses the evolution of app design, starting from the early days of the internet when designers transitioned from print to interactive media. It highlights the significant shift in design thinking with the introduction of new devices like smartwatches and the importance of learning new paradigms. The speaker uses the example of early Apple websites to illustrate the transition from print-like designs to more user-centric, interactive layouts. The summary emphasizes the importance of understanding the user's role in app design and the need to move away from traditional print design approaches.

05:01

πŸ› οΈ Adapting to App Design Strategies

This paragraph focuses on the strategies required for app design beyond traditional web design knowledge. It emphasizes the need for designers to challenge their thinking and adapt to a fast-paced development cycle with iterative updates based on user feedback. The speaker introduces the concept of 'lean user experience cycles' and the importance of starting with wireframes and basic designs before moving on to more detailed design stages. The summary underscores the necessity of a mobile-first approach to design, beginning with small screens and scaling up, and the importance of understanding the development process to achieve a successful app outcome.

10:02

🀝 Collaboration in App Development

The script discusses the collaborative nature of app development, where designers and developers work closely in an iterative process to achieve a high level of outcome. It stresses the importance of using development tools to create screens that can be quickly and accurately transferred to developers, and the need for designers to have a basic understanding of app development processes. The summary highlights the use of tools like XD for design and communication, the importance of using the same terminology as the development team, and the need for designers to experience different platforms to understand the nuances of design across iOS, Android, and other operating systems.

15:03

πŸ“š Understanding Design Guidelines for Apps

This paragraph emphasizes the importance of adhering to platform-specific design guidelines for both Android and iOS. It mentions the need for designers to familiarize themselves with resources like Material Design for Android and Apple's design resources for iOS to ensure their apps conform to the respective platform's user interface conventions. The summary points out the necessity of testing on actual devices and keeping up-to-date with the latest design trends and guidelines, as well as the importance of using resources like 'patterns' for common UI solutions.

20:05

πŸ”„ The Iterative Nature of App Design

The script highlights the iterative process of app design, where apps are never truly finished and are constantly evolving with updates and changes in design conventions. It stresses the importance of testing on physical devices to understand how the interface will function and the need for designers to embrace change as an opportunity for improvement. The summary underscores the continuous nature of app development, the importance of prototyping, and the idea that app design is a never-ending process of refinement and adaptation.

Mindmap

Keywords

πŸ’‘Interactive Design

Interactive Design refers to the process of creating interfaces that allow users to interact with digital products, such as websites and apps. In the context of the video, it emphasizes the importance of designing for user engagement and interaction, moving away from traditional print design to digital mediums that require a more dynamic approach. The script discusses how the advent of the internet and devices like smartwatches have necessitated a shift in design paradigms to accommodate user interaction.

πŸ’‘Design Patterns

Design Patterns in the video script represent common solutions to recurring design problems within a given context of use. They are templates for solving common interaction design issues and are part of the development process for apps. The script briefly mentions looking at design patterns, suggesting that they are an integral part of creating user-friendly and effective app interfaces.

πŸ’‘User-Centered Design

User-Centered Design is a design approach that focuses on the user's needs, preferences, and limitations. The script highlights the importance of considering the user as a central figure in the design process, especially in the transition from print to digital media, where the user is no longer just a spectator but an active participant in the interaction with the medium.

πŸ’‘Information Architecture

Information Architecture is the organization of information on websites or apps to make it easy to find and understand. The script discusses a significant shift in how content is structured, moving from a print-like hierarchy to a more user-focused hierarchy that funnels users directly to the content they seek, which is a core aspect of effective information architecture.

πŸ’‘Mobile Design

Mobile Design pertains to the creation of user interfaces specifically tailored for mobile devices. The script emphasizes the importance of understanding mobile design conventions and the need to escape web structures when creating apps, ensuring that the design is optimized for touch interactions, screen sizes, and mobile usage contexts.

πŸ’‘Native Apps

Native Apps are applications developed for specific platforms, like iOS or Android, and are built using the platform's software development kit (SDK). The script contrasts native apps with web apps, highlighting the importance of adhering to mobile design conventions and platform-specific user interface patterns to create a native-like experience.

πŸ’‘Iterative Process

An Iterative Process in the context of the video refers to the continuous cycle of development, testing, and refinement that is characteristic of app design. The script mentions 'lean user experience cycles' as a way to describe how apps are never finished products but are constantly evolving through user feedback and updates.

πŸ’‘Mobile First

Mobile First is a design approach where the design begins with the smallest screen size and then scales up. The script explains that this approach is beneficial because it forces designers to prioritize content and functionality, ensuring that the most important elements areηͺε‡Ί on the smallest screens, which will then scale effectively to larger screens.

πŸ’‘Prototyping

Prototyping in the video script refers to creating preliminary models of the app to test and refine its functionality and user interface. It is a key part of the agile methodology in app design, allowing designers to understand how the app will work before fully developing it. The script also humorously mentions a historical example of a prototype made of wood for the Palm Pilot.

πŸ’‘Cross-Platform Design

Cross-Platform Design involves creating apps that function and appear consistently across different operating systems and devices. The script discusses the importance of understanding and adhering to the design guidelines for different platforms, such as iOS and Android, to ensure that the app provides a consistent user experience regardless of the device.

πŸ’‘Agile Methodology

Agile Methodology is a project management approach that emphasizes flexibility, collaboration, and customer feedback throughout the development process. In the script, it is mentioned in the context of app design, where the methodology requires constant iteration and user testing to ensure the app's usability and functionality.

Highlights

The necessity for designers to adapt to new devices like smartwatches and the evolution of design paradigms.

The historical shift from print to interactive web design, emphasizing the user's role in the design process.

Early web design's resemblance to print media, with tables of contents and sidebars, and the transition to a more user-centered approach.

The importance of understanding the unique characteristics of web and app design, including the use of hypertext links and content hierarchy.

The distinction between web and app design, with examples of how apps can mimic websites but fail to adhere to mobile design conventions.

The iterative nature of app development, with a focus on rapid prototyping and user feedback to inform design.

The concept of 'mobile first' design approach and its significance in creating efficient and scalable user interfaces.

The importance of working closely with developers in the app design process to achieve a high level of outcome.

The use of development tools like Adobe XD to streamline the design-to-development process in app creation.

The need for designers to understand and utilize platform-specific design guidelines for both iOS and Android.

The differentiation in design patterns and user interface conventions across different operating systems.

The importance of prototyping in app design, including the use of physical objects to test interface concepts.

The continuous evolution of app design, emphasizing that apps are never truly finished and require ongoing updates and improvements.

The practical workflow from design to prototype using industry-standard software like Photoshop, Illustrator, and XD.

The challenge of ensuring that the design works effectively across various screen sizes and devices in mobile app development.

The role of user testing in the agile methodology of app design, highlighting its importance in evaluating usability.

The need for designers to adapt their thinking and embrace the unique challenges and opportunities of designing for mobile devices.

Transcripts

play00:12

foreign

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welcome back to interactive design apps

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this is the second pod and this pod

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pretty much follows on from the week one

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pod we're going to continue looking at

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what app specific design might be and to

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look very briefly at design patterns as

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part of the development process for apps

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but let's

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let's start

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by looking at

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um

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what the device is so new devices things

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like smart watches Force us as designers

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to constantly learn new design paradigms

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and you can see how I've just put some

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apple watches there and of course this

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big change in design thinking came

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nearly 20 years ago now with ubiquitous

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or 30 years maybe with ubiquitous

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internet access and the desktop which I

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should in the first websites before then

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like most designers and myself included

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we were focused on print and the arrival

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of the internet required us to learn how

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to design for an interactive medium

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which is what we're trying to do in this

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unit or this subject the user

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has become you know far more important

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than just a spectator

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they're now interacted in more

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sophisticated way than they ever did

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with the print magazine or a book in

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this transition lots of early websites

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looks like signs with buttons on them

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and as designers we didn't immediately

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understand the characteristics of this

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new medium

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now if we look here I've found from the

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Wayback machine an early Apple website a

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lot of the design paradigms

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that we began web design with

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um started from print as we can see in

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this website from I think it's 1997.

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you can see to the left there's a table

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of contents in what we now call the

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sidebar

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it's like a book in that way there's an

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applicable advertisement and you know

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banner ads that sort of thing is still

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with us and there's a use of hypertext

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links which was quite revolutionary in

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the early days of web design it created

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a whole lot of excitement that we could

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link to anything without having to turn

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pages now if we compare that to the site

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today I'd say my quicksquiz we can see

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there's a huge amount of design shift

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there for Apple you can see there's

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still the standard top nav menu which

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has come from the sidebar up to there

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and we can see that there's two key

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content areas that we open up with the

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MacBook Air or the iPhone 13. they're

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featured in the center there so we can

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guess that these are the items that

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Apple think we want to see first or they

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want to push us to see first

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um

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and you can see the hierarchy is really

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now about

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what is most useful for Apple to show us

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or what is most what they think is most

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useful for you to want to view first so

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we don't just start at the start and

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then go through a table of contents like

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a a print medium wood but you can see

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that we're now being funneled directly

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to the content that we want

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um so if we think back to the original

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1997 design the hierarchy

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really wasn't there there was just a

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long slab of text with hyperlinks inside

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it and it required you know you as a

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user to read through at length to find

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what you're looking for so that is a big

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shift in how we think about designing

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content and information architecture

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generally for devices now

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now we're going to move to you know

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these distinctions are becoming clear

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between web and app design which is the

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theme again of this week's pod if we

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look at the apps by the BBC left and

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hurts right they look

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kind of like websites they don't really

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look like native apps and we know native

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zaps are from last week and they emit

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some really basic mobile design

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conventions

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um the same thing is happening today

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with apps one you will often come across

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applications that look like many

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websites they're constructed as web

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pages they're just translated for

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smartphones and in turn I would say that

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they fail with contrast

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font size touch targets and gestures and

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we touched on these things last week

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they also missed the mark with who will

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be using the app where and when on what

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devices

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so when designing for mobile escaping a

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web structure is really important we

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have to face projects with a different

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mental approach to fully understand

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mobile design in order to take full

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advantage of what phones offer and how

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to deliver you know so more appropriate

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and satisfying experiences so what do

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you need to do in order to be a web an

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app designer other than that rather than

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a web designer beyond the knowledge and

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tools I would say that you need to

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challenge the way you think and I'm

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going to go through in a little bit of a

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listy way again some of the strategies

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for adapting to this world about design

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so first of all you will

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change the way that you work

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hundreds of apps as we know are entering

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the App Store and development from the

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idea to the launch is a very compressed

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time frame for apps as opposed to web

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development we can't spend months on

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detailed fancy designs before launching

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I need to realize that other apps have

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come in earlier and solve the problem

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locally in a similar way you'll notice

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in the app development process that

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things get released really quickly and

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then they rely on user feedback to

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update you know to provide you know a

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next release and the next release I

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don't know if you've ever had an app

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said oh there's a new one updated and

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it's almost weekly that there's an

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update provided for the app and that's

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part of

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um I guess it's endemic to apps that we

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let them loose on users before having

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them completely fully fledged and

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they've they're never finished anyway

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okay so in terms of production cycle

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um there's a thing called lean user

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experience cycles and we can see a chart

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here and this means that there's a

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constant iterative process for apps

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there's always something being developed

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and iterated on keeping you know in the

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middle of your mind the single Focus

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that you know it will need to be

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improved again at some some point it's

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never ending

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so app design can't really begin with

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just interface design in Photoshop or

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illustrator or any of those normal

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production Pathways that we're used to

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working with it has to start before that

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with wireframes and basic designs to

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kind of get those things right before

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even

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moving along into developing the

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Prototype that is a faster or more lean

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way to develop things so in this diagram

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let's just go through it we've got think

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make and check and if we have a little

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look under those we think there's some

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generative research there's an ideation

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that happens there's mental models

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behavioral models there's test results

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or competitive analysis or what any of

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those research things that would

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normally enter into a development of an

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app there's the making and we can see

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here the prototyping the wireframes the

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unique value proposition which we

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touched on in IDM things like the

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landing page hyper comps or deployed

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code so comps we just mean the screen

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compositions and then there's checking

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and user testing is a big thing so a b

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testing any analytics usability testing

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any of those funnel testing sign ups all

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of that sort of stuff and then going

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back to the think part again and so it's

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this iteration circle is pretty normal

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for apps and it's pretty fast

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for app design generally

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okay

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so the next point we wanted to make was

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that mobile first is has been a buzz

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word in the screen design sector for

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quite some time now it simply means that

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it is very good practice whenever you're

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you know you're charged with developing

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uh

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screen materials for a company or a

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client that you actually begin with

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mobile or small screens first so mobile

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first because a lot of that user

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interaction has to be quite nuanced and

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the patterns of user interface will then

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give you a better website in the end so

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mobile first is a great way to design

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because it looks good on a small screen

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it will definitely scale but not vice

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versa

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okay so it's I guess the big best

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analogy here to kind of bring this point

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home is this idea of traveling with

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luggage if you've got a small bag you

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know you'll only bring certain amount of

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stuff but if you were given a large bag

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and or like a website you generally fill

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it to take it on on

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your trip with you so if you you know

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it's best to start with that small bag

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so you've already edited your contents

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down to make it this your trip the most

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efficient that it could be I guess okay

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so that's why we've got small screens or

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mobile first is the buzz thing that I'm

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trying to get you to pay attention to

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right here okay so the next step is to

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actually understand the development

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and the success of your app depends on

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both your designer and your developer so

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a developer is the person that will go

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ahead and code your project you do need

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to work together not at the end like as

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part of this iterative process

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um to achieve a high level of outcome

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so you can shorter iterations by working

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in parallel and then kind of

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intersecting quite often so you will

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find in the real world whatever that

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might be that you will be designing and

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prototyping at the same stage as it

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being produced by your developer so it's

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good good to have a basic understanding

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of app development processes as well as

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just the design phase

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okay so the next thing

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um one way to be ahead of that is to use

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development tools

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um

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to build your screens that can be

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transferred quickly and Faithfully to

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your developer and that's why we'll be

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using XD this semester while accurately

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sort of communicating the design intent

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we'll be doing this by using XT so

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you'll need to use the same terminology

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as your rest of your team so that

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everyone speaking the same language for

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your designs

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designers developers often refer to the

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same thing but with different words

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which makes understanding different

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parties more difficult but we'll try to

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get a handle on that as we unfold in the

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semester

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um next point is that when you're

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developing or designing either one a

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mobile app

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you can't just use your phone for

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reference I mean you will for your

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project for this semester because you

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don't have a whole range of phones out

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there but if your target is a global

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mobile market

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um you've got to at least be able to

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access some Android some iOS devices

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maybe even a Windows phone and be using

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them constantly in order to fully

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understand how to resolve the different

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design scenarios and patterns for each

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platform I have a draw full of a whole

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range of phones

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um but the truth is that the world

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doesn't begin and end with the iPhone so

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many designers so some designers do

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limit themselves to iOS

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um and so their designs don't really

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translate to from the original map so if

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we look here

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just basically uh three screens so

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simple navigation resources like Tabs

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are used in different ways on iOS to

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Android and to the Windows phone and we

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can see them there

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uh iPhones using them at the bottom

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Android's at the top there although this

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is changing and then there's a a Windows

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Phone set up there so the interaction

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patterns so the established solutions to

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design problems of user interface are

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different on each operating system and

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I'll get at those a little bit later

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so as such as a designer it's kind of

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good to you know flip between the two in

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order to be you know on top of what they

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actually are and be able to use them

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correctly in your design work

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um so a few examples are the location of

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your tabs how to show menus when to and

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how to display primary and secondary

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navigation they all they differ between

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the two two main platforms there of the

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IOS and Android

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um

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so yeah I just thought I would point

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point that differentiation out okay if

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we look here here's a concrete example

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of it and this is an older version of

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Instagram

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um we can see that it looks suspiciously

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similar on both devices so we going from

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last week's put a okay I know now that

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they've probably

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um designed it as a hybrid app so it's a

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HTML5 implementation of their website at

play13:50

this stage of their development they've

play13:52

changed the way they work now in

play13:54

Instagram

play13:55

so you can see you know

play13:58

we can see in the Android implementation

play14:00

that you know it hasn't paid attention

play14:02

to the Bottom bar nav ideas and it's

play14:05

just sort of hasn't ported particularly

play14:07

well and I think this kind of

play14:09

illustrates that we also have you know

play14:12

different tabs showing up as defaults so

play14:16

I was yeah okay so next

play14:20

um

play14:20

I just wanted to point out how do you

play14:23

deal with this as a designer

play14:25

so you you can have the phones or you

play14:28

can also alongside having the phones is

play14:32

reference the design guidelines that

play14:36

they both publish regularly up and

play14:38

regularly update depending on the

play14:40

operating system comes out so material

play14:42

design is for the Android number three

play14:44

has just come out and I've got a link

play14:47

there I'll put these Links at the bottom

play14:48

of the Pod as well in today's session

play14:52

um but if you're wanting to conform or I

play14:54

think that you probably will want to

play14:56

perform because I will ask you to to the

play14:58

user interface conventions and the

play15:00

device specific things for Android you

play15:03

will definitely need to take a squiz

play15:05

through material design three

play15:09

um

play15:09

and then if you were designing for the

play15:13

iOS you'll see here that Apple also puts

play15:18

out developer resources for designers

play15:20

and developers

play15:22

um to look at and you can see here I've

play15:23

just taken the screen grab from the

play15:25

website there again I'll put the link at

play15:28

the bottom but you can see they've got

play15:30

design templates for XD and production

play15:33

templates for XD Photoshop or sketch

play15:35

sketches are popular program for app

play15:37

development but we're using XD this

play15:39

semester but you can see you can

play15:41

download them from the get go to make

play15:43

sure they're conforming to Apple's

play15:45

fairly strict guidelines and in fact if

play15:48

they do not conform to their strict

play15:50

patterns of user interface design they

play15:53

don't get accepted into the App Store so

play15:57

you'll be knocked back and asked to

play15:58

remedy things or they'll just knock it

play16:00

back and won't tell you why Okay so

play16:03

whether you're doing it for Android and

play16:05

I'm pretty sure you haven't decided yet

play16:07

or iPhone and it'll probably be the

play16:09

device that you actually have in your

play16:10

hand or your pocket right now make sure

play16:13

you're familiar with the material design

play16:15

for Android or the iOS design patterns

play16:19

and guidelines that there

play16:23

okay there is another site that I

play16:25

thought I'd alert you to it's in your

play16:27

links and again I'll put it there it's

play16:29

called patterns it does go through

play16:31

common patterns for all sorts of page

play16:34

layouts and user interface issues that

play16:38

you might have we can see some

play16:40

onboarding patterns there and different

play16:43

splash screen patterns so that is

play16:45

another resource that would be useful

play16:47

for everybody doing app design to have a

play16:50

a little look at

play16:52

okay so another thing that you'd need to

play16:55

do with that production in the flow is

play16:57

to prototype everything all the time so

play16:59

an agile methodology which is what we

play17:01

call app design requires us

play17:03

understanding how something will work

play17:05

and function before you make it and

play17:08

before you go through and put your fonts

play17:10

in and your colors and all the normal

play17:12

things that you would do as a designer

play17:15

do need to get that um the functionality

play17:19

right you know

play17:21

likewise all prototypes help us

play17:23

evaluating and again via user testing

play17:25

the app's usability and that's a key

play17:28

thing for app design particularly as

play17:30

part of an agile methodology so we don't

play17:33

have to wait very long before building

play17:35

our prototype so as a result of that oh

play17:39

let me just look at some prototyping

play17:41

things I thought I would put in as one

play17:45

of the funniest prototypes I've seen

play17:46

which actually worked and they did use

play17:48

it it's a

play17:50

it's a piece of wood with with a piece

play17:52

of paper on it it's one of the early

play17:54

prototypes for the Palm Pilots before we

play17:57

kind of had mobile phone

play17:59

usage um and it's from the Computer

play18:01

History Museum

play18:02

so you might not remember that you won't

play18:04

remember the Palm Pilot but it's one of

play18:07

the first prototypes for you know this

play18:09

thing to help us organize our life

play18:10

before the mobile phone came in and they

play18:14

prototyped it in wood to see if it fits

play18:16

in people's pockets and if it actually

play18:17

felt useful to people in the size and

play18:21

weight actually worked and I guess other

play18:23

than just the historical fun of putting

play18:26

in a piece of wood with a piece of paper

play18:27

and a pen you can see the pen part there

play18:29

too

play18:30

um you can see you know it's kind

play18:33

industrial design or you know the look

play18:35

and feel of products is important to

play18:37

prototype as well

play18:40

um Okay so

play18:43

let's move on okay so in terms of our

play18:46

production Pathways

play18:49

um you can see here clear workflow going

play18:52

from design in Photoshop and illustrator

play18:55

into a prototype in XD and then a

play18:58

shareable

play18:59

you know blink NXT as well I mean we

play19:02

could complicate this more with the user

play19:04

testing

play19:05

um Cycles but this is the basic uh

play19:09

workflow for us you can actually design

play19:11

an XD but I imagine most of you

play19:14

will probably kind of go oh actually I

play19:18

want to have more control than the tools

play19:20

that XD provides me but this is a basic

play19:23

production workflow that you'll go

play19:25

through and they're the softwares that

play19:27

we'll be using this semester which are

play19:29

fairly industry standard

play19:31

that you use out of uni and into work

play19:35

okay there are many prototyping tools

play19:38

out there so even though you're using XD

play19:41

you've probably you might have touched

play19:42

on Envision sketches the other popular

play19:44

one so sketch XD and envision are the

play19:48

most common prototyping tools out there

play19:53

okay next next rule is what you see is

play19:57

not always what you get when you um

play20:00

start from a draft design as you work so

play20:03

when you're designing for the web it's

play20:04

possible to watch a live draft but with

play20:07

apps you don't really know how the

play20:10

interface will look and function unless

play20:12

you test it on all of those devices as I

play20:14

said before so such test testing on

play20:18

actual physical devices is really

play20:20

important in Mobile

play20:24

app develop development

play20:27

okay there's so many different screen

play20:28

sizes next thing is that apps are never

play20:32

finished and I keep I said that at the

play20:33

start it's an iterative process

play20:36

um but you're never creating anything

play20:37

that you just launch and say hey my

play20:40

app's finished I've launched an app

play20:42

um problems always occur

play20:45

um

play20:46

different releases of material design

play20:49

might come out or iOS 16 is coming out

play20:52

later this year halfway through your

play20:54

project project probably

play20:56

um so it's it's impossible to always you

play21:00

can't just make a an app design and

play21:02

think that that's finished

play21:05

um detecting problems and changes in

play21:07

conventions is not a bad thing it's an

play21:09

opportunity to learn and kind of improve

play21:11

as you go so

play21:14

you know keep that in your mind whenever

play21:16

you're developing an app never think the

play21:18

hey in assessment too when you do your

play21:20

design document this thing's finished no

play21:22

way you have to kind of use it and go

play21:24

through a whole range of cycles of

play21:27

prototyping to get a new release ready

play21:30

put it that way

play21:32

okay so let's end where yeah let's end

play21:35

where we we started sort of finish up

play21:39

um I guess from this pod you need to

play21:41

come away with the core idea that

play21:43

designing apps requires a bit of a

play21:46

change in thinking uh it's time to leave

play21:49

web design for computer screens and to

play21:52

understand that smartphones and tablets

play21:54

and even watches are separate and

play21:56

distinct devices and need you to

play21:59

consider them as such so thanks for

play22:01

listening and I will see you in class

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Related Tags
Interactive DesignApp DevelopmentUser ExperienceMobile FirstWeb ParadigmsDesign PatternsPrototypingIterative ProcessCross-PlatformUI Guidelines