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	<title>UX &#8211; Wiebe Elsinga</title>
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		<title>Tips on how to improve your ‪Android‬ ‪UX</title>
		<link>http://wiebe-elsinga.com/blog/improve-your-android-ux/</link>
		
		<dc:creator><![CDATA[W.Elsinga]]></dc:creator>
		<pubDate>Fri, 08 May 2015 03:59:54 +0000</pubDate>
				<category><![CDATA[AndroidUX Tips]]></category>
		<category><![CDATA[Business]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[UX]]></category>
		<guid isPermaLink="false">http://wiebe-elsinga.com/blog/?p=1786</guid>

					<description><![CDATA[During recent Android app clinics I hosted and/or attended, I started noticing developers/designers implement some common UX flaws and found myself questioning if they know how to do proper UX. Some of those Android applications I&#8217;ve seen are really well thought out from a technical point of view, but lack good UX. So maybe I should share some techniques/tips on how to improve the UX. 1) Analyze Do some analysis on your current (or future) UX design. As designer and/or developer we tend to think we know everything, but we don&#8217;t. Your application may be used differently than you might think. Knowing how users are using or will use your application is valid information in making a good UX design, as the focus is, and always should be, the user. Do usability tests to discover problems or bottle-necks in your design. This can be done by actually sitting down with a user and observe his/her behavior while he/she is using your application or prototype. Use analyzing tools like Google analytics to find how user are using your application, so you know the user focus (or lack of) inside your application. Or just look around how people are using there device to know basic human-device interaction. A good example might be when you application is using the camera as feature. You&#8217;ve probably seen that &#8220;selfiesticks&#8221; are becoming more populair, so your application might be needing front-camera support as well. And finally have a look at user reviews in Google Play. They might supply you with vital information on how to make your users happy (and getting good ratings at the same time). 2) (Re)Think It might be a good idea to have a second (or third) look at your current UX design and re-think. Try to look for these bad UX omens: Additional texts to explain how it elements work. You can&#8217;t document your way out of confusing UX. Novel paradigms. Stick to known patterns, so users feel quickly at ease. FAQ section. The information presented to the user should be obvious and clear. &#8220;Pop-ups&#8221;, like a confirm dialog. Don&#8217;t block the UX. Don&#8217;t say that something is dangerous if you can&#8217;t fix the danger. Do support &#8220;undo&#8221;. Too much information. Keep it simple (is always the hardest to do). So how can you test if your new UX is wel thought out you may ask, well: You might want to prototype your new UX design first in stead of rewriting your app. This is quick and easy to do and can test if your redesign has been improved. Try doing A/B testing so you can compare the new design against your current one. Testing eliminates guesswork and turns &#8220;I think&#8221; into &#8220;I know&#8221;. 3) Adapt As described in the previous section it&#8217;s important to stick to known patterns, so the user can quickly become acquainted with your application features. Adapting platform standards is the way to go. And Google has done a great job with the introduction of Material Design, by suppling us with well thought out UX design patterns. Learn these pattern and apply them to your UX design. One question I get asked a lot is when an application is adapting Material design will it still contain its uniqueness and will my branding survive. My answer is yes. Branding can by maintained by: The application or product icon. Use of colors. And the actual application itself, meaning your brand should be reflected in the application. Let me explain this by giving you an example giving to me by Marie Schweiz about her redesign of the Top Gear application. The succes of Top Gear (brand) is not the cars, but the three guys hosting it and the fun they have with cars. This should be reflected in the UX design, so make if playful. 4) Add It might sounds strange, adding features to transform UX design, but it&#8217;s not. Let me be clear, I&#8217;m not talking about adding more content but adding features like feedback, value and user aid. So you can add: Interaction feedback, which gives the user confidence that he/she is using the content correctly Error feedback, which warns the user and a possible solution. But be careful not to block the user while giving this type of feedback. Loading feedback, which gives the user options, should I wait or just continue. Again don&#8217;t block the user. Action aid, which gives the the user the option to &#8220;undo stupidity&#8221; If you want to know more, you may want to visit: Google Material design introduction User testing explained, part 1 User testing explained, part 2 Android UI/UX website by Taylor Ling Android UI patterns website by Juhani Lehtimäki Udacity course: UX Design for Mobile Developers Google design Youtube channel I really want to thank my friend and colleague Ali Derbane for reviewing this post]]></description>
										<content:encoded><![CDATA[<p>During recent Android app clinics I hosted and/or attended, I started noticing developers/designers implement some common UX flaws and found myself questioning if they know how to do proper UX.<br />
Some of those Android applications I&#8217;ve seen are really well thought out from a technical point of view, but lack good UX.</p>
<p>So maybe I should share some techniques/tips on how to improve the UX.<br />
<span id="more-1786"></span><br />
<center><img width="320" src="http://i.giphy.com/rV4guAJUoU6Vq.gif"/></center></p>
<h3>1) Analyze</h3>
<p>Do some analysis on your current (or future) UX design. As designer and/or developer we tend to think we know everything, but we don&#8217;t. Your application may be used differently than you might think.<br />
Knowing how users are using or will use your application is valid information in making a good UX design, as the focus is, and always should be, the user.  </p>
<ul>
<li><strong>Do usability tests</strong> to discover problems or bottle-necks in your design. This can be done by actually sitting down with a user and observe his/her behavior while he/she is using your application or prototype. </li>
<li><strong>Use analyzing tools</strong> like Google analytics to find how user are using your application, so you know the user focus (or lack of) inside your application.</li>
<li>Or just <strong>look around</strong> how people are using there device to know basic human-device interaction. A good example might be when you application is using the camera as feature. You&#8217;ve probably seen that &#8220;selfiesticks&#8221; are becoming more populair, so your application might be needing front-camera support as well.</li>
<li>And finally have a <strong>look at user reviews</strong> in Google Play. They might supply you with vital information on how to make your users happy (and getting good ratings at the same time).</li>
</ul>
<p></p>
<h3>2) (Re)Think</h3>
<p>It might be a good idea to have a second (or third) look at your current UX design and re-think.<br />
Try to look for these bad UX omens:</p>
<ul>
<li><em>Additional texts</em> to explain how it elements work. You can&#8217;t document your way out of confusing UX.</li>
<li><em>Novel paradigms</em>. Stick to known patterns, so users feel quickly at ease.</li>
<li><em>FAQ section</em>. The information presented to the user should be obvious and clear.</li>
<li><em>&#8220;Pop-ups&#8221;</em>, like a confirm dialog. Don&#8217;t block the UX. Don&#8217;t say that something is dangerous if you can&#8217;t fix the danger. Do support &#8220;undo&#8221;.</li>
<li><em>Too much information</em>. Keep it simple (is always the hardest to do).</li>
</ul>
<p>
So how can you test if your new UX is wel thought out you may ask, well:</p>
<ul>
<li>You might want to <strong>prototype</strong> your new UX design first in stead of rewriting your app. This is quick and easy to do and can test if your redesign has been improved. </li>
<li>Try doing <strong>A/B testing</strong> so you can compare the new design against your current one. Testing eliminates guesswork and turns &#8220;I think&#8221; into &#8220;I know&#8221;.</li>
</ul>
<p></p>
<h3>3) Adapt</h3>
<p>As described in the previous section it&#8217;s important to stick to known patterns, so the user can quickly become acquainted with your application features.<br />
Adapting platform standards is the way to go. And Google has done a great job with the introduction of Material Design, by suppling us with well thought out UX design patterns.<br />
Learn these pattern and apply them to your UX design.<br />
One question I get asked a lot is when an application is adapting Material design will it still contain its uniqueness and will my branding survive. My answer is yes.<br />
<center><img width="320" src="http://i.giphy.com/12nuDeDV4xU3yE.gif"/></center><br />
Branding can by maintained by: </p>
<ul>
<li>The application or product icon.</li>
<li>Use of colors. </li>
<li>And the actual application itself, meaning your brand should be reflected in the application. </li>
</ul>
<p>
Let me explain this by giving you an example giving to me by <a href="https://plus.google.com/+MarieSchweiz" target="_blank">Marie Schweiz</a> about her redesign of the Top Gear application.<br />
The succes of <a href="http://www.topgear.com/">Top Gear</a> (brand) is not the cars, but the three guys hosting it and the fun they have with cars. This should be reflected in the UX design, so make if playful.<br />
</p>
<h3>4) Add</h3>
<p>It might sounds strange, adding features to transform UX design, but it&#8217;s not. Let me be clear, I&#8217;m not talking about adding more content but adding features like feedback, value and user aid.<br />
So you can add:</p>
<table>
<tr>
<td style="vertical-align:middle">
			<video src="http://wiebe-elsinga.com/blog/wp-content/uploads/2015/05/shamuLMY47DWiebe05082015095543.mp4" id="id0" width="200" onMouseOver="id0.play()" onMouseOut="id0.pause()" onclick="window.location='http://wiebe-elsinga.com/blog/wp-content/uploads/2015/05/shamuLMY47DWiebe05082015095543.mp4';id0.pause()" loop></video>
		</td>
<td style="vertical-align:middle">
			<strong>Interaction feedback</strong>, which gives the user confidence that he/she is using the content correctly
		</td>
</tr>
<tr>
<td style="vertical-align:middle">
			<a href="http://wiebe-elsinga.com/blog/wp-content/uploads/2015/05/shamuLMY47DWiebe05082015102326.png" rel="lightbox[1786]" title="Tips on how to improve your ‪Android‬ ‪UX"><br />
				<img src="http://wiebe-elsinga.com/blog/wp-content/uploads/2015/05/shamuLMY47DWiebe05082015102326.png" width="300" class="aligncenter" /><br />
			</a>
		</td>
<td style="vertical-align:middle">
			<strong>Error feedback</strong>, which warns the user and a possible solution. But be careful not to block the user while giving this type of feedback.
		</td>
</tr>
<tr>
<td style="vertical-align:middle">
			<video src="http://wiebe-elsinga.com/blog/wp-content/uploads/2015/05/shamuLMY47DWiebe05082015102824.mp4" id="id3" width="200" onMouseOver="id3.play()" onMouseOut="id3.pause()" onclick="window.location='http://wiebe-elsinga.com/blog/wp-content/uploads/2015/05/shamuLMY47DWiebe05082015102824.mp4';id3.pause()" loop></video>
		</td>
<td style="vertical-align:middle">
			<strong>Loading feedback</strong>, which gives the user options, should I wait or just continue. Again don&#8217;t block the user.
		</td>
</tr>
<tr>
<td style="vertical-align:middle">
			<video src="http://wiebe-elsinga.com/blog/wp-content/uploads/2015/05/shamuLMY47DWiebe05082015104350.mp4" id="id4" width="200" onMouseOver="id4.play()" onMouseOut="id4.pause()" onclick="window.location='http://wiebe-elsinga.com/blog/wp-content/uploads/2015/05/shamuLMY47DWiebe05082015104350.mp4';id4.pause()" loop></video>
		</td>
<td style="vertical-align:middle">
			<strong>Action aid</strong>, which gives the the user the option to &#8220;undo stupidity&#8221;
		</td>
</tr>
</table>
<p>If you want to know more, you may want to visit:</p>
<ul>
<li><a href="http://www.google.com/design/spec/material-design/introduction.html" target="_blank">Google Material design introduction</a></li>
<li><a href="http://thenextweb.com/creativity/2015/04/27/user-testing-explained/" target="_blank">User testing explained, part 1</a></li>
<li><a href="http://thenextweb.com/dd/2015/04/28/user-testing-explained-part-two/" target="_blank">User testing explained, part 2</a></li>
<li><a href="http://androiduiux.com/" target="_blank">Android UI/UX</a> website by <a href="https://plus.google.com/+TaylorLing" target="_blank">Taylor Ling</a></li>
<li><a href="http://www.androiduipatterns.com/ http://www.androiduipatterns.com/" target="_blank">Android UI patterns</a> website by <a href="https://plus.google.com/+JuhaniLehtimäki" target="_blank">Juhani Lehtimäki</a></li>
<li>Udacity course: <a href="https://www.udacity.com/wiki/ud849" target="_blank">UX Design for Mobile Developers</a></li>
<li><a href="https://www.youtube.com/channel/UClKO7be7O9cUGL94PHnAeOA" target="_blank">Google design Youtube channel</a></li>
</ul>
<p>
I really want to thank my friend and colleague <a href="https://plus.google.com/+AliDerbane" target="_blank">Ali Derbane</a> for reviewing this post </p>
]]></content:encoded>
					
		
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			</item>
		<item>
		<title>Glass, a UX point of view</title>
		<link>http://wiebe-elsinga.com/blog/glass-a-ux-point-of-view/</link>
					<comments>http://wiebe-elsinga.com/blog/glass-a-ux-point-of-view/#respond</comments>
		
		<dc:creator><![CDATA[W.Elsinga]]></dc:creator>
		<pubDate>Mon, 20 Jan 2014 04:02:05 +0000</pubDate>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[Glass]]></category>
		<category><![CDATA[GoogleGlass]]></category>
		<category><![CDATA[UX]]></category>
		<guid isPermaLink="false">http://wiebe-elsinga.com/blog/?p=1506</guid>

					<description><![CDATA[You probably already know Google Glass, and maybe even read on how to create Glasswear, but what about a UX point of view. In this article we will be discussing the UX of Glass. Introduction Glass was designed to be used everyday and everywhere as content provider, so having a easy and clear UX is essential. Its UX is remarkably consistent with the UX of other Google products: crisp and flat. Controlling Glass through voice commands, navigating from the touch-sensitive side or using the camera button on top, are all done with ease. Lets have a closer look at some of these UX features. Home The home card is the starting point for all things Glass, and from this screen, you can invoke Glass through voice activation. A user can activate the home card, and basically use Glass by either tapping the touchpad or tilting ones head (up). Why they chose to add this feature, I still don&#8217;t know, but using this &#8220;head wake up&#8221; only enhances the weirdness of wearing Glass. Lists Talking about voice activation, when you actually want to have a look at some of the voice triggered actions, you first have to say the magic phrase “ok Glass”. Doing so will show you a list of voice commands that are available by default. As supposed to the &#8220;normal&#8221; way of navigating (swipe forward, backwards or down), you view the list by looking down. This isn&#8217;t a smooth experience and leaves a lot to be desired. Timeline The UI is driven by the timeline, a series of information cards displayed depending on what you’re doing and where you are in the timeline. For example, to go to the previous cards (photos, messages, emails, etc.), you swipe from back to front, pulling up the past from behind you. Cards associated with upcoming events, like Google Now cards for traffic, flights, restaurant recommendations, etc. are all ahead of you. So you swipe backward to pull those things into your view. It will take you a bit of time to get the hang of it, but eventually you will master it. Conclusion In conclusion, Google has managed to simplify the UX. The technology is there when they want it but out of the way when they don’t. From an UX point of view it&#8217;s not really as consistent, and there is definitely a learning curve. So Glass has still a long way to go, but is paving the way to new possibilities. Up next: Glass, a Developers point of view.]]></description>
										<content:encoded><![CDATA[<p>You probably already know Google Glass, and maybe even read on how to create Glasswear, but what about a UX point of view.<br />
In this article we will be discussing the UX of Glass.</p>
<h2>Introduction</h2>
<p>Glass was designed to be used everyday and everywhere as content provider, so having a easy and clear UX is essential.<br />
Its UX is remarkably consistent with the UX of other Google products: crisp and flat.<br />
Controlling Glass through voice commands, navigating from the touch-sensitive side or using the camera button on top, are all done with ease.<br />
Lets have a closer look at some of these UX features.</p>
<h2>Home</h2>
<p>The home card is the starting point for all things Glass, and from this screen, you can invoke Glass through voice activation.<br />
A user can activate the home card, and basically use Glass by either tapping the touchpad or tilting ones head (up).<br />
Why they chose to add this feature, I still don&#8217;t know, but using this &#8220;head wake up&#8221; only enhances the weirdness of wearing Glass.</p>
<h2>Lists</h2>
<p>Talking about voice activation, when you actually want to have a look at some of the voice triggered actions, you first have to say the magic phrase “ok Glass”. Doing so will show you a list of voice commands that are available by default.<br />
<center><img  src="https://storage.googleapis.com/support-kms-prod/SNP_3082137_en_v2"/></center><br />
As supposed to the &#8220;normal&#8221; way of navigating (swipe forward, backwards or down), you view the list by looking down. This isn&#8217;t a smooth experience and leaves a lot to be desired.</p>
<h2>Timeline</h2>
<p>The UI is driven by the timeline, a series of information cards displayed depending on what you’re doing and where you are in the timeline.<br />
For example, to go to the previous cards (photos, messages, emails, etc.), you swipe from back to front, pulling up the past from behind you.<br />
Cards associated with upcoming events, like Google Now cards for traffic, flights, restaurant recommendations, etc. are all ahead of you. So you swipe backward to pull those things into your view.<br />
<center><img  src="https://storage.googleapis.com/support-kms-prod/SNP_3083411_en_v2"/></center><br />
It will take you a bit of time to get the hang of it, but eventually you will master it.</p>
<h2>Conclusion</h2>
<p>In conclusion, Google has managed to simplify the UX. The technology is there when they want it but out of the way when they don’t.<br />
From an UX point of view it&#8217;s not really as consistent, and there is definitely a learning curve.<br />
So Glass has still a long way to go, but is paving the way to new possibilities.</p>
<p>Up next: Glass, a Developers point of view.</p>
]]></content:encoded>
					
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