Designing for multiple devices

What determines the right user experience for a platform/device?

  • User posture: Stationary, Lean back, on-the-go, shared
  • Input capabilities: pointer/keyboard, LRUD/OSK, Gesture/OSK
  • Navigation style: controls & windows, panes
  • Display capabilities: Hi-Res, near, far away, small, medium, large

Design principles (fundamental, universal ideas that underpin good design) stay the same but the application of principles varies across input, posture, navigation, and display.

Design for mobile first when thinking about multiple platforms as it holds the most constraints. This helps you focus.

Luke Wroblewski

Another definition of UX

[User experience] ‘extends the task-oriented approach of usability and goes beyond the instrumental, views emotion and affect as core qualities of an interaction, and emphasises the experiential. Furthermore, while traditional HCI was very problem-oriented, UX is a positive approach to HCI, looking for rich experiences rather than solely focusing on usability problems.’

Hassenzahl, M. and Tractinsky, N. (2006): User Experience – A research Agenda. Behaviour & Information Technology, 25(2), 91–97.

Usability metric

Usability metrics reveal [measure] something about […] some aspect of

  • effectiveness (being able to complete a task)
  • efficiency (the amount of effort required to complete a task)
  • or satisfaction (the degree to which the user was happy with his or her experience while performing the task)

Some examples: task success, user satisfaction; errors

Tulls and Albert (2008), p.7-8