Mobile First, Content First, User First

Think Mobile First when designing for the web

The term “Mobile First” is thrown around more and more often – I think we’ve all heard it by now. What “Mobile First” means is subjective at times, and when philosophy is applied to process, there are bound to be exceptions to rules, edge cases, etc.

What is Mobile First?

For most people, the initial thought is mobile devices. But what is “mobile”? Mobile is mobility. This is important, because mobility speaks to the humanistic qualities of experience, whereas devices are hardware.

The most important piece of a Mobile First process is the context of the user. I recently attended DrupalCon Denver, where Michael Keara, of That User Advocate Guy and My Planet, compared a user to a traffic cone. A traffic cone, in and of itself, is inconsequential. But when placed in any environment, the traffic cone should alter its environment to its purpose. People are the same way, and the goal of any Mobile First process is to nail down the context of that user. More great reads in Michael Keara’s blog.

Know your user before creating mobile websites

Path is an application that strives to make mobile social interaction more fun. Aside from having a great responsive brochure site, they have created a fluid social experience focused on usability. This application embraces the context of the user in a way that makes using it feel completely natural, and has allowed Path to make some noise for itself in an intimidating market space.

As an industry, this is an exciting time. We are forced to break away from old habits, and put the context of the user first. The behaviors in which users access content are changing at an unprecedented pace, and these users are increasingly stingy about the amount of effort they will put into engagement. This evolution in the digital space is a huge opportunity to create better products as well as tailor user experiences to match their day to day life. Mobile first, content first, user first is where we need to be as an industry. 

For more on Mobile First philosophy, I recommend the bible on the subject, Mobile First by Luke Wroblewski.

By Colin Proctor, Smashing Art Director

 

UX Part 1: UX is Everywhere

“When a Product is being developed, people pay a great deal of attention to what it does. User Experience is the other, often overlooked side of the equation—how it works—that can often make the difference between a successful product and a failure.”

- Jesse James Garrett, author of The Elements of User Experience

User Experience(UX) isn’t just about how people interact with technology, it permeates our lives. Observing your everyday interactions can inform your thinking process when planning out your next website or app. Take your experience with cars for example. Cars are incredibly complex, with thousands of moving parts, but think back to last time you “interacted” with a car unfamiliar to you, say a rental or friend’s car. Most likely you drove it with minimal effort because you’ve learned that pressing down on the gas makes you go faster, stepping on the brake slows you down, the steering wheel takes you left and right, and so on.

When things don’t behave as expected, the experience can be very different. For example, I borrowed a friend’s truck a while back and ended up returning it with the wipers still going. For the life of me I couldn’t figure out how to control them. “It’s easy” he said, “All you have to do is tap it up, down, wiggle, left, right, wiggle and it will stop.” Knowing my friend was joking, I laughed it off, but was still confused about why it didn’t work the way I expected it to.

UX for digital has many of the same pitfalls. When things don’t behave as expected and you end up needing to hunt and peck your way around, it creates a break in the experience. It takes you away from doing what you want to be doing and forces you to focus more on how to do it. This has the potential to cause frustration and even anger, emotions nobody wants associated with their brand and products.

When it comes to planning a positive user experience, there are things you have complete control over and things you simply don’t.

Content, interactions, and visuals are things you can control within the user experience. But, there are many factors like emotional state, distractions, time, and place playing a role, that you simply have no control over. These elements must be taken into account and planned for–by knowing your users, their goals, and the context of how and where they would most likely use your product. This planning has a substantial impact on the overall experience and can mean the difference between a disgruntled user and an evangelist extolling the virtues of your brand and products.

By Clemente Miller, Smashing Designer

Download the UX Poster

Brick & Mobile: Mobi-Retail v2.X

By Brian Burke, President

How to drive consumers in-store, back to brick-and-mortar, while giving them a true reason to step out of their comfortable homes and traditional online-shopping, is a topic that continues to surface in the mobile marketing & development arena. Several major brands are now providing new, unique digital experiences via large interactive screens, digital shopping walls and kiosks that aim to provide a level of convenience and depth of experience to consumers in-store. So far, it seems like some of these have a ton of potential, as in the case with Adidas’ Virtual Shoe Wall which was unveiled in January at the National Retail Federation convention. The idea that a small boutique store can ultimately increase their shelf space exponentially is a brilliant idea. Adidas isn’t the first to embark on this effort, and I imagine we’ll hear more this year as small and big-box retailers experiment further with multi-screen consumer engagement strategies (it will be interesting to see what emerges from CET World in San Francisco this month).

The main question that comes to mind however, is how retailers will get consumers into their stores in the first place, and provide a choice of tools that won’t limit that engagement on location?

Smartphone usage in-store is growing.  According to a study by WSL/Strategic Retail, roughly half of all smartphone owners use their devices while shopping in brick-and-mortar stores, a 21 percentage point increase from a year ago. If brick-and-mortar locations become showrooms which lead to comparison shopping on mobile, with purchases ultimately taking place while in store, but on a competitor’s site or app instead of the store’s checkout, it is obvious where this trend will lead. It is critical that those brands offer tools to make sure the “carting” or ”basket” actually takes place in the physical store. Branded shopping apps with thin information and commerce only represent one of the options, and don’t truly engage the user beyond the tools that are already available via a site. Deep mobile apps that drive brand loyalty and encourage the physical browsing experience by providing immediate feedback, product reviews, additional content and social connections will drive a brand’s relationship with its users further. Remember, there should be a distinguishing reason for it to be in a mobile app.

We can’t always open up the box in the store and a set of images on an app can only tell so much of the story. Research may take place at home, but why then leave the comfort of your home to head to the store when online retailers are offering immediate discounts, free shipping, free returns, and other perks?

Retailers need to start providing even deeper tools that complement the in-store shopping experience.  A browsing experience shouldn’t be limited by one input method—seamless interaction can create an immediate response and opportunity. The use of augmented reality or other interactive tools (eventual NFC in iOS to round out Android’s nascent play?) to bring images and objects to life or supply video brochures, enhanced customer reviews and content is something that should become a standard in our industry. Allowing the user to comment on the fit of a dress right from an app, rate the style and share information with a friend while they are in-store, provides the incentive for their social circles to come and try it on themselves. Close the circle by providing a loyalty program that rewards users for in-store reviews, with offers that are normally found in a catalog or online, passing immediate savings on to the customer in-store via in-app promotions.

It’s also possible to bring fun into the mix, which is what Smashing Ideas did by working closely with Toys R Us to launch Geoffrey’s Jungle, an iPad app that engages kids in a virtual world experience that allows them to “Like” products and share with their parents.  Kids design and name their Jungle-themed avatar, hop on a boat with Geoffrey and explore product-themed islands full of engaging games and activities. This is only a first step, but it can lead to more ideas about the type of bonus content that can be provided for in-store visits. Mobile Commerce Daily’s Mobile Commerce Outlook 2012 report also just came out with articles that share interesting insights into the use of check-in, loyalty programs, couponing and in-store wi-fi as preliminary means to engage consumers in-store. In-store mobile transactions are also discussed in several areas, speaking to a level of convenience that can be provided to the consumer to make their purchase experience even more fluid and seamless with mobile.

Apps should adapt and provide the right experience, with a reason to be mobile at the forefront. In-store interactive displays are a cool addition to the shopping experience and can be taken further to interact with each customers’ mobile device to provide scale. There may never be a silver-bullet to control the conversation in-store or a customer’s purchase decision, but that’s exactly the point—let the consumer explore outside your walls, but give them the v2.x tools that bring them back to your retail reality.

 

Smashing Ideas @ iKids Conference in NYC!

Smashing President, Brian BurkeAttending the iKids Conference @ Kidscreen 2012? Make sure to stop by Brian Burke’s panel Platform Diving: Perspectives on Potential and Planning where he’ll be joined by other industry professionals to discuss the proliferation of mobile platforms and topics such as “where should brand owners put their app development money and what should they avoid?”. Brian will also provide a Brand Download on Smashing in a separate session, presenting information on our latest efforts in mobile development and key trends that are shaping client and partner efforts in the space.

Mobile Download with Brian Burke – February 6, 10:00 AM

Platform Diving: Perspectives on Potential and Planning – February 6, 10:30 AM

Videos Para Todos!

Sony Pictures Television’s sites feature lots of great full-length episodes, web exclusives, and video clips on its regional websites, but users were having trouble finding them. We partnered with Sony to reorganize and redesign the Video sections of these sites. Our IA experts and designers improved the Video section’s usability with a simple, clean design that makes all of the videos easily accessible and sortable. With the new design, content managers can also customize site background images to reflect its shows, and can cross-promote other show information as fans watch videos. The redesigned Videos section will soon be live across all of SPT’s International sites, and is already live for Mexico Sony Entertainment Television at mx.canalsony.com/videos and for Brazil Sony Entertainment Television at br.canalsony.com/videos