Konferencja Mobile Central Europe 2015 już w tym tygodniu! Na tę środę zaplanowane są całodniowe warsztaty, a czwartek i piątek to dni wykładów. Będę na wszystkich. A Ty? :)
Nadchodzi niepowtarzalna okazja, by porozmawiać z bardzo ciekawymi osobistościami ze wszystkich zakątków świata. Na przykład z byłym designerem firmy Google, który dziś tworzy autorski projekt Pixelapse, który dosłownie kilka dni temu został przejęty przez Dropbox. Mam na myśli Min Ming Lo, który dzisiaj jest moim rozmówcą.
Min Ming wystąpi pierwszego dnia konferencji, 05. lutego o godzinie 12, z tematem „Open Design Movement„. Bardzo mnie ciekawiło, na czym polega idea którą popularyzuje. Przeczytajcie…
What’s the idea behind the Open Design Movement?
Open Design is the movement to encourage designers to be open in their design process. Open Design is about sharing your design source files, sharing your design iterations at every step, and being open to collaboration with others. The idea is that great design results from a process of constant iteration and relentless refinement. Design is fundamentally collaborative and the best ideas grow and expand with the input of others. Sharing your progress only only allows others to provide critical feedback along the way, but is also a learning process for everyone, providing useful insights into a designer’s thought process.
I totally agree with The Open Design manifesto. So 2 years ago you’ve launched a Github for designers, Pixelapse. Pixelapse is a site for designers to upload and collaborate on projects. How many users does this platform have today?
We have in the range of more than 10,000 designers, with close to 10 million revisions saved.
Nice numbers. A few days ago we learned that Dropbox had acquired Pixelapse. That must be a great achievement for you! Congratulations! Can you tell me more about your future plans? What will change?
What can be said is already said in the blog post. Our new development efforts will be focused on bringing the same kinds of collaboration and workflow experiences that you’re used to in Pixelapse over to the core Dropbox product. Pixelapse as a standalone product will continue to operate and be supported for the next year as we work towards this goal, at which point we’ll offer a migration plan for your work.
You formerly worked as the User Experience designer in Google Maps for Mobile and were part of the team that launched turn-by-turn Navigation in Google Maps on Android. Could you tell me how many people worked in Google’s design team on Google Maps? Please describe briefly your workflow.
That was back in 2009 and I was in the Google Maps for Mobile team which is different from the core Google Maps team.
UX design really starts from what’s the goal. The goal could be quite specific such as „How can we redesign the landing page to increase sign ups by 10%” or as broad as „We need some way to allow users to interact with all files”. With the general goal in mind, the next step usually involves brainstorm by „going wild”. „Going wild” is the process where we think of crazy ideas, and thinking out of the box. UX designers usually work with User Researchers to figure out user’s need and requirements. In many cases, UX designers may also assume this role of figuring out who are the users, and what the users want. Only after all these that we began to do sketches, followed by going into quick prototypes, and eventually high fidelity mockups. Between quick prototypes and high fidelity mockups is where design iterations happen a lot. Depending on the requirements and the goal, the design iteration can take months to eventually craft a product that produces the best user experience.
Could you provide us with some tips how we can design better mobile products?
The most important thing about designing for mobile products is to first understand the constraint and the context of mobile devices. I think constantly asking yourself these topics will make sure that you craft better mobile products.
- Mobile devices are used on-the-go (not a lasting block of time), frequently one-handed. How is your app adapting to that context? (e.g. Yelp allows you to create a draft on your phone, but you have to go to the web to finish up the complete review, because Yelp understands that on your phone, you are on-the-go without proper keyboard input, and block of time to write a well review.)
- Mobile devices are largely very gestures heavy. Does your app make use of that advantage?
- Physical sizes of mobile phones can vary from 3.5 inches to 6 inches. How can you ensure that you leverage on that difference properly? How can your app adapts to those changes?
- Mobile devices could also mean wearables or tablets, with even more screen estate to play with. How can your mobile product leverage the wearables as a secondary screens?
- Mobile devices have multiple sensors, including cameras, accelerometer, etc. How can your mobile product make it more natural to interact with the wide range of possible inputs?
Thank you for you time. See you in a couple of days!
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