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Last April we sponsored the first MoDevUX event in Washington DC and helped facilitate some important conversations about user experience design and application development with hundreds of industry experts.

We had the opportunity to take the stage to share some of our insight gained from developing beautiful, modern mobile applications over the years. Our presentation garnered a lot of feedback and even landed us a story in InTheCapital, DC's leading online news source for tech and startups.

We're pleased to report MoDev is back in action this September with another mobile-themed conference, MoDevTablet; this round they will focus specifically on keeping pace in the tablet era.

We're excited to sponsor MoDevTablet alongside giants like Adobe, BlackBerry and Microsoft. The conference offers more than 60 workshops and presentations over three days from September 13th-15th.

Once again, Jurgen Altziebler, our Managing Director of UX, and Anthony Nystrom, a Fellow at Intridea as well as our Director of Mobile and Emerging Technology, will take the stage. This time they'll be presenting "Tablet as a Utility", and will share case studies on developing tablet applications for real world, utilitarian cases where the functionality and design of the app has to enable someone to do their job more effectively. They will cover questions like:

  • How does the design of these apps differ from the design of novelty tablet applications?
  • What special cases do you need to take into consideration?
  • How to keep tablet in use without Wifi?
  • How to accommodate for working conditions like changes in light, differences in fingernails, and extended use?

We hope you'll join us for this exciting event in DC next week! Registration is still open. Several Intrideans will be there along with Jurgen and Anthony, so it will be a great time to pick our brains about your design and development strategy. Be sure to follow us on Twitter for updates throughout the event.

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Federal agency mobile implementation is an important aspect of the Digital Government Strategy, so last week the Mobile Gov team and Digital Gov University partnered for a “Mobile First” Webinar. A “mobile first” approach is where new websites and applications are designed for mobile devices first, instead of designed for the traditional desktop.  Representatives from government and the private sector spoke about what it means to be “mobile first.” You can listen to the entire webinar, but here are some highlights:

Ken Fang from Mobomo Inc. talked about the importance of a mobile first approach, citing the increasing percent of traffic routing from mobile devices. Fang  proposed three steps to consider when choosing a device and platform to develop.

  1. Consider your audience needs and remembering who and what you are making the app for.
  2. Think about what kind of content will be sent out.
  3. Think platform strategy —answering whether you develop for one device or choose a different route such as an API or responsive design.

 

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Last week we sponsored MoDevUX, a mobile conference in Washington, D.C. led by vanguards in the mobile development and design industry. In addition to learning about emerging trends from the diverse crowd of presenters and attendees we also shared a bit of our own "secret sauce".

Anthony Nystrom, our Director of Mobile and Emerging Technologies, shared the stage with Jurgen Altziebler, our Managing Director of UX to tackle the topic of "Development and Design: When the Two Must Act As One".

Through cultivating a culture of quality in both design and development we've gained insights on the formula for success among teams of developers and designers. MoDevUX was an opportunity for us to share those insights with the greater mobile design and development communities.

Designoper, Developer or Designer, the point is that recognizing each other's skills while sharpening your select personal skills is what a team is built upon. Certainly there are stars, however stars don't scale but teams most certainly do! And like any business that is looking to grow, it must rely upon teams that are less interested in their personal prowess and more interested in their unified presence.

Great Products: Under the Hood

If you're building a product you already know that it's important to know your industry, understand your users, define a clear vision and path of execution, and to be bold in your approach. But what role does your team of developers and designers play in the overall viability of your product?

We believe the DNA of any mobile or web product is embedded in the team(s) that are executing on the vision. Ultimately, every product is really just someone's good idea made accessible by teams of programmers and designers. Therefore, the most important factor in the success of your product is the team of experts building it. At Intridea we've been honing the process of creating these teams for years, and with great success! We do it in large part by making sure our teams of developers and designers are working together, not autonomously.

Building a Design & Development Team

Often, design teams work in isolation from development teams and in many cases design is outsourced to other agencies while development is done in-house or vice versa. But there's no doubt about it, a great product experience is the direct result of a good working relationship between the teams building the functionality (the developers) and the teams creating the aesthetic experience on top of that core functionality (the designers).

Of course, simply knowing that designers and developers should work hand-in-hand doesn't mean it's going to be easy. After all, designers and developers are different breeds and both groups work in distinctly mysterious ways. The trick to building solidarity in a product team is to hire the right kind of people in the first place.

While you might be inclined to seek out "rockstars" for your team, keep in mind that superheroes get bored easily, they're hard to find, and they don't scale. We have found that it's more advantageous to focus on hiring specialists who meet these requirements:

  • Have the skills (and attention span) to see a project all the way through (even that last 10%)
  • Are great at a couple of core things but are eager to learn beyond the bounds of their specialty (i.e., beware of "backend" developers who refuse to do "frontend" work)
  • Leave evangelism to theocrats: you want people who aren't afraid to use different technologies (whether they're cutting-edge technologies or older technologies that just happen to be the right tool for the job). Find people who love the challenge of creating something incredible regardless of the tools and processes used to get there.
  • Value form as much as function. It's important to see the inherent value in both a well-architected application and an easy-to-use, beautiful user interface.

In a symbiotic designer/developer relationship, both sides will, at some point, be faced with setting aside ingrained methodologies in order to collaborate effectively. What's actually happening in those cases is something like this: designers are learning something new about practice patterns in development, and developers are learning something new about user flow and experience from designers. When designers and developers work together in such a way, both teams gain something and will be more agile, productive and innovative on future projects.

Setting the Team Up For Success

Managing a product team is generally no easy task. Ask the design team to work in collusion with the programmers and it's sure to get even more challenging. Jurgen shared his strategy for creating a "balanced" team and setting them up for success on any project.

  • Team Building: This is an important first step. Assign an internal project (maybe a redesign of your company's website) to a developer and a designer. In this situation they will have to manage the project together, understand how the other one works, communicate in-depth about scope, features, and blockers on the project, and deliver a finished product.
  • Field Testing: Once you've ensured that the designer and developer can work together, pair them on a mid-sized client project. This adds a bit of necessary pressure because client deadlines are often more strenuous than internal deadlines. Additionally, a client project will introduce more variables for both sides. They'll have to think about things like client expectations, changes in scope and direction for both UI and architecture, and more.
  • Heavy Lifting: Now your designer and developer are battle-hardened and ready to lead the troops. Appoint this dev/design duo as the lead for larger projects that have multiple designers and developers. Their experience will aid them in helping other designers and developers work together, maximizing the results of the process.

But I Just Want A Good Product That Will Be Profitable

You have an idea. You need a product built. It sounds easy enough. Do you really need to spend all this time thoughtfully building the team behind the product?

In short, yes. Great products fail all the time; and not because there wasn't a good idea behind it. They fail because the teams building the products couldn't meet at that magic place - the precipice of awesome. (No, really - amazing things happen when designers and developers work together closely!)

Keep in mind, there isn't a lot of room for failure, especially in the mobile app market where users are educated and discerning and the competition is cutthroat. It's not even that users are "demanding" sexy interfaces and well-built applications - we're beyond that. Today, users just expect it. And if your product doesn't meet expectations your users won't even complain about it - they'll simply move on to another application that does it better.

These are problems that you rarely see when you have a team of designers and developers working closely on a product because simple issues like awkward user flow, unintended behavior within the interface, and architecture miscalculations are caught more frequently and earlier on in the process.

The Secret is in the Sauce

So there you have it - a sampling of our "secret sauce". TLDR: Hire smart people who value quality and aren't afraid to cross the "party lines".

Be sure to go through the complete slide deck from our presentation at MoDevUX, and check out our portfolio where you'll get to see some great examples of recent products and solutions built by our teams of designers and developers! Additionally, the full set of photos from the event is available on our Flickr page.

Do you have insights on helping designers and developers work together on projects? We'd love to hear it. Did you see our presentation at MoDevUX? We want to know what you thought. Leave your feedback below or reach out to us on Twitter.

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This month we're sponsoring MoDevUX and joining pioneers in mobile design and development at an event created to focus specifically on user experience and design for mobile.

Anthony Nystrom, our Director of Mobile & Emerging Technologies will be joined by Jurgen Altziebler, our Managing Director of UX to talk about accessibility to big data through enhanced design and interface layers on mobile devices.

MoDevUX will feature keynotes from visionaries at Frog, XOBNI, and Capital One. The three-day event will kick off with a day of workshops, a full day of presentations from some of the brightest people in the industry, and end with a hackathon, complete with demos and awards.

We're looking forward to this Homeric meeting of the minds. You can join us by registering today!

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Demosphere, a leading provider of web-based administrative tools for youth sports organizations approached our mobile development team to help give their users mobile accessibility. For some time, they have provided an IVR interface to youth sports organizations to phone in results of soccer matches via cell phone voice commands. Demosphere wanted to break into the mobile app space because they knew that's where their users were; so, they asked us to assist with creating custom mobile applications for Android and iOS devices.

One of the primary directives was to give the mobile apps functionality and aesthetics similar to the system Demosphere users were already accustomed to. Our team worked closely with Demosphere to define a look and feel that would mimic the experience offered by the already popular voice system. We were able to utilize the structured interactions of that system to quickly and elegantly develop an Android and iOS solution that provided the same login and interaction system as the voice interface, coupled with a familiar and stylized input system.

The UX team worked directly with the client to create blueprint documents that covered the use cases and interactions that would be most straightforward for their users. Following that phase, they worked with their marketing department to define a UI that was on target with their brand.

In working with our vision for the user experience, German and Yincan engineered the development of the Android and iOS applications.

We employed a Kanban agile process for design and development; this lean development practice allowed us to consistently deliver in-process working versions of the applications and adjust to Demosphere's feedback as we developed. Following a few short weeks of development, Demosphere recently announced PhoneItIn for Android and iPhone.

PhoneItIn™ is Demosphere's revolutionary score reporting system. Rather than reporting scores in front of a computer, you can now report scores on the go from your mobile device. For those with iPhone or Android devices, a free app allows easy score reporting with no phone call required!

Ashley Ralph, Demosphere Blog

The whole process went smoothly thanks to utilizing web-born development practices and a tight feedback loop. Congratulations to the Demosphere team on penetrating the mobile app market!

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Earlier this month we brought our expertise in mobile development and design to MobileUXCamp in DC. This BarCamp event gave us the opportunity to interact with other motivated and creative mobile enthusiasts. We facilitated discussions around several topics including one on how mobile design standards have influenced web design; we also talked about our UX process, and even delved into consulting strategies.

We enjoyed listening to Matt Forr, of MindGrub, speak on the differences between the mobile and desktop experiences and how to display content to the user in his Responsive vs Redirect talk. He raised interesting questions such as, "should all content be available to the user"; this is something we're all thinking about right now as more companies are deciding between creating mobile versions of their websites or optimizing their existing sites for mobile.

Mobile development is new enough that best practices for design and development are constantly in flux and the future is being created now. MobileUXCamp provided an open forum to join mobile experts in dialogue on the topics that are relevant and pressing in the mobile space today.

You can view the slides from our presentation on Slideshare and pictures from the event on our Flickr page.

We're always interested in talking shop about mobile design and development practices so feel free to start a conversation with us in the comments below or hit us up on Twitter.

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This year we're proud to be a Platinum Sponsor of Mobile UX Camp DC, a mobile technology themed BarCamp. The event is supported by other leading technology companies and will be attended by mobile application developers, content writers and marketers, and others that want to gain an understanding of entrepreneurship and innovation in the mobile space.

Intridea has been developing elegant mobile solutions for high-profile companies like Mashable, Oracle and Mitsubishi for the last several years. We work closely with clients to create meaningful, intuitive, and seamless experiences for their mobile users. We have gained insight and experience into the cutthroat world of mobile development. That's why our UX/UI and Mobile Engineering teams will be at Mobile UX Camp this year to participate in the event and share their experience.

Mobile UX Camp is sold out, but you can still sponsor the event (or get added to the waitlist). If you're already attending the event, be sure to swing by the Intridea Room to say hello throughout the day. You won't want to miss our 45 minute presentation starting at 3:00pm:

You got Mobile in My Desktop: How Mobile Devices are Changing our Interactions With the Web

Modern mobile devices (smartphones and tablets of course) have been teaching users new ways of interacting with data. For the first time since the introduction of the point and click interface 30 years ago, users are interacting with a computer in a brand new way. The mouse is becoming an artifact, and so its usage patterns are going the way of the dodo and the light pen. Hear about how the computer in your pocket is informing the computer on your desk, and why the days of designing for one or the other are rapidly coming to a close.

From our open source development, speaking at conferences, teaching classes, and sponsoring local and national user groups and tech conferences, we are always looking for ways to support the community that we live, work and play in. We're excited to be at Mobile UX Camp this year to interact with the mobile community as they explore new ways to push the mobile space forward.

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A lot has been written on the subject of “what makes a *great* native mobile app”. There is plenty of literature on the matter in books, cheat sheets, and well-meaning blog posts. At Intridea we spend a lot of time focusing on what it means to create really great mobile applications; therefore, we want to share some tips on the process. In this post I'm going to focus on what to avoid during mobile development.

Before I dig in to all the bad practices that you should avoid, let me first summarize what you *can* focus on to make your mobile app succeed:

  • Creative/concept: A great app is one that addresses the users’ needs in a truly compelling, unique and elegant way.
  • Business: A great app has a monetization strategy, business model or feedback loop of some sort, which makes it sustainable over the long-term and provides the motivations to maintain it, support it, and improve it over time.
  • Performance: A great app is one that is stable, responsive, reliable and scalable.
  • UI/UX: A great app is one that’s original, aesthetically pleasing, usable and also conforms with the target platform’s standards and guidelines.

We've all heard about how tedious the review process is and how rigorous the iOS reference library and App Store review guidelines are. In this article though, we’ll zoom in on a few common pitfalls that sadly oftentimes prevent would-be “great” apps from ever shipping, or ultimately succeeding in the app store. This article is meant to help those of you app intrapreneurs who work at medium to large organizations and are striving to champion mobile roll-outs. Here are some common mistakes we often see people make in going about their mobile roll-outs and some tips on how to avoid them.

Pitfall #1: Setting out to peg the geek meter

One of the biggest mistakes that people make in designing their mobile apps is trying to utilize every last capability of the device, whether it’s a gyroscope, GPS, camera or a local address book (here’s a good Mobile Device Capabilities list). Many app champions start their mobile quests by asking themselves the wrong question: “How can I build an app that takes advantage of all these cool things?”

There's no question that these hardware features are exciting. I remember when I first experienced augmented reality via Intridea's CarFinder app and Yelp’s Monocle; or when I first watched Ocarina emulating a music instrument using a touch screen and a mic; or the first time I realized it would be possible to compare product prices and reviews with just the scan of a bar code using the phone’s built in camera. Or when I held a Moving Window into the world for the first time. Yeah, that’s all really cool stuff. But be sure that you aim to build an app that serves a clear purpose and meets your company's business goals. Unfortunately, that won't always involve making use of all the exciting brainpower of the device.

Instead, try this: Get in the mind of current users of your product, site, or service in the physical and online world and focus on creating an entirely new user experience that it is best suited for mobile. For example, address issues pertaining to the device's smaller screen, slower Internet connection or lack thereof, and design for the touch screen paradigm. What's going to make or break your app isn’t its cool factor but the extent to which it solves a user’s problem, and does so with an experience that is elegantly and specifically designed for mobile.

Be sure not to try to peg the geek meter just for the sake of it and remember that the hardware capabilities are mere augmentations of the mobile experience. Always keep in mind that your audience isn’t only pundits, bloggers and geeks hunting for cool stuff, but real everyday users looking for a simple, intuitive solution.

Pitfall #2: WTF UIs

An app has to be user friendly and intuitive so that anyone can quickly figure it out without having to read a manual. Avoid making your users have to jump through hoops and out-guess every interaction in the app. A great app is one where every screen, every button, and every pixel behaves exactly how we hoped it would. If it doesn’t, it better blow our mind with something completely new that we hadn’t thought of before.

There is nothing wrong with creating new UI conventions or leading with new multi-touch gestures. In fact, Twitter for iPad introduced a groundbreaking (although controversial) UI comprised of sliding panels, a reverse pinch multi-touch gesture to view profiles, along with some clever animations to confirm that a content layer was dropped. Additional examples include Loren Brichter’s Pull-to-refresh and Instagram’s tab bar camera button.

If your app is, by nature, complex and challenging to use, or if it dares to go somewhere nobody has been before (as Twitter’s example above) consider adding a welcome screen or interstitial with some tips and “How To’s” for your product. Give your user a first-run experience. Then, be sure to provide an option to manually turn those off or have the app do that automatically after the user has had a chance to familiarize with the app.

If you already have other apps out there, consistency between desktop and mobile applications is also important. Something we frequently hear from users of Mashable apps (we built those for iPad, Android and Mac) is that they appreciate being able to switch between the phone, tablet, web and desktop applications and find that the content they love is presented in a familiar way across all of them. Make sure that you streamline the user experience and the interface design across all versions of your product.

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Pitfall #3: The “App-Mahal” Syndrome

Sometimes mobile app creators obsess with building what we at Intridea call taj-mahal-ish 1.0 applications. In other words: apps crammed with tons of content and wishful features, in multiple, concurrent, mobile platforms, 1.0 releases.

It's easy to get carried away when you're building out an application - especially if you've got a great dev team that can take on a lot of responsibility. But when it comes to mobile applications, the more stuff that gets packed on that minimum viable product results in more complexity, higher upfront development costs, and longer time to get to market. And all of that means smaller chances that your app will ever see the light of day.

LinkedIn for iPhone is a good example of an app with carefully chosen functionality that squarely nails down the use case. Early builds of the app (and that is still true today) focus on quick tasks and consumption with an understanding that users will not want to build/edit the profiles on a tiny screen and keyboard. Awesome apps like Facebook, Flipboard, Reeder and even Apple’s Keynote and Pages were not released full-blown; the versions available today are a result of a smart iterative process.

It’s a good idea to research the various mobile platforms and choose one or two that are the best fit. Try to narrow down the scope of your roll out. This will not only make your app more viable, but it will give you a chance to pilot, experiment and learn from your users before using up all your budget allocations on version 1.0.

A good product roadmap is your friend. We like creative briefs and BRDs that strive to nail down the right mobile use case/s on version 1.0 and then set out to grow organically from within, following a realistic, well thought-out roadmap. We encourage our clients to think that way, and believe that those are the apps with the best shot at (a) getting funded (b) shipping and (c) succeeding.

Pitfall #4: Falling for "sexy"

A great native app is one that was naturally meant to be NATIVE. And naturally, not all native apps are. iPhone apps can be sexy, drive buzz for a brand or make a statement. But as much as we love designing beautiful native UIs, multi-platform roll-outs often mean bigger budget requirements and increased complexity (writing apps for iPhone, Android, Blackberry and so forth). Therefore, app creators must carefully weigh the need for a native app against browser-based apps that will serve a broader audience before making a final determination.

Opportunities for increased discoverability and monetization, performance and responsiveness, local storage, lightweight libraries, broader access to the phone’s hardware features, are some examples of reasons why a native app might be a better fit. But there’s also a downside associated with portfolios of multi-platform native apps. Namely, higher development and maintenance costs, multiple codebases, a need for broader programming skills, and risks associated with platform’s changing guidelines, just to name a few.

Just be thorough and methodical about this decision, as it will be one of the single most important determinants of your app’s ROI in the short term and one that will have a huge impact on the scope and costs of your roll out.

Pitfall #5: Enterprise apps - the blind spot

It’s interesting how most people tend to think of mobile applications in terms of what’s available in the app store. If we were to ask a group of random people what the most common uses of mobile phones and tablets are, I bet most of them would name consumer apps like games, music, social networking, etc.  A recent infographic by Microsoft Tag speaks a thousand words. However, there is a huge and fascinating underworld of mobile applications that most people usually don’t think of when ideating with their company’s mobile apps, and which hides enormous potential: enterprise apps.

In fact, most of the applications we’ve built at Intridea and a majority of the mobile implementations we currently have underway are enterprise apps. Enterprise apps are custom mobile solutions that (whether deployed privately via enterprise deployments or publicly via the app store) facilitate business processes, serve as look up and reference tools, help provide training and communication to employees and business partners, assist service and sales personnel in the field, or help access business intelligence. For some inspiration check out these case studies published by Apple.

In Summary

Keep these tips in mind as you think about building a native mobile app or championing a mobile initiative within your organization. In summary:

  • Think of your apps’ roll-out on a timeline continuum.
  • Consider picking a platform (iOS, Android, or mobile web) for piloting your roll-out.
  • Be creative but realistic about the features and functionality for each release - remember that you can add features in future versions once you have a better understanding of what your users want.
  • Use the phone’s capabilities tastefully, being careful not to go overboard.
  • Take a good look at the possibilities for improvements in performance, productivity, motivation, and collaboration within your company through mobile solutions.
  • Always make sure your app conforms to the creative, business, performance, and UI/UX general principles laid out above.

Intridea offers services for application development on all major platforms, which include Mac, iPad, iPhone, Android, Windows Phone 7, BlackBerry, and webOS. If you need help with your mobile application feel free to submit an inquiry. Happy app making!

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Recent reports about Apple and Google mobile market shares might seem a bit contradictory, but the gist of them is fairly simple: both companies are winning in the mobile space.

According to a recent report from Canalys, Apple has taken the U.S. smartphone share lead for Q3 2010 with just over 26% marketshare -- edging out 2nd-place RIM by only 2%. But in terms of mobile OS, Android maintained its previous U.S. lead, with close to 44% for Q3 2010. However, consumer researcher NPG Group's findings show that Google's Android mobile OS's U.S. share jumped considerably (3% to 44%) between Q3 2009 and Q3 2010, whereas Apple and RIM have fallen in that time period -- RIM considerably, by a drop of 24% in that one year period.

On the flipside, both Apple and RIM won with handsets. Apple's iPhone 4 and RIM's BlackBerry Curve 8500 took first and second spots, respectively, in Q3 2010 as top handsets. High-end Android phones such as Motorola Droid X and HTC EVO 4G, which took 4th and 5th places, respectively, are examples of handsets that have helped Android move into and maintain top mobile OS spot.

Of course, since Android has multiple active versions in the wild and is not limited to one manufacturer's handsets, it's not surprising that this mobile OS is in the lead. Also, it doesn't hurt that there are some pretty sexy high-end Android smartphones competing with Apple's iPhones. I recently purchased a Droid X for Android development and I have to say I'm liking the phone about as much as my iPhone 3GS. I also like the Android experience, though that may change once I get an iPhone 4.

Now the question is, can Android maintain its lead as top mobile OS (at least for the U.S.)? Android apps are available in multiple "marketplaces" (including Google's official one), and that number is going to grow. For example, Barnes & Noble is coming out later this month with their Nook Color, an Android-based media tablet that has maybe not the ability to compete with the Apple iPad but to do well if marketed properly. However, taking a page from Apple's strategy, B&N plans to have its own curated marketplace for Nook Color apps. Similarly, wireless carrier Verizon already has its own VCast apps market for Android.

Whether marketplace, OS version and UI fragmentation is good for Android or not remains to be seen; Google is apparently making an effort to unify the Android UI experience for consumers. The fact is that there's a lot of confidence in the OS. According to Millenial Media's State of the App Industry 2010 Report, a survey of app developers and app publishers suggests that the top mobile platforms for 2011 will be, from highest to lowest, iPhone (30%), Android (23%), iPad (21%), RIM (12%), Windows Mobile (6%), Palm (5%), and Symbian (3%) [via ReadWriteWeb and Venture Beat]. Of course, those numbers might change as Android tablets -- which will on average be lower-priced than iPads -- come to market.

Need advice on a mobile apps strategy for your business? Just want to know how you can leverage the mobile platform in general? Feel free to contact us to discuss your app idea or mobile campaign needs.

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