Capotology is the fancy word for the study of computers as persuasive technologies. In essence, it is the study of behavioural design, research, ethics and analysis of technology. Changing a behaviour of a user could be as small as clicking a button or as big as changing their habit throughout the day. When taking on… Continue reading What is Captology?
When we talk about content strategy for mobile, we’re also not talking about delivering content to serve the “mobile con- text.” “Mobile” seemingly implies motion, mobility - Karen Mc Grane Adaptive Content Adaptive content is a way to think beyond the platform. It puts your content at the center of your strategy and publish-ing process,… Continue reading Content Strategy for Mobile
Challenges Displaying Content Display information on mobile has its challenges. For one, the amount in information that can be show at one time is hugely limited by its small screen size. In addition, the chrome or device UI should take up minimal amount of space so that the content can be at the forefront on… Continue reading Designing for a Mobile app
This is blog post, I will talk about the Gestalt theories and how they can apply to mobile design
iOS Design Principles For this project I am choosing to design an Apple iOS 10 app. As part of this, I will be following the iOS Human Interface Guidelines (HUIG) and will utilise establish UI pattern that exist in iOS to do so. In addition, I will set out to follow the Apple's core design principles for… Continue reading Apple’s iOS Human Interface Guidelines (HUIG)
Every mobile app has a common objective, that is to on-board user and retain them. It has never been more important to create an engaging experiences for a user and to begin habit building for the user. Nowadays most of peoples time on mobile is spent using mobile apps (Colwyn, 2014). In addition, the average… Continue reading Psychology pt1. On-boarding & Flow
User Personas Persona development is a model that aims to encapsulate the qualitative data about our target user (Cooper, 2004). Personas are an actionable image that act as a reference for designers that help them to guide them in making decisions when designing software. They illustrate various information about their target user in ways that… Continue reading Designing for the user with Scenarios & Personas