Learn how to approach a multidevice UX project using a framework as a starting point. In this video, Diane Cronenwett explains how to use a framework for a multidevice UX project.
- In the book Designing for Multi-Device Experiences, Michal Levin provides a framework in how to think about multi-design approaches. In this framework, she outlines the three Cs: consistency, continuous, and complementary. Not all tasks are suited for each device, and your multi-device strategy will be driven by the needs of your user and the business. However, this framework is useful for thinking about your design holistically, and breaking down the kind of tasks the user may want to do on each device based on a strong understanding of your users and their goals.
Let's look at some examples from this framework. Consistency refers to having the same content across each device, and allowing the users to access the same core set of features. We saw an example of this earlier when we looked at Airbnb. Responsive web design addresses this approach fairly well, in that if you create an experience that scales across all screens from small to large, you'll have a more consistent feature set. The continuous approach allows users to begin a task in one device, and pick it up where they left off on another.
An example of this is Google Docs. Google Docs allows you to edit and create documents on a laptop, but you can edit them from your phone or from a different device. Kindle is also a good example of this. The Kindle device and apps allow you to pick up from where you left off, so you can read seamlessly from device to device. The third part of the framework is complementary design. This approach refers to how we can use multiple devices together to create an experience. An example of complementary design is the Just Dance Now app.
Just Dance Now is a game you can download from an app store on Apple TV or through your smartphone, and use Chromecast to cast on your TV. The game allows you to use your smartphone as a controller, tracking your movements through the accelerometer on your smartphone. With multiple players in the same room, everyone pairs their phone and can dance together. In this case, you're using the smart phone and the TV streaming device together, without the use of a gaming console. Another example of this is the Keynote app. The app allows you to turn your iPhone into a remote control for your Keynote presentation, and you can advance the slides and see what slide is next.
In this case, you're using the phone and the desktop, or laptop, together. Before embarking on your multi-device design, make sure you have a solid understanding of your users. Your design should accommodate the different needs and tasks of your users and which devices will support that.
- Principles for multidevice design
- Responsive design in action
- Designing for multiple devices using native paradigms
- Designing mobile or tablet interfaces
- Designing for a watch, a TV, or for voice
- Creating an information architecture diagram
- Using Sketch to design your mobile experience
- Prototyping with InVision
- Exploring Bootstrap and Foundation