T-Mobile Touch Experience Guidelines

I worked with internal and client-side teams to create and document branded experience guidelines for T-Mobile's future touch devices (mobile and tablets). Guidelines created were not just based on a grid of phone applications, but on important people (Faves) and the user's connections with them.


T-Mobile Touch Experience Guidelines

Created a large but digestible document of principles and examples as well as a complete prototype experience for a new T-Mobile touch device.

Document Structure

Given many readers would be visual designers, we included visual explanations wherever possible.  

Core Principles

Several core principles closely aligned to existing T-Mobile Brand principles helped form the design concepts presented.

Core Principles - Primary

The fundamental principle among the several created to guide design work. 

Core Principle - Secondary

Another principle used to guide overall design decisions. 

Interaction System (Partial)

The unifying concept for this design was multiple levels of content depth on 'cards' which were often also arranged spatially (see smaller diagram at top right). 

Organizing Items

When navigating top levels of the system and/or across multiples of similar content (like 'Faves' / favorite contacts), successive cards were arrayed horizontally. 

Key Idea

Respecting context wherever possible was an important consideration. Apps supported interruptions without losing in-progress tasks, and the system was crafted to ensure users felt like the master of their device. 

Screen Types

Screens were structured into several core styles.

Screen Type - Idle Screen

Idle Screen structure, built to house Faves (favorite contacts) but usable for other content types as well. 

Content Element - Contextual Update

Information updates for a variety of contexts. 

Navigation: Breadth

Navigation scheme for broad, shallow content sets. 

Navigation: Depth

Navigation scheme for deep content (multiple levels of hierarchy)

Creating a New Item

Flow when creating a new object in the system.