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.
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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.