Posts Tagged: navigation


24
Apr 08

MEX design competition

MEX is hosting a design competition of sorts – encouraging people to showcase design ideas (or new products) for mobile. Here are some of them.

The Blind Phone concept seems to a bit of a dexterity obstacle course – I’m not sure how you could dial with a pinky finger and keep a decent grip on the device:

“The Blind Phone is aimed at filling a niche requirement for blind and partially sighted people. A phone designed from the ground up around the needs of a restricted sight person.”

blindphone.jpg

Link: BSR Blind Phone

Delta deals with the particularly North American obsession with having full keyboards on devices. It has F keys, and I’ll leave it at that:

“At the heart of a Delta II equipped mobile phone is a patented, modified QWERTY button layout that is simple, elegant, and brutally effective. The buttons are large enough to easily read and far enough apart to comfortably press, even for people with large hands. The ingenious button layout takes advantage of the user’s motor memory and PC (QWERTY) keyboard typing experience. The result is new users typing a speedy 20 to 30+ WPM in less than 5 minutes; on single-hand operation mobile phones no larger than a business card – previously this was unheard of.”

delta_ii_keypad.gif

Link: Finest Mobile Phone Keypad in the World

Motionized looks like fun:

“By using the movement of the handset to enable users to browse menus, pan and zoom within images, navigate web pages or play games, the Motionized handset introduces a breakthrough in user experience.”

Link: Motionized™ – using the phone’s camera to enable a new UI

Slide it (like SharkText, which became ShapeWriter) requires users to slide a stylus around to type faster:

“SlideIt, is an intuitive method to input text on touch screen enabled devices. Instead of tapping each letter, with SlideIt users simply point to first letter of a word and slide the stylus to the subsequent letters. Spacing is achieved by just lifting the stylus. Speeds of more than 50 words per minute are easily achievable. Consumers love the feel of writing quickly and accurately.”

slideit_demo.jpg

Link: SlideIT write words not letters


1
Apr 08

Designing 2D scrolling spaces

“Navigating large information spaces can be disorienting even on a large screen. On a small screen it should ideally be avoided, but that is not where we are headed. Increased storage capacity and higher bandwidth mean that you can have thousands of songs, images, messages and whatnot on your phone. We need good ways to interact with all this data. This post looks at 2D navigation and investigates what techniques good mobile browsers employ to make it easier to interact with large web pages.”

2dnavigation2.png

Link: 2D Navigation on a mobile screen (sender11.typepad.com)


30
Sep 06

Literacy and voice prompts

Jan Chipchase wrote about MotoFone recently:

“The Motofone is being marketed as a device that amongst other things aspires to “help bridge literacy gaps” including voice prompts to “guide the user quickly and easily through menu navigation, messaging and other functions”. It’s good to see illiteracy raised to the point where it becomes a marketing feature but I’m also highly aware of the non-trivial challenges that need to be overcome if they are to genuinely meet their stated aims.”

The two key questions Jan raises are:

  • How do voice prompts help deal with complex functionality?
  • Is the voice interface in the language most useful to illiterate phone users?

    I’ve been very closely involved with the design of MotoFone project, and can respond positively to these two questions. First, functionality is only complex when it’s made to be complex (focus on core functions only and a lot of these problems go away). Second, there’s been a concerted effort to make sure the MotoFone speaks the customers’ language.

    Jan’s correct in claiming that this is a non-trivial task, and I’m sure that with MotoFone we’ve at least overcome some of the challenges that will help make it easier for the unconnected to join the mobile fray.

    Link: Literacy, Communication, Design II (janchipchase.com)


6
May 06

Driving directions

A wonderful piece from the New Yorker about the history, current technology and social aspects of in car navigation systems.

“In 1909, an engineer named J. W. Jones invented a device called the Jones Live-Map, which connected to a car’s odometer. It consisted of a glass-enclosed dial, on which you could place a disk representing a particular trip. The disk had mileage numbers around the perimeter and driving directions printed like spokes on the face. As you progressed down the road, the disk would rotate, telling you where you were and what to do. Live-Map No. 16, for example, guided the “motorist tourist” from Columbus Circle to Waterbury, Connecticut (specifically, the Elton Hotel), telling him, at various intervals, to “take right fork at flag pole,” “pass under trolley arch,” or “caution for dangerous curves.” A promotional booklet for the Jones Live-Map read, “You are always sure of your road. . . . You fly past sign boards at speed without a thought. You never stop to inquire your way. Right or wrong, all chance information is useless to you. You are as easy about your road as though you were ‘running on rails.’ ””

Link: Getting There (newyorker.com)


13
Apr 06

Book: Mobile Interaction Design

From the first chapter of Mobile Interaction Design, by Matt Jones.

“Perhaps, though, the real issue is not whether mobile devices should focus mainly on communication or information processing. There is a broader concern – should one device try to do everything for a user or should there be specialized tools, each carefully crafted to support a particular type of activity? This is the debate over the value of an ‘appliance attitude’ in mobile design. Should we focus on simple, activity-centered devices – ones that might well combine task-specific communication and information facilities – or look to providing a ‘Swiss Army Knife’ that has every communication and information management feature a manufacturer can pack into it?”

Link: Mobile Interaction Design (Chapter 1 PDF 2.8MB, wiley.com)


6
Apr 06

Challenges facing mobile phone UI design

“One thing that that stands out for me as a fundamental problem in creating good mobile experiences is finding ways to get the user to traverse the many different layers of user interface required on the phone to do what they wanted to do. In order to pass successfully through each layer, they must transition and translate metaphors, navigating options in the user interface. Each layer is designed to be its own ecosystem, like the early commercial websites, selfishly trying to capture the user and prevent them from leaving.”

Link: Mobile Device UI Design (blueflavor.com)


2
Apr 06

Navigation design concepts

Protohaus has published a collection of mobile / cell phone navigation design concepts. Includes Flash demos.

Link: CellUI (protohaus.com)


24
Mar 06

Design for the active lifestyle

A PhD thesis exploring the mobile device design considerations for the active lifestyle.

“Actively Mobile integrates traditional training tools with new mobile services, and enables voice communication with control. Because it is designed specifically for running, it is easy to use and supports the mindset of the runner in motion. Through a small device worn on the arm, wrist, or hip, the runer can access functionality only available currently by carrying several devices: a stopwatch, speedometer, heart rate montior, GPS, MP3 player, and mobile phone. Integrating these features creates new opportunities to support the running experience, including specialized servces desgined to aid motivation and performance.”

Link: actively mobile (interaction-ivrea.it)


18
Mar 06

Windows Mobile design guidelines

A short Microsoft white paper describing Windows Mobile 5.0 design guidelines.

“Following a summary of the new UI features in Windows Mobile 5.0, the article launches into the heart of the issue—suggested design rules and guidelines. The proper use of soft keys, dialog boxes, and notification bubbles is covered in detail. Finally, screen orientation and the problems of multiple resolutions are covered.”

Link: Designing Windows Mobile 5.0 application UIs (windowsfordevices.com)


12
Mar 06

User experience review of Garmin GPS

Jan Miksovsky reviews the user experience of a Garmin GPS unit.

“Clear screen organization, with careful use of color, shape, contrast, and typography to define a hierarchy of screen elements. Consider that in the above image they’ve made the “200” in a significantly larger font than the “m” (meters) unit that follows it. Moreover, they’ve top-aligned the “m” unit to maintain the legibility of the much more important number. In this particular application, it’s critical for the user to be able to glance down at the screen and get a sense of how far they have to go until they need to turn. That is, if they see three characters, they know they have hundreds (3 characters) of meters left to go, not thousands (4 characters).”

Link: Approachable UI package in Garmin Nuvi GPS (miksovsky.blogs.com)