Posts Tagged: palm


23
Sep 07

Stephen Fry on mobile design

Stephen Fry (yes, comic actor of Blackadder, A Bit of Fry and Laurie amongst other things) has a passion for mobile devices, it seems.

“Let’s go back to houses. The sixties taught us, surely, that architectural design, commercial and domestic, is not an extra. The office you work in every day, the house you live in every day, they are more than the sum of their functions. We know that sick building syndrome is real, and we know what an insult to the human spirit were some of the monstrosities constructed in past decades. An office with strip lighting, drab carpets, vile partitions and dull furniture and fittings is unacceptable these days, as much perhaps because of the poor productivity it engenders as the assault on dignity it represents. Well, computers and SmartPhones are no less environments: to say “well my WinMob device does all that your iPhone can do” is like saying my Barratt home has got the same number of bedrooms as your Georgian watermill, it’s got a kitchen too, and a bathroom.” … I accept that price is an issue here; if budget is a consideration then you’ll have to forgive me, I’m writing from the privileged position of being able to indulge my taste for these objects. But who can deny that design really matters? Or that good design need not be more expensive? We spend our lives inside the virtual environment of digital platforms – why should a faceless, graceless, styleless nerd or a greedy hog of a corporate twat deny us simplicity, beauty, grace, fun, sexiness, delight, imagination and creative energy in our digital lives?...”

Link: Device and Desires (stephenfry.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)


13
Apr 06

The future of the PDA

“The problem which PDAs will still face, even once they follow this trend and become cheaper and more simple, is that people are not going to want to carry multiple devices with them. Despite what the Z22 has to offer, many consumer will opt to use another product, despite it being a good deal more complex, so that they will not be weighed done with electronics. The last bastion of PDA users may become those people who do not own a high-end phone or carry a laptop with them for work.”

Link: The Future of the PDA (xyzcomputing.com)


20
Mar 06

Extract of “Designing for Small Screens”

A short extract from the book “Designing for Small Screens”.

“Physical interaction Interaction with small-screen devices reveals the conflict of interests between creating the smallest physical size that will give the user unrestricted mobility and flexibility, whilst maintaining dimensions that are defined by the size and the motor functions of the human hand. The balance is not always achieved and some devices are already smaller than the minimum size that can be comfortably operated by an adult hand. There are two fundamental types of physical interaction that can be distinguished: one-handed and two-handed interaction. Some devices can only be operated with two hands, for example, the Game Boy, whilst other devices offer different modes that can be selected alternately. Smart phones, for example allow the user to dial numbers with one hand, but interaction for more complex applications such as using the calendar or accessing the internet is done with two hands.”

Link: Feature: Designing for Small Screens (usabilitynews.com)


19
Feb 06

Zen of Palm

A wonderfully written essay on the PalmOS philosophy of design.

“Before we go, let’s review a minute. To design great Palm OS products you must set aside the instincts that you may have learned in the PC world. Avoid the siren call of “features for features’ sake.” It will lead you down the path of suffering and small market share. Instead, focus on the user’s experience with your product. Convenience and usability are power.

“Most importantly, focus on the inner tranquility of the customer. Do you swear at your computer? (If not, you must know plenty of people who do.) Machine hangs. “&##!!!” Lost data. “@#$(#!!" Network down. "&#^$#?!” Have you ever noticed you don’t feel that way with Palm OS products? Want to see your schedule? Press a button and there it is. You’re in control. You don’t wait. You don’t get confused or frustrated. It’s all very elegant and pleasing.

“You must prevent your products from becoming complex and frustrating. Yet you must continue to innovate to differentiate your product from the competition. Add more, but only if you sweat the details, focus on solutions, and keep it easy-to-use.

“Remember that your goal is not to satisfy some marketing team’s check list of features. Your goal is a creative and challenging one. It is to serve your customers while preserving their inner tranquilitythe Zen of Palm.”

Link: The Zen of Palm (palmos.com)