Conference about the mobile web being held in London this June.
Link: Mobile Web 2.0 Summit (mobilewebsummit.com, via)
Conference about the mobile web being held in London this June.
Link: Mobile Web 2.0 Summit (mobilewebsummit.com, via)
John Maeda muses about the rewards of action.
”...I like to think of this in terms of ROI: return on interaction. With the new iPod nano—or any MP3-playing device, for that matter—ROI is increasing in importance. That’s because the challenge is no longer to increase the speed of the bits as they lift off the internal disk or RAM and transform into the music delivered to your ears. The technology works perfectly, with delays measured in microseconds. Rather, the challenge is to design the entire experience of delivery.”
Link: iThinking About iPods (businessweek.com)
Stephen Wellman describes the six key elements that Google considers when designing mobile applications. “Understanding users, anywhere, anytime” is one of them:
“Rechis said that Google breaks down mobile users into three behavior groups: A. “Repetitive now” B. “Bored now” C. “Urgent now”
“The “repetitive now” user is someone checking for the same piece of information over and over again, like checking the same stock quotes or weather. Google uses cookies to help cater to mobile users who check and recheck the same data points.
“The “bored now” are users who have time on their hands. People on trains or waiting in airports or sitting in cafes. Mobile users in this behavior group look a lot more like casual Web surfers, but mobile phones don’t offer the robust user input of a desktop, so the applications have to be tailored.
“The “urgent now” is a request to find something specific fast, like the location of a bakery or directions to the airport. Since a lot of these questions are location-aware, Google tries to build location into the mobile versions of these queries.”
Link: Google Lays Out Its Mobile User Experience Strategy (informationweek.com)
The MEX (Mobile User Experience) conference is coming to London very soon. Late last year they published a ten point manifesto which will form the focus of presentations and discussions for the conference, which is is a great idea.
“1. Understanding users and delivering exceptional customer service is just as important a part of the mobile experience as the latest technology and the size of the marketing budget. It can be the key differentiator for a business. We think too much time and money is invested in getting products to market quickly rather than getting products to market effectively.
“2. Tearing down the walled garden will enhance the mobile content experience and release value for the industry. The objective should be a free market for content and applications, based on open standards and accessible to all. We think the current fragmentation of formats and channels to market is holding back growth.
“3. Mobile advertising can enhance the user experience if it is relevant and contextual. It can become a tool which benefits rather than distracts the customer. We think it will fail if it interrupts the flow of action on mobile devices and tries to replicate traditional advertising models.
“4. Handsets, applications and services should be more aware of the user’s physical environment and adapt to provide the most appropriate interface for sound and visual conditions. We think multi-modal interfaces should be supported on many more mobile devices and can dramatically improve the user experience.
“5. User experience performance must be measured if it is to be improved. It must be constantly tracked through quantitative and qualitative methods. We think organisations throughout the value chain are failing to recognise the importance of understanding customers because quantifying the return on investment is too difficult.
“6. The world is gaining embedded intelligence. The mobile industry faces a fundamental user experience challenge to make handsets as effective as communicating with the environment as they are with other humans. We think the connection of millions of machines to wireless communication networks represents the most significant generational change since the introduction of packet data.
“7. The objective is to provide the best mobile experience for each individual. Developing chipsets, software platforms, handsets and services which make it cost-effective to provide this level of personalisation will delight users and drive profits for the industry. We think the industry can grow its margins if it finds a way to build personalisation into every level of the value chain.
“8. Mobile devices are the natural choice for interacting with communities. Sharing experiences through your mobile device should be as simple as making a voice call. We think the success of user-generated content, social networking and community interaction through mobile devices will depend on enhancing rather than replicating the desktop experience.
“9. The mobile experience is limited to voice and text by in-efficient search and discovery mechanisms. We think any service should be accessible from the standby screen and it should be as simple as dialling a number.
“10. Service pricing is often misaligned with the realities of customer spending patterns. It is one of the defining factors of the mobile user experience and can play a role in determining everything from device choice to ongoing usage of mobile applications. We think the industry needs to become smarter and more dynamic in its approach to pricing and wake-up to the reality of fighting for wallet share.”
Link: MEX – the strategy forum for mobile user experience (mobileuserexperience.com)
An interview with Nokia’s chief product designer, Alastair Curtis.
“With all products, it’s about the experience, not just what it looks like. This is the 8800. We looked at every element. The ring tones aren’t traditional ring tones. The ring tones were done by [musician] Ryuichi Sakamoto. This is a premium product, we wanted to give it that extra element of premium-ness by having sounds different from the traditional. We took the sound experience to another level by saying, when you open the product it should have a very distinct sound. Like certain car doors, when you open and close them, some feel good, some feel bad. We spent a huge amount of time trying to get the sound right. You can’t put it into a technical term, it just feels good.”
Link: Online Extra: A Chat with Nokia’s Alastair Curtis (businessweek.com)
(Tip of the hat to Dan Saffer, who just rated Small Surfaces one of the best interaction design blogs of 2006. Thanks!)
Some very interesting insights about Mobile TV from recent Nokia research.
“Interactive experiences require interaction. The inherent properties of a TV equipped mobile phone in particular its connectivity, camera & video capabilities and the user’s familiarity with the keypad mean that the pieces are in place for a compelling designed-for-mobile-interactive-television experience. However it is wrong to assume that the user will always be holding the device that he or she will be holding the device in a manner that is condusive to interaction, or indeed that she is in a state of mind to interact. Simple question: Which is more likely to lead to interaction – a person ambiently watching a Mobile TV in a docking station whilst doing homework, or a person sitting on a sofa remote in hand?”
Link: Mobile TV, Personal Experiences (janchipchase.com)
How the Sony Walkman came to be.
“There were some cassette recorders available at the time, although they were not designed for the general public. Sony called theirs Pressman and marketed it exclusively to reporters. These recorders lacked stereo sound and were very expensive. They also used (typically) microcassettes, which had no support from record companies (and were expensive to boot).”
Link: The Story Behind the Sony Walkman (lowendmac.com, via)
“There’s a lot to [the mobile version of] Time Crisis, it’s long,” said Rubin. “And that is appealing more to the hardcore audience anyway. We think for the next couple years, mobile phones will be a viable platform even for hardcore gamers, even if they’re not necessarily playing ‘hardcore’ games on it. They’re carrying their mobile around pretty much at all times, and when they’re playing a game they’re just looking for five minutes of fun. So, I guess officially, we feel the phone is still all about looking for five minutes of fun. If that changes, we don’t see it happening for quite a while.”
Link: Gamasutra – Feature – ‘With A Cherry On Top: Namco Networks On Mobile Strategies’ (gamasutra.com)
A nice little vignette.
“In recent years, the challenge in designing interfaces for mobile devices has shifted from finding ways around technological limitations to finding ways around technological overload. Consequently, more so today than ever before, it is important for designers and handset manufacturers to place more effort into first identifying the core purpose of any new product and then building everything else around it.
“With everything from mobiles to portable game consoles becoming one blurred mess, it may be time to take a leaf from Apple�s iPod and design new products with strong, identifiable characters and purposes. It may be time to give new products their souls back.
Link: Back to basics: searching for the soul of modern mobile devices (mobileinnovation.co.uk)