MOBILE DEVICES

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MOBILE DEVICES. Amir & Anne. Definition of Mobile Device. Handheld device, handheld computer or simply handheld Small, hand-held computing device Has a display screen with touch input and/or a miniature keyboard Weighting less than 2 pounds For example: - PowerPoint PPT Presentation

Transcript of MOBILE DEVICES

MOBILE DEVICESAmir & Anne

Definition of Mobile Device

• Handheld device, handheld computer or simply handheld

• Small, hand-held computing device

• Has a display screen with touch input and/or a miniature keyboard

• Weighting less than 2 pounds

• For example:• personal digital assistant (PDA)• Smart phones; iPhone, iPad,

Display Size

3” x 4” 4” to 6” x 6” to 8” 6” to 13” x 10” to 14”

SmartPhone Penetration2009 VS 2011

Latest Update - February, 2012

Mobile devices shipments 2011: Nokia remains number one.

Smartphone shipments: Samsung is top dog.

Smartphone operating systems Android is nearly half smartphones shipped.

Top mobile Web countries: South Korea and Japan lead in mobile broadband penetration.

Mobile User Demographic

SmartPhone Adoption by Race & Ethnicity

SmartPhone Platforms

Apple's iOS (iPhone, iPod Touch, and iPad)

Google's Android OS

Blackberry's RIM Operating System

Nokia and Sonny Ericson’s Symbian platform

HP's webOS (successor of Palm OS after Palm’s acquisition by HP)

Windows® Phone 7 mobile operating system

SmartPhone Platform Trend in U.S. 2010

SmartPhone Market Share 2010

SmartPhone Market Share in 2010

Mobile User Activity

SmartPhone Users are Social Network Drivers

MOBILE DESKTOP

Brief focused interactions. Respond to a tweet or SMS message.

Continuous interaction on a single task. Compose a memo.

More intrusive interruptions on device. Receive call while reviewing mail on smartphone.

Less intrusive interruptions. Receive call on phone while reviewing mail on laptop.

Frequently changing environmental context. Use phone during air travel (upon landing, walking to gate, and so on).

Infrequently changing context. Using a spreadsheet application at desk.

Tendency toward transactional interactions. Checking weather forecast.

Supports non-transactional interactions. Composing a report.

Mobile and Desktop Experience Differences

MOBILE DESKTOP

Viewing dominates interacting. Flipping through photos.

Balanced viewing and interacting. Editing vacation photo albums.

Page loads are more disruptive. Mobile web browsing experience.

Page loads are less disruptive. Desktop web browsing experience.

Simplicity of experience. Reading an e-book.

More tolerant of complexity. Using a word processing application.

More social. Relative importance of phone, texting, geo-social, sharing applications.

Less social Relative importance of office productivity applications.

Mobile and Desktop Experience Differences

Top Considerations for SmartPhone Purchasers

Mobile Design Heuristics

Jakob Nielsen's Heuristics 1994Nokia Developer Heuristic EvaluationNick Watt & Christine Velen’s What makes a great mobile appSavio & Braiterman’s Design Sketch: The Context of Mobile Interaction

1: Visibility of application status

The status message and information regarding the application should be displayed to the user.

Look at the possible ways to improve the notification mechanism from usability perceptive.

Example: Shazam provides Feedback as it analyzes audio

2: Match between application & the real world

The app should sense the user’s environment and speak the user's language, with words, phrases and concepts familiar to the user.

Example: Google map’s geo sensitive results.

3: User control and freedom

Allow users to stay in control by being able to leave an unwanted state (Emergency exit)

Provide users the option to undo an redo

4: Error prevention

Eliminate error-prone conditions as much as possible

Check for errors and present users with a confirmation option before they commit to the action.

5: Consistency & convention

The system has to comply with the conventions like style guide, etc and has to be consistent

Users should not have to wonder whether different words, situations, or actions mean the same thing.

Example: iOS Human Interface Guidelines

6: Recognition rather than recall

The user should not have to remember information from one part of the dialogue to another.

Minimize the user's memory load by making objects, actions, and options visible.

7: Flexibility & efficiency

Allow users to tailor frequent actions.

Anticipate user needs.

Example: Maps app anticipates users will need to define travelling by foot, car or train and displays options on map screen instantly

8: Aesthetic & minimalist design

The interface should be minimal and not verbose

Screens should not contain information which is irrelevant or rarely needed

Example: Instagram filters are hidden when not in use

9: Help users recognize & recover from errors

Error messages should be expressed in plain language to help users understand the problem

Constructively suggest users with a solution to solve the errors on their own or by taking the help of the documentation provided with the software.

10: Help & documentation

Help should be focused on the user’s task, list concrete steps to be carried out, and not be too long.

Use images and animations to facilitate learning

Snapseed help overlays are always accessible from a question mark icon.

Mobile Devices Strengths

Touch interfaces

Acceleration sensing

Orientation awareness

Simulations of physical behavior

Short periods of use

Focused activity

Spontaneous

To Create Applications, Development Teams Need:

Skills in diverse development technologies

Knowledge of capabilities of a vast, continually changing array of devices

Knowledge of differing UI style conventions and standards

Multiple programming and cross porting efforts

Expensive multidevice and multiplatform test efforts

Responsive layouts

Automatically adjusts the layout to fit the size and orientation of the device

Reformat multicolumn layouts to a single column layout when the device screen size and resolution become too small to support multiple columns

Two-Panel Selector

One-Window Drilldown

Redundancy of Controls

Redundant software buttons should be hidden when a web application is viewed on Android and Blackberry devices with physical buttons

Touch sensitive control size

Minimum recommendations for touch target size vary between 7 mm and 10 mm square 36 – 52 pixels square for the iPad 2 90 – 128 pixels square for the iPhone Retina

display The minimum space between targets

should be around 1-2 mm.

Navigation elements

Navigation should be kept to two or three levels.

When navigation exceeds two levels, make sure there's a convenient way to return to "Home”

On iOS devices, use virtual home and back buttons

On Android devices, physical back and home buttons are provided so avoid these soft keys

Gestural interaction to address size

Support smaller screens : Swipe with a finer instead of dragging a scroll bar control

Multiple gestures can be available in the same view, for different operations, without any visible control features occupying space

Example: pinch open/close for zooming, swipe right/left for panning, swipe up/down for scrolling, and tap to close.

Gestural interactions cost

Users need to know what actions are available Use affordances and metaphors that suggest

how to interact

Visual affordances consume some real estate, but much less than controls that serve as touch targets

Mobile Accessibility

Vision

Hearing

Physical & Motor Skills

Users with Visual impairment

VoiceOver The rotor Siri White on Black Speak Selection Audible, Visible, and Vibrating Alerts

Users with Hearing Disabilities

FaceTime: Use sign language and lip reading

Mono Audio: Hear both channels in each one ear.

Visual Voicemail TTY Support

Physical & Motor Skills

AssistiveTouch: Enter Multi-Touch gestures

Intelligent Keyboard with Predictive Text Entry

Siri

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