MOBILE DEVICES
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Transcript of MOBILE DEVICES
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MOBILE DEVICESAmir & Anne
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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,
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Display Size
3” x 4” 4” to 6” x 6” to 8” 6” to 13” x 10” to 14”
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SmartPhone Penetration2009 VS 2011
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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.
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Mobile User Demographic
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SmartPhone Adoption by Race & Ethnicity
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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
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SmartPhone Platform Trend in U.S. 2010
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SmartPhone Market Share 2010
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SmartPhone Market Share in 2010
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Mobile User Activity
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SmartPhone Users are Social Network Drivers
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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
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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
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Top Considerations for SmartPhone Purchasers
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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
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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
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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.
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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
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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.
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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
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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.
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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
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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
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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.
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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.
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Mobile Devices Strengths
Touch interfaces
Acceleration sensing
Orientation awareness
Simulations of physical behavior
Short periods of use
Focused activity
Spontaneous
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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
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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
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Two-Panel Selector
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One-Window Drilldown
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Redundancy of Controls
Redundant software buttons should be hidden when a web application is viewed on Android and Blackberry devices with physical buttons
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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.
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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
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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.
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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
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Mobile Accessibility
Vision
Hearing
Physical & Motor Skills
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Users with Visual impairment
VoiceOver The rotor Siri White on Black Speak Selection Audible, Visible, and Vibrating Alerts
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Users with Hearing Disabilities
FaceTime: Use sign language and lip reading
Mono Audio: Hear both channels in each one ear.
Visual Voicemail TTY Support
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Physical & Motor Skills
AssistiveTouch: Enter Multi-Touch gestures
Intelligent Keyboard with Predictive Text Entry
Siri
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