Archive for April, 2009

inspiring articles in mobile design

Tuesday, April 28th, 2009

With all of the work on the conference, I’ve not been able to keep up on things like blogging very much. That’s not because not much is happening in the mobile design world; quite the contrary. In fact, Adaptive Path’s Rachel Hinman had webinar for mobile web design during our conference + webinar, and Mobile Design UK had their monthly meeting.

So you get a tour of recent mobile design articles:

From Point & Do, 5 Questions To Ask When Planning Multitouch Interfaces is good for those working on sophisticated iPhone apps and future multi-touch displays.

John Keith of Cloud Four gives us Mobile Device Detection Results comparing four cheap or free device detection mechanisms. Good reading to improve your mobile users’ experience.

Roger, Wilco responded in a comment about my Mobile SEO post (better yet, see the wiki SEO page) with a link to Mobile Search and SEO Considerations for Mobile; he’s updated the wiki page as well.

You can vote on entries in the MEX Mobile User Experience conference mobile design contest. Perhaps more interestingly, conference organizer Marek Pawlowski asked 20 mobile entrepreneurs what the startup community could do to improve the mobile user experience. I think it’s really worthwhile to see what business folks want to do here.

And of course the UI-as-business article from Fierce Wireless caught my eye, Eye on the UI: The need to differentiate. In particular, this paragraph caught my eye:

In general, Wugofski said that the user experience needs to align with the device that it’s on and around how that device operates. “Users use lots of different applications,” he said. “For your app to be successful on that phone, it generally has to follow the same paradigms [of the phone].”

I’ve been thinking quite a lot about this over the years, and this year I’m making it one of my speaking themes. You can check out the first of the presentations in the series at SlideShare: A Foolish Consistency.

Object-oriented design is something we’ve practiced for years, even before it was “invented” in 2005. It’s also explicitly discussed in Steven’s recent book, Designing by Drawing. It’s still useful to understand and discuss, even more so now with the numerous screen size & device capability variations found in mobile, and more and more different internet-enabled devices.

In a more design-theory vein, check out A Framework for Gesture Generation and Interpretation which is a fascinating analysis of gesture recognition.

Michael Mace of Rubicon Consulting brings us Smartphones as appliances: Different phones for different usages, with the great takeaway that users of different devices value different things from their devices. Blackberry users value email more; iPhone users value web more. It suggests design directions for several services.

And last but not least, fellow mobile design firm Punchcut posted an animation for Design Considerations for Touch UI, following up on a previous blog entry on the same topic.

#des4mo – tweets for history

Thursday, April 23rd, 2009

A few interesting conversations, and a lot of links to more info, got distributed over Twitter during Design for Mobile. See them yourself with the #des4mo hashtag, or add to the conversation. Anyway, I worry they will be lost, and while our Wordpressy blog is not exactly carved in stone and set in a temperature-controlled vault, it has some backup, and is spidered so a little easier to find and follow.

Also, there were a pleasantly surprising number of tweets, so I am not going to try to edit, group, highlight, tag, or comment in any way. I don't have the time. Here they are, therefore, unedited:

Yeah. The format here may have been a mistake, as it seems to take forever to load, but I am too tired today to bother cleaning it all up.

last sessions at Design for Mobile 2009

Wednesday, April 22nd, 2009

The afternoon started with Noah Richardson of TellMe (now a Microsoft subsidiary) who are all about voice interfaces.

He showed some videos of user tests talking about how poorly the voice interface work (say it again, slowly…) and then some girls in an intercept interview finding some aspects of it wonderful.


When it works, it’s magic. When not, it’s awful.

TellMe apps are about search, and other contextual content, like nearby movies, sports scores, stock info, etc. The phone captures the audio and then over to the servers which do the voice recognition.

Others do this. Google and Yahoo! allow you to talk to an existing search function. Vlingo integrates to social networks and so on, and has worked on avoiding confusion and distracted use contexts. And of course a lot of them in the iPhone app store.

Phones are, generally, getting smaller. Typing can be difficult, due to small or no keypads. Or headsets where typing is irrelevant, are becoming common or could become the phone. Also, this could help with the driving environment, and there are those who cannot type due to disabilities.

Voice applications more than any must abide by the “keep it simple” mantra. They also need to indicate that this is a different interaction, not typing but talking. Marketing doesn’t always help; you can’t /really/ say what you want, and expect to get it.

TellMe did the local (like, location-based) search functions for the Sprint Samsung Instinct (presented by one of the designers at last year’s Design for Mobile).

Context is king. A distracted user can still enter info with speech. It’s not what the user says, but what they get that matters.

They also spend a lot of time, working on how audio feedback works to help with the interaction, and to avoid causing distractions after input to avoid having to glance to read results. And even one of the favorites around our office, yell at your phone so it can talk back and you find it. Good anecdote about the smart resume-when-idle readback, revealing your personal search to others.

There should be ways of reducing the criticality of errors, as countdowns and cancels for dialing by voice.

How to speak from the idle screen? Used to be more dedicated voice dial/voice memo buttons. Now, not so much. Talked a little about, in different terms, enabling technologies vs. getting tasks done. Basically, I think, no one wants to run a voice application, but using voice to get data entered to get stuff done.

Voice is a very natural way to interact, and communicate. I like this thought, especially as everyone cannot get over saying how innate touch/gesture is, but most gestures are arbitrary, and learned, not innate.

The mouse did not displace the keyboard. Jeff piped up to say they don’t play well together, but they still do something parallel. I guess he expects voice will overlay, instead of replacing anything.

He is, like me, seeing an increasing arrival of networked, intelligent devices, all of which will need interfaces, each of which will work in increasingly diverse contexts.

This sparked a really good discussion, since everyone has used at least a bad one, and seen the magic moments, and so many new products (iPod, Ford Sync, etc.). It also came up that Nuance is both a competitor and partner.



A buddy of ours (and one of those still actually at Sprint) John Ochenas stepped in due to a technical issue getting James’ videos to run, and told us about their design and implementation of the One Click UI.

The 3G network was all about data, and was hugely expensive. So Sprint had to justify the expense by trying to push adoption of data intensive services. A simple menu full of favorites, due to the ability of product folks to stick their stuff in there, got really overloaded, complex and not full of favorites.

Support was an issue, as many top line services were complex, or difficult or buggy. Billing was awful, and resulted in lots of refunds. People don’t want data, they want content.

Overall, they were a marketing and merchandizing company, and just pushed stuff from vendors. So in 2003 they decided to start to switch from a stick (trial and then pay) to the carrot, with themes and the on-demand service. But they were still acting opportunistically, or as they could sneak in with some neat-o keen design.

His design organization worked for years on a giant spec for the Action UI, but they didn’t have the pull, and no one cared. It died. But then (and though he doesn’t say it, about the time the iPhone comes out) the business starts understanding that the UI is the product. They had objectives to :

  • Crete value through personalization
  • Empower customers with a fealess approach to
  • discovery
  • Increase data adoption
  • Increase engagement with a consistent experience

The genesis was Bell Canada’s HGUI. A horizontal scroller to select menu items, from an otherwise not occupied idle/widget screen. They worked collaboratively with Frog (though this might be secret as he just showed a picture of a frog logo, without the word spoken at any point) to make this with this giant bundle of people on a relatively tight schedule.

He shows a design, and is pretty happy… but they didn’t get it. Referencing my discussion of the home page focus, they descoped a bunch of stuff, so he got essentially the home screen of this. Avoid overcommitment, to avoid being disappointed.

75% of users who get the phone are familiar with customization. They use 9 apps vs 7 for typical customers. Much higher data use, by plan not as overage. And there is a new style guide to enforce a consistent UI.

Are continuing. Will be release in the next few months. And on and on. They are also rigorously testing, and improving based on the various, especially in-field, user testing.

When you have to invent new terms to describe the UI, you may have a problem. And consistency is still not there. When you launch an app. you get a coffee cup and a loading screen. For 2009, put it everywhere. Add touch. Build a 2.0 version. Android, maybe. Complete freedom to design, but don’t change anything. And he showed off a few peeks into the design.

Too much conflict, so there is no main menu, just a carousel. I didn’t really get how this is different; it just looks like a different menu to me. They added “bubbles” as (for example) notifications on the idle screen.

He talked for a bit at the end about other learnings. Like that Frog (I guess, thought they were in charge) whereas the large, usually-empowered internal team thought they were.


James Haliburton finally got to present after the afternoon break (yogurt and fruit!). He showed off some demo videos, and passed around devices, to show 3D including with accelerometers to allow it to tilt and you look around stuff.

Projector phones showed some neat possibilities of moving the device from the personal to a shared space. They specifically used the most boring things possible as the demo (look at your calendar) to see if they could make it neater.

They have been around long enough to make some of the first color icons for mobiles, so have seen it move from buttons to touch and they now expect ubiquitous computing, and though he didn’t say so, augmented reality types of things I guess.

But really, for all the Acer and Topps and all those 3D things, what is the point? Bill Buxton says “Everything is best for something, and worst for something else.” Consider the value of 3D.

He says three key value categories:

  • Visual style and feeback – the wow factor, and where we are now
  • Flexible information visualization
  • Naturalized interaction – Making it feel more natural, and letting the user feel lazier

A lot of this “3D” is not mesh, but 2D planes in 3D space.

Space does not have to be complex, or use a real world metaphor.

For natural UIs, simplicity is not the key per se, but flattening the metaphor. Users should be able to understand it easily. There is, for example, a subtle movement (at least in shadow) even when idle, so you understand it is 3D and are not surprised by it.

Use caution with design and self-testing. Tapping a key that shows it moves sideways? That’s you; better support users who try to swipe it sideways.

Visually holistic transitions is important in keeping consistency, and a believable interface.

Too much for me to write down, but he has a chart and series of patterns they use to define (and I guess design) 3D UI. Look it up if you are interested in pursuing this stuff.

They spend a lot of time prototyping in very simple ways. Paper. Oranges (it’s a sphere) and so on.

His favorite attribute of 3D is true browsing, like flipping though albums in the record store, vs. looking at each item, serially, and completely.

Doesn’t think there should yet be a set of best practices as it’s too new, and you’d be constraining it too much.


And lastly, Barbara talked about a talk, centered around one of her favorite phrases (and a peeve, as it’s misquoted) “A foolish consistency is the hobgoblin of little minds.”

Overall, this is speaking out against “We want the same experiences on all devices.” Much as they said when the iGoogle-specific iPhone site was pulled down. This is, again, not far off from our One Web discussions.

And when she started showing off how McDonald’s changes it’s face, context came up again. One size does not fit all. The BART mobile site doesn’t need to have space between items, designed for touch screens, when it’s a small and scroll-and-select device. Even that is different.

There was a long discussion of what ended up being one web, about keeping a consistent experience, but it got wrapped up in interaction or interface, which is different. But a good discussion. Neither small, poor organizations or large, complex organizations can manage to build more than one actual /site/, but they can offer multiple presentational detail variations based on a single set of content and software.

Wednesday morning at Design for Mobile

Wednesday, April 22nd, 2009

This morning had fewer technical issues, and in fact we got a gigabit ethernet line attached to some more useful internet, and the webinar is running much better.

Sadly, Christina Brodbeck, scheduled as our first speaker, had to drop out. I was terribly interested in this as I think the YouTube app is a wonderful thing, is terribly sticky and inspired this neat-o discussion of one web on the blog. Overnight I talked with Jeff and he responded to the blog entry, and we’re getting somewhere interesting with it all.


We replaced it at the last minute with a discussion already planned for CTIA (and even with handouts and a Design for Mobile wiki page) on making sticky apps.

Instead of trying to follow the whole discussion, you are probably best off just going to the wiki and seeing what we changed, and maybe scanning through the #des4mo tweets for Wednesday morning. And, please go back and change it yourself if you have thoughts.


After an excessively convoluted switch to his computer, Nader Nejat of Omega Mobile presented about mobile Flash. I was particularly interested in how he said they are doing a lot of work on /three/ screens. Desktop, mobile and TV. A trend worth noticing I still say, that we’ll all have a lot of connected devices, not just one or two.

Flash is important as it’s the standard for rich media. Some crazy percent of advertising is in Flash. Time to market for mobile flash is good, as it’s got a series of neat things, like audio support, built in.

The recently-announced Flash Light Distributable Player
will get us out of the current model where the operator/maker has to install it, and into the desktop model, where anyone can install it. And actually, it’s better: if a user tries to use a Flash lite thing, it will also install Flash automatically.

Better yet, the Open Screens Project means that members don’t have to pay licensing fees, and they have a $10MM fund, to encourage development. So they are pushing it a lot.

He talked about some tactical things then. How you can build mobile mockups quickly, easily and accurately. I like that it’s throwaway, so no one worries about correct coding. He encourages it a lot for presentations, testing (he said “testing” fonts and colors, but I think user testing). The example was 15 man weeks, which is pretty high to me, but maybe my budgets are just too small. Though it was damned cool, as he had live (in the app) changes to type and colors, without loading a new version.

Neat example that demonstrated how Flash can read XML, (and RSS) and of course embedded video files, that worked pretty well. It even did simple mobile things I would have expected them to miss (not having used Flash Lite myself yet) like sending the user to resident dialer and SMS programs.

To move to production development, he suggests you start with the prototyping to build your people, knowledge and processes.

He had a cute list of Mobile Flash urban legends:

  • Flash is just for animations – Did start as one, but that was 13 years ago, and now it’s more.
  • There are 1-2 million people who can do Flash – Skilled Flash developers are rare. For mobile, they need to be good craftsmen, like be able to spell well. Cowboys are good for prototypers, only.
  • Anyone can do Flash – It’s not the easiest thing, so plan ahead.
  • One file to rule them all – Technically true, but not practical, and huge. Author for screen size, processor speed, etc. But load the right set per device. This strikes me as very interesting, and maybe some of where pixel-perfect design comes from, where you have to execute in specific ways.
  • Silver bullet – Not magic, but if you are doing something it does, it does them very well. Some neat, but non-standard capabilities, like S60s let you see the native address book

Getting started: get a device that works on eBay for like $100. Get CS4. Use bluetooth to load the files. Work on 320×240 devices. Make simple “slideware” to try it.

He was surprised there were not a lot of questions about openness. Some good points about competition, and their “more open” initiative, and I think I am not worried about it as much as I was because it can read normal information sources like his xml/rss demo. Something else to talk about regarding One Web, I suspect.


And then, another panel, started by Paul Atchley, from right up the hill at KU, who spends a lot of time on attention issues and specifically on mobile use while driving, which is what we talked about. And brought slides. He started by, well, pulling up my comments saying “really, how bad is it?” and mostly refuted me point by point.


I disagree. We’re /told/ phone use is evil, evil, evil. But is it worse than any of a dozen other distractions? Research seems all over the place, and much is unreleased, sponsored by interest groups and otherwise suspect. I distrust it all partly because the reaction has been legislation that is demonstrably ineffective against a part of the issue that is irrelevant (handsfree legislation).

It seems to me to be a default “blame the object” reaction. And this is doomed to fail. If nothing else, because the value (say, in navigation alone) is high, and perceived to be high. Mobile devices will be used in environments like driving where distraction must be taken into account, and more in the future than today.

First up, he showed the video of the basketball passing and how you don’t notice something else. Then specifically pulled my comment, and focused on the part where I said research seems non-specific. So he showed a bunch of specific issues, that seem to have a 400% increase in accident risk, on several studies. Similar to or a bit worse than drunk driving.

Is it worse than other distractions? Another video, with lots of stuff. And we raise our hands when we notice the 20 story apartment building appearing, or not (like me). We think the brain is this hypercomputer, but really it’s a well programmed 286. Not powerful, but cleverly designed. We have a small window of attention (the size of your fist at arms length) and we move it around.

But that system is shared with the one that talks, and so on, so gets distracted.

Navigation has, he thinks, a net gain in safety, but they do take some effort. Video of switching the person you are talking to while giving directions (funny!) to show how focus on a task takes away your ability to pay attention to other things.

He did, I think, agree legislation is probably not the solution. Design could help somehow, though.

David Heinsohn is an instructor at Flight Safety, so is approaching the attention issue from a training point of view.

He told us how (once you learn) flying is easier than driving. “I am a tenth of a second from dead any time I am going down the turnpike.” The recent birdstrike gave a lot of time actually to get the problem solved.

He can turn on (in simulators) a bright red light 3” above the radio, then has them tune the radio. Without an audio cue, they still miss it. Also, we do not get additional training, unlike aircrew, who have to have training at least every two years.

He does talk and text while driving even though he knows it’s bad in specific ways. Mic’s that are remote (vs. headsets) tend to cause people to look at the device. It’s pointless, but something we are culturally attuned to do.

Adult learning and around integrating learning with what we know now. We often want to know more than the presenter.

And then David told Bob Miller to tie it together. Bob, as Barbara said during the intro, has been vocal through the conference (plus has worked a lot of places and is an HF type anyway) so is a nice point of view with this crowd.

The phone has become the great interruptor. There became places you didn’t put phones, like you never just stuck one in a restaurant. You walk into a business and even though you are standing there, they talk to the person on the phone.

So this momentum sets a bad precedent for things like driving.

How late at night would you call a casual acquaintance, or someone who doesn’t seem to like your calls? Why do we call people who are 4x more likely to die if we call them?

Instead of thinking of the user driving, can we solve it with discouraging this on the other end of the conversation. Almost all “cell phone etiquette” is about the receiver of a call, not the caller.

Is compelling inherently distracting?

Around here it broke into a general discussion, so I am not sure who said what. Mobile use varies by age, of course; 99.8% talk and drive. The others don’t have cars. 78% sms and drive. Adoption age is going down, and usage going up.

So the 6% accident cause rate for mobiles is not high now, but it will be increasing. And Paul argues it’s preventable vs. others (Aging).

David brought up the use of the term “causing accidents” by the device. There is a tendency to want to blame the thing, vs. finding the true cause (you).

It would be hard to measure and enforce aggression, so we legislate the thing.

70% of air accidents are during the 6-7% of flight time (takeoff/landing, etc.) and so during that time there are strict rules about what you should be saying in the cockpit; they don’t have general conversations.

Social communications (even facebook, twitter, not just voice) will disregard safety concerns. “Importance” to them (if I understand this right) will trump safety though.

38% of people in some survey have interrupted sex for a phone call. How can we avoid people picking up the phone when “just driving”?

We are finding something that people love more than their cars, staying connected with each other. Is this a compelling argument for public transit?

There are strata of appropriateness for speeding. Is there a way to categorize mobile use somehow (like when people in the car stop talking to you). I narrate my phone calls (“merging, wait”), and maybe some automated system could be created.

Using paper maps (and similar) Paul is still looking into, but it’s very distracting.

First drunk driving law enacted in 1917. But not till the mid 80s, that it started getting serious. Social norms have followed enforcement, so we cannot imaging letting someone drive drunk. The social norm is that the phone is more important, but there could be a change to that in the future? Is there something socially we could do in the next few years? Movie theaters have moved to the standard of

Bob says currently receiving a call in the car will elicit a “okay, be careful” but then it continues.

Tuesday afternoon at Design for Mobile

Tuesday, April 21st, 2009

Over lunch we changed the webinar connection, and got audio for the computer, so there’s hopefully now a point for anyone who wants to show video off in the room, though no one did it today.

Judy Breck asking Richard Branham a question... about what, I cannot recall
I missed the beginning of Richard Branham’s talk as the webinar computer sorta crashed, so I had to decide to leave it alone, and then go find another one and beat it into getting on the network.

His talk was about design philosophy, as it relates to the work he does through the KU IxD program he runs.

He mentioned my workshop yesterday (and book) as a part of his “representation” triangle. He’s big on drawing to design. There are many ways to represent a situation, and it’s one of the most important skills (as a designer I guess) you can develop.

Evaluate and construct – how to represent people’s theory and understanding of how people perceive their environment. Draw a map of the city of boston, blind. This is second order of understanding.

Situation oriented, becomes situated cognition.

Stopped blogging. Can’t stand most people in IxD. Too much sizzle, by which I guess he means talking, not doing. Needs more steak.

Situation is about the way people make sense of their encounters with other in everyday live, and how these interaction between social actors are built into more stable routines. George Herbert Mead is someone you need to look up.

Was a systems designer. And the systems worked, but they didn’t /work/. Because, he came to discover, he didn’t understand the situation and meaning.

His definition of interaction meshes well with my current version of it for our work, where interaction is not the digital bit, but the space between the electronic device and the user. John Dewey was writing about Iterative design, and human centered process around 100 years ago! Interaction, from this same era, “is going on between an individual and objects or other persons.”

He yelled at one point “there is no such thing as experience design!” We can do stuff to /facilitate/ the experience, and design the scaffolding, but the person has the experience. Maketools.com, someone smart in the northern-european style participatory design movement back when, and worth reading.

“And I think Steven is starting to hit the nail on the head with his book…” as far as non-standard representations (neat!). Constructing understanding is key, how as a designer do you construct an understanding (which is where the meaning is). Reviewed some design which he did to represent in easier to comprehend manners the impossibl depth and complexity of large museums. Information Design is rooted in museum design in many ways, so I love this stuff.

All Clear is a program I’d never heard of that builds dynamic representations of relationships like this.

If this is too narrow, he also did a re-signage of the Sears tower using similar concepts. And they didn’t start by drawing signs, and picking which one they like, but the form of the signs emerged from the process.

I went to art school at KU, and knew him vaguely as a rockstar designer back then, so this was all especially cool to me.



Next up was France Rupert. I worked with him (and for some of it actually employed him) for years at Sprint, and he’s even mentioned in my book. He’s always been a great evangelist for things like style, semantics, and the right way to do things.

So after I heard some people say they had a thread (on some forum or other) with 200 responses and no definition of what semantic markup even meant, we invited him to mention why it matters for mobile especially.

Pretty much his first slide was “The good news” that good mobile web dev only really requires an understanding of desktop best practices in XMTHL/CSS, and so on. This is good because you don’t need to create mobile web developers, just make sure you have good, on the ball, desktop web developers who keep up to date.

A formal definition of semantics is “the meaning of the element or property in relation to the content which it describes.” His definition is just that “content is /in/ context.” Which I love. Anything contextual is good to me.

Markup structure can enrich the content. His examples are with gestures and intonation and inflection for speech, which is I guess not what we’re talking about as yet. But even emphasis and type and such do influence the meaning and understanding of printed text.

I think he had a pretty good walk through of why style-in-html markup is bad, and will be sending this to some client development teams in the future (if Barbara will let me).

I also thought a few other things (why tables are only for tabular data, etc.) were well done, but there was someone lost on the twitter. This made me happy, however, as others answered him /on/ twitter. Two links shared were http://www.jeffrey-shaw.net/html_main/show_work.php3?record_id=83 and http://en.wikipedia.org/wiki/Semantics.

The blockquote discussion was a good example. Because the default browser behavior is “indent this” it means “indent this” to way too many people. But it should mean “quote.” He sorta breezed through a step by step html-elements-for designers slide, in favor of talking about the important variables and constraints that mobile encounters. And about my favorite again, context. He had good phrase that mobile users are more likely to be information-seeking. I think I like that more than my usual description, of task based.

At the break I didn’t post this, as instead I spent the time restarting all the webinar computers, so on to the late afternoon sessions.


Jeff Sonstein had a neat something (twitter?) feed before his session started, and brought us all conference swag. He runs a (new, rough) Center for the Handheld Web, and is on the W3C mobile web best practices. So I guess I should mention my recent blog post series if I want a big discussion.

The web of tomorrow will /not/ be the web of today. So he’s here to talk about that. He thinks widgets (most of them) are web apps, because a browser is not key to it. Structure is key. HTML, CSS and JS are the holy trinity of the web.

Here it is again, context. Mobile have a small screen, intermittent connectivity and the different way of interacting (small buttons, etc.). But also additional features and scope, location, personal data, etc.

After a pause for more technical issues, Jeff explained a distinction between a resident app, and a non-resident app, meaning a web app. Every developer should be able to make a cross-platform web app.

The mobile web app best practices all look good, but I was too caught up in the continued technical issues to type them out. He had some good notes on the UX stuff, like design for multiple interaction methods, improving /perceived/ performance and preserving focus within a page on reload.

Anyone who develops websites and doesn’t think internationally is dumb. Put +1 in your phone number links (for US residents, of course).

Ensure as much consistency between desktop and mobile web. The catchphrase is of course OneWeb, not one for big things and one for mobile. I still think I am in favor of some n-web level, to allow for content, ia and interaction customization for different device classes. But I can see myself getting there if smart enough rules sets can be set up.

He touted SVG, which would be good, and the canvas tag, but I’ve never heard of that one. Have to look it up.

He says WURFL sucks, because browsers lie so you can’t trust the UA string. Client side capability detection can be useful, and DOM injection can allow “graceful improvement.” Ask him for code to do this.

Big proponent of XHTML+RDFa as a solution to semantic html as France just presented. Read more at www.w3.org /TR/xhtml-rdfa-primer/.


I decided it might get in the way of my presentation if I stopped periodically to take notes, but it went better than I’d have expected. I didn’t go over time, but the questions had to be cut off. And they were good questions, like Judy asked about the future of home pages as a whole concept.

Check the slides out here if you want to know what you missed, except for the notes that make it make sense, and my dynamic presentation.


Madhava Enros reviewed Fennec (and shared his #fennec hashtag as well as the #des4mo one). It is a codename. It’s a small fox for anyone who didn’t know. Get it? Will be “mobile firefox” or similar when launched for real.

Nice set of sort of design requirements, their vision is shown here htttps://wiki.mozilla.org/Mobile/FennecVision though he had it in a nice bullet list format. Follow on “initial design themes and goals”
-Max screen space dedicated to content
-Minimize typeing
Give primacy of interaction to fingeroriented touchscreens
-Support the quick lookup scenario

Pretty rapidly decided to merge the URL and search fields. All these designs are available on their site if you want to see it without the whole slideshow: https://wiki.mozilla.org/Mobile/UI/Designs/TouchScreen/Proposal6

Chrome disappears at idle, and they solved it with gesture, mostly touch and hold, to bring items back into vision. Yes, it all has tap, swipe, double-tap zooms. Tap and hold both shows the title bar and one of those pie menu things if you click in the middle (these usually annoy me), tapping and holding in the corner pulls a menu like a softkey and so on.

Decided to toss it because hold starts feeling like it takes forever after a while. Also, they were worried about how add-ons would work.

The touchbar was another proposal, where the bar scrolls with the screen and tapping these corner things pull up a wide-curved bar across much of the bottom of the screen. The actions button opens a series of other items, so that’s the add-ons.

Decided not to go this way, because they were getting tired of overlays. As soon as they made the corners small enough to get out of the way… they were out of the way. And then someone else was working on ZUI, or zoomable UIs.

In this, there’s a series of tabs in space, and you click to get a full-screen view of each one. Spatial relationship, not just a carousel, is interesting here.

They ended up with a lot of focus on their “awesome bar” and sharing between desktop and mobile history and other intelligence (via Weave) to shorten typing and predict what you want to do. And, by allowing dragging sideways, so like where you see that gray frame side effect on mobile Safari, they put stuff there. Not bad.

Using CSS3 allows them to use (so far, it’s still experimental) programmatic buttons, progress bars, etc. instead of making zillions of things in Photoshop. Also, smaller, and zoom readily available in each browser.

Tuesday morning at Design for Mobile

Tuesday, April 21st, 2009

D4M conference
There were some technology issues up front, making me snarlyingly unhappy and us a bit late to start, but we finally sorta got there and not too many personal IMs popped up during the conference.

As I did for last year, I’ll try to liveblog the whole conference, and publish when I can at the breaks.

Apparently we selected a great set of people to kick off the morning. A lot of thinking about big issues of social, networking, and understanding. They put everything else we do into context very well.

Shilpa Shah kicked us off with by setting how mobile can change to behave in human ways, not try to change people to work in technological ways. Much of this was, to me, interestingly related to the gesture work we’ve been showing off (and some AR and other stuff we’ve been secretly thinking about) so it was nice to get a higher level, philosophical view of it all.

She talked about a bunch of the social contexts of use I’ve been ranting on more and more lately. I embrace it, but she thinks there is going to be a backlash to technology and people will want to move away from it. I am not sure I buy the backlash per se, but the concepts are still broadly right.

Because of an audio problem in the room, we didn’t all watch this, but she wanted us to see it, so watch this TED video on “antisocial” phone use: http://www.ted.com/index.php/talks/renny_gleeson_on_antisocial_phone_tricks.html

Some principles to keep in mind for designing like this:
1) Engagement creates a new shared experience
2) Helps people physically connect
3) Physical reality should remain unchanged
4) Does not compete for attention
5) Celebrate the emotional, not the efficient



I'm not bored, I'm interested in her answer to my question
Judy Breck reminded us that Encarta in 1993 was amazing. Inconceivable that you could get an encyclopedia on a CD. Set to die this year. Encarta had no long tail, no connections, a perfect walled garden.

20th century education has squashed the long tail. Encarta was only in the head, and everything else is around standards, and rote knowledge. Each grade gives you a bit more information about a topic, but that is all. If you are curious about cells in the 3rd grade, too bad for you. The tail should be available as needed for exploring by the precocious.

A good first step is to encourage kids (and even teach them how) to find info on the internet. But more so, we need to make the information /findable/. Make educational systems as SEO-centric as sales types.

There are a lot of neat videos, a cool hyperbolic tree of the human “diseasome” the LANL map of science and so on. Do take the time to play with her presentation. Click the little images in the strip at the top to get from page to page.

Knowledge is a network, as is our brain. These two facts are not coincidental; her “knowledge explorer” example lets you see this aggregated information, and link to museum websites around the world. In the pre-internet era, you could go view this information for real, but never all of them at once. And multiple people, in multiple locations, can do this all together. She can even see schools functionally disappearing, and some entirely other type of social network to support this knowledge/learning/education need will emerge.

Literally boggling my mind. So radical it’s hard to ask the right questions about this, but it all makes sense so I’m gonna keep track of it.


Scott Campbell asked us, what is the message? From the point of view of mobile, and social media today, what does this all mean? Marshall McLuhan’s “medium is the message” is in fact key. Is a marriage proposal the same over email?

The emergence of radio (then television for the next generation) were key defining attributes of their age. Broadcast, in the sense of an institution in a big building sending a narrow range of messages to pretty much everyone. There are drawbacks and benefits, but this is a “mass age” model.

The PC, then the Internet, fostered a shift from the mass age to a networked society. He sees us moving into the personal communication society, as a subset, or evolution from, the networked one.

There are worries about “social privatism,” where people spend all their time on their immediate lives and that of their immediate friends, at the expense of broader communities. This can lead you to disregarding all outside views, and kills healthy debate.

Information exchange on the internet (vs. sociability or recreation) does enable social connectedness and involvement in the community. TV in general correlates to less social engagement, but those who watch more news engage /more/ with their local community. So the content is more important? Studies he did showed a positive correlation between civic and political engagement and recreational use as well though. Why is that?

They are tightly coupled to the size of the network, and the degree to which it is like minded. Larger networks are better for a political life. Network diversity is bad for involvement (avoid conflict, etc.) but good to set your attitude to accept other viewpoints. If you just interact with the same small group all the time, it’s encouraging social privatism and detachment from everything else.

Designers can work on this by tailoring device design, content and the manner in which social networks are designed, to make this all work in a more engaging and socially responsive manner.