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Table of contents
- Front Matterv
- PREFACExv
- WHAT’S COVEREDxv
- WHO SHOULD READ THIS BOOK?xvi
- A WORD OF WARNINGxvii
- ABOUT THE AUTHORSxvii
- MATT JONESxvii
- GARY MARSDENxviii
- ACKNOWLEDGMENTSxix
- Part 1 INTRODUCTION1
- CHAPTER 1 POSSIBILITIES3
- KEY POINTS3
- 1.1 INTRODUCTION4
- BOX 1.1 : HOW TIMES HAVE CHANGED4
- BOX 1.2 : MOBILE LIFE5
- 1.2 WHAT ARE MOBILE DEVICES?6
- EXERCISE 1.1 : MY MOBILE IS …?7
- BOX 1.3 : IMPLANTING YOUR MOBILE?7
- PLATE 19
- 1.2.1 COMMUNICATION OR INFORMATION DEVICE?9
- EXERCISE 1.2 : ENHANCING EXPRESSIVENESS10
- 1.2.2 APPLIANCE OR SWISS ARMY KNIFE?11
- PLATE 211
- 1.2.3 CHERISHED DEVICE OR COMMODITY TOOL?13
- BOX 1.4 : JUST ANOTHER TOOL? PICK-UP-AND-USE MOBILES13
- FIGURE 1.114
- 1.3 IMPOVERISHED OR EXTRAORDINARY INTERFACES?14
- 1.3.1 THE FASTAP KEYPAD15
- FIGURE 1.216
- 1.3.2 PEEPHOLE DISPLAYS16
- FIGURE 1.317
- 1.3.3 ACCOMMODATING HUMAN CAPABILITIES AND LIMITATIONS17
- FIGURE 1.418
- Auditory Interfaces19
- BOX 1.5 : THE TROUBLE WITH SPEECH19
- Haptic Interfaces20
- Gestural interfaces21
- EXERCISE 1.3 : GESTURES AND LARGE SCREEN INTERACTION21
- FIGURE 1.522
- BOX 1.6 : AROMATIC OUTPUT?24
- Multi-modality26
- Designing for some, Benefits all26
- Novel Technology Problems27
- 1.4 IMPOVERISHING INTERACTIONS?28
- 1.4.1 REASONS FOR POOR DESIGN28
- Financial Short-Termism28
- Techno-Fixation28
- Overlooking the real bugs29
- 1.4.2 IMPACTS OF POOR DESIGN29
- Emotional Impact30
- Economic Impact30
- Ethical Impacts31
- Mobiles in safety-critical situations31
- EXERCISE 1.4 : INTERFACE DESIGN FOR A MOBILE VITAL SIGNS MONITOR32
- FIGURE 1.633
- Mobiles and environmental problems33
- Developing unhealthy attitudes34
- BOX 1.7 : FLOWERS FROM DEAD MOBILES35
- FIGURE 1.735
- 1.5 OUTLINE OF THE REST OF THIS BOOK35
- SUMMARY36
- WORKSHOP QUESTIONS36
- DESIGNER TIPS36
- CHAPTER 2 PRODUCTS FOR PEOPLE39
- KEY POINTS39
- 2.1 INTRODUCTION40
- BOX 2.1 : ‘USERS’?40
- 2.2 USEFUL41
- 2.2.1 FUNCTION BEFORE FORM41
- 2.2.2 EVOLVING USES42
- EXERCISE 2.1 : CALLER TUNES AND PERSONALIZATION43
- 2.3 USABLE43
- 2.3.1 USABLE IN ITSELF44
- BOX 2.2 : GOLDEN RULES OF DESIGN44
- EXERCISE 2.2 : APPROPRIATE FEEDBACK?46
- BOX 2.3 : “IT DOESN’T LOOK LIKE A CAMERA”46
- FIGURE 2.147
- BOX 2.4 : VISIBILITY AND MAPPINGS49
- FIGURE 2.250
- FIGURE 2.351
- 2.3.2 USABLE IN LIFE51
- BOX 2.5 : MOBILES AND THE MYTH OF THE PAPERLESS OFFICE52
- PLATE 453
- 2.4 USER EXPERIENCE54
- FIGURE 2.454
- 2.4.1 STRONG IDENTITY55
- BOX 2.6 : INTERACTION AS BRAND55
- FIGURE 2.556
- 2.4.2 INTERACTION AS PACKAGE58
- Netware59
- Bizware59
- BOX 2.7 : NOKIA AND USER EXPERIENCE60
- BOX 2.8 : WHY IS SMS (TEXTING) SO SUCCESSFUL?61
- FIGURE 2.662
- 2.5 TECHNOLOGY ACCEPTANCE63
- FIGURE 2.763
- TABLE 2.1 Technology acceptance and interaction design64
- SUMMARY64
- TABLE 2.2 i-Mode and the technology acceptance model (based on Barnes and Huff, 2003)65
- WORKSHOP QUESTIONS66
- DESIGNER TIPS66
- CHAPTER 3 INNOVATING67
- KEY POINTS67
- 3.1 INTRODUCTION68
- BOX 3.1 : INNOVATION68
- 3.2 TECHNOLOGY-CENTERED APPROACHES69
- EXERCISE 3.1 : RINGTONES FOR NON-MUSICIANS70
- FIGURE 3.171
- BOX 3.2 : THE FALL AND RISE (PERHAPS) OF WAP72
- BOX 3.3 : SMS SERENDIPITY74
- 3.3 TRANSFERRING FROM THE DESKTOP74
- 3.3.1 APPLICATIONS75
- FIGURE 3.276
- EXERCISE 3.2 : ICONS AND COMMUNICATING A MOBILE USER’S CONTEXT77
- BOX 3.4 : PUSH-TO-TALK78
- 3.3.2 INTERFACE STYLES78
- BOX 3.5 : SHRINKING TO FIT79
- FIGURE 3.380
- FIGURE 3.480
- 3.4 BUILDING ON PAST MOBILE SUCCESS81
- BOX 3.6 : EXTENDING THE SUCCESS?81
- FIGURE 3.582
- 3.5 DRAMA83
- BOX 3.7 : PICTURE PHONES AND PARENTS84
- 3.6 FRAMEWORKS FOR HUMAN-CENTERED THINKING85
- EXERCISE 3.3 : USING ART TO GENERATE POTENTIAL MOBILE SERVICES85
- TABLE 3.1 Mobile applications activities and relationships (adapted from Shneiderman, 2002)86
- BOX 3.8 : MESSAGING TO YOUR OFFICE DOOR87
- BOX 3.9 : TECHNOLOGY VERSUS USER-CENTERED DESIGN88
- SUMMARY89
- WORKSHOP QUESTIONS89
- DESIGNER TIPS90
- PART II DEVELOPING EFFECTIVE MOBILE APPLICATIONS91
- CHAPTER 4 INTERACTION DESIGN93
- KEY POINTS93
- 4.1 INTRODUCTION94
- 4.2 DESIGNING WHAT? DESIGNING HOW?94
- BOX 4.1 : INTERACTION DESIGN DEFINED95
- 4.3 UNDERSTANDING USERS96
- 4.3.1 FROM BIOLOGY TO PSYCHOLOGY96
- EXERCISE 4.1 : DESIGN FOR THE ELDERLY97
- 4.3.2 FIELD STUDIES97
- BOX 4.2 : REPORTING AND ACCOUNTING: MOBILES AND GENDER99
- 4.3.3 DIRECT QUESTIONING99
- 4.3.4 DISTILLING THE FINDINGS100
- 4.4 DEVELOPING PROTOTYPE DESIGNS100
- 4.4.1 SHAPING AND MANAGING THE DESIGN SPACE100
- BOX 4.3 : DESIGN STARTING POINTS101
- BOX 4.4 : PLATFORM DESIGN GUIDELINES102
- EXERCISE 4.2 : DESIGN RATIONALE104
- FIGURE 4.1104
- 4.4.2 PROTOTYPING105
- BOX 4.5 : WHAT IS DESIGN?105
- FIGURE 4.2106
- 4.5 EVALUATION106
- 4.5.1 TESTING WITH USERS107
- FIGURE 4.3107
- FIGURE 4.4108
- 4.5.2 TESTING IN THE ABSENCE OF USERS109
- TABLE 4.1 Keystrokes per character (KSPC) comparison of text entry methods (adapted from MacKenzie, 2002). The smaller the value of KSPC, the more efficient the input technique109
- BOX 4.6 : EXPERT INSIGHTS110
- 4.6 ITERATIVE DEVELOPMENT112
- 4.7 MULTIPLE VIEWPOINTS113
- 4.7.1 MANY TECHNIQUES AND TOOLS113
- 4.7.2 MANY DISCIPLINES113
- TABLE 4.2 Diversity of techniques useful in interaction design (inspired and adapted from Dykstra-Erickson et al., 2001), showing approaches organized by phase. These techniques have evolved from diverse disciplines – from ethnography to marketing, from arts to computer science114
- 4.7.3 PARTICIPATION AND COLLABORATION116
- BOX 4.7 : THE ‘COLLABORATORIUM’117
- 4.8 FROM INTERACTION DESIGN TO DEPLOYMENT117
- SUMMARY118
- WORKSHOP QUESTIONS118
- DESIGNER TIPS119
- CHAPTER 5 WATCHING, ASKING, PROBING121
- KEY POINTS121
- 5.1 INTRODUCTION122
- EXERCISE 5.1 : SUPPORTING COLLABORATIVE, MOBILE NAVIGATION123
- 5.2 FOCUSING THE STUDY124
- 5.2.1 HOW FOCUSED SHOULD THE STUDY BE?124
- 5.2.2 FINDING PEOPLE TO STUDY125
- Sampling125
- Recruiting, Motivating and Retaining Subjects126
- TABLE 5.1 Methods of identifying people to study128
- 5.3 TOP TECHNIQUES FOR UNDERSTANDING PEOPLE129
- BOX 5.1 : THE ESSENCE OF ETHNOGRAPHICALLY INSPIRED APPROACHES130
- 5.3.1 OBSERVING130
- Methods131
- BOX 5.2 : INVESTIGATION METHODS CASE STUDY 1131
- EXERCISE 5.2 : STUDY ETHICS133
- Identifying Values, Goals and Actions134
- BOX 5.3 : TREND-SPOTTING, TREND FORMING134
- Understanding Context135
- BOX 5.4 : EMOTIONAL RESPONSES AND MOBILE MUSIC PLAYERS137
- PLATE 5137
- 5.3.2 ENQUIRING138
- Contextual Inquiry138
- FIGURE 5.1139
- BOX 5.5 : INVESTIGATION METHODS CASE STUDY 2139
- Artifact Walkthroughs140
- 5.3.3 DIARY STUDIES141
- FIGURE 5.2142
- BOX 5.6 : INVESTIGATION METHODS CASE STUDY 3143
- FIGURE 5.3144
- 5.3.4 DISCOUNT METHODS145
- Ethnography-lite145
- BOX 5.7 : USING A HANDHELD IN OBSERVATIONAL STUDIES (Spinuzzi, 2003)146
- Auto-ethnography146
- BOX 5.8 : AUTO-ETHNOGRAPHY AND PORTABLE MUSIC PLAYERS (Cunningham et al., 2004)146
- Online Enquiry148
- Log Analysis148
- 5.3.5 FOCUS GROUPS149
- BOX 5.9 : INVESTIGATION METHODS CASE STUDY 4149
- 5.3.6 CREATIVELY ENGAGING METHODS151
- Probes151
- Dramatization153
- BOX 5.10 : INVESTIGATION METHODS CASE STUDY 5154
- 5.4 MAKING SENSE OF OBSERVATIONS155
- 5.4.1 ACTIVITIES155
- 5.4.2 ANALYSIS PERSPECTIVES156
- Task Analysis Perspectives156
- FIGURE 5.4157
- EXERCISE 5.3 : DIGITAL AND PHYSICAL INTEGRATION - SUPPORTING BOOK BUYING USING A MOBILE DEVICE157
- Sociologically Based Techniques158
- TABLE 5.2 Adapted questions from The Activity Checklist (Kaptelinin et al., 1999)159
- 5.5 PERSONAS AND SCENARIOS160
- 5.5.1 PERSONAS160
- FIGURE 5.5161
- TABLE 5.3 Persona template (adapted from Pruitt and Grudin, 2003)163
- 5.5.2 SCENARIOS163
- TABLE 5.4 Feature–persona matrix example for a mobile, small-screen document viewer/editor (inspired by Pruitt and Grudin, 2003)164
- BOX 5.11 : MOBILE SCENARIO: INTEGRATING MOBILE DEVICES AND INTERACTIVE TELEVISION165
- SUMMARY167
- WORKSHOP QUESTIONS167
- DESIGNER TIPS168
- CHAPTER 6 PROTOTYPES169
- KEY POINTS169
- 6.1 INTRODUCTION170
- 6.2 WHAT IS A PROTOTYPE?170
- 6.3 DIFFERENT PROTOTYPES FOR DIFFERENT PURPOSES170
- 6.4 LOW-FIDELITY171
- 6.4.1 SELF-CHECKING171
- FIGURE 6.1171
- FIGURE 6.2172
- 6.4.2 COMMUNICATING WITH OTHERS173
- EXERCISE 6.1 : PORTABLE MP3 PLAYER – SPECIFICATION173
- 6.4.3 INTERACTION PROTOTYPING174
- FIGURE 6.3174
- FIGURE 6.4175
- EXERCISE 6.2 : PORTABLE MP3 PLAYER – FURTHER TASKS176
- 6.4.4 EMPOWERING USERS176
- A Note on Low-fidelity Prototyping176
- FIGURE 6.5177
- FIGURE 6.6177
- 6.5 HIGHER-FIDELITY178
- 6.5.1 DECIDING WHAT TO PROTOTYPE178
- 6.5.2 HARDWARE AND SOFTWARE INTEGRATION178
- PC-based179
- FIGURE 6.7180
- FIGURE 6.8181
- Pitfalls182
- Using a General Mobile Platform183
- Using a Specialist Platform183
- FIGURE 6.9184
- FIGURE 6.10184
- FIGURE 6.11185
- Using Version 1.0185
- 6.6 FINISHING THE PROCESS186
- 6.6.1 EVOLUTIONARY186
- 6.6.2 REVOLUTIONARY186
- 6.6.3 PROCESS187
- Ethics189
- 6.7 ISSUES IN PROTOTYPING189
- TABLE 6.1 Key issues in prototyping189
- EXERCISE 6.3 : PORTABLE MP3 PLAYER – PROJECT PLAN190
- 6.7.1 SOME CONSIDERATIONS190
- Cues to Users190
- FIGURE 6.12190
- Misleading Expectations190
- Project Constraints191
- Communication191
- Evaluation191
- 6.8 A FINAL NOTE ON DEVELOPMENT191
- SUMMARY192
- WORKSHOP QUESTIONS192
- DESIGNER TIPS192
- CHAPTER 7 EVALUATION195
- KEY POINTS195
- 7.1 INTRODUCTION196
- FIGURE 7.1196
- 7.2 CLASSIFYING EVALUATION196
- 7.3 ‘QUICK AND DIRTY’197
- 7.4 CONCEPTUAL MODEL EXTRACTION197
- FIGURE 7.2198
- EXERCISE 7.1 : CONCEPTUAL MODEL EXTRACTION198
- 7.5 DIRECT OBSERVATION199
- 7.5.1 FINDING OUT WHAT USERS ARE THINKING199
- BOX 7.1 : THINKING ALOUD199
- 7.5.2 HOW TO RECORD OBSERVATIONS200
- Reasons for Video200
- FIGURE 7.3201
- Note Taking201
- FIGURE 7.4202
- Automatic Logging202
- Integrating Note Taking202
- 7.5.3 HOW TO NOT BIAS THE EXPERIMENT203
- 7.5.4 HAPPY USERS203
- 7.6 INTERVIEWS204
- BOX 7.2 : ‘THE LONG WAY ROUND’205
- 7.7 QUESTIONNAIRES205
- 7.8 NON-USER METHODS207
- 7.8.1 HEURISTIC EVALUATION207
- 7.8.2 NO PEOPLE WHATSOEVER209
- 7.9 EXPERIMENTAL EVALUATION209
- 7.9.1 HYPOTHESIS210
- 7.9.2 THE USERS211
- 7.9.3 TASKS212
- 7.9.4 EXPERIMENT DESIGN212
- 7.9.5 CONDUCTING EXPERIMENTS213
- 7.9.6 EXPERIMENTAL RESULTS214
- 7.10 CONSIDERING CONTEXT - EVALUATING MOBILE SYSTEMS214
- BOX 7.3 : WHAT IS CONTEXT?214
- 7.10.1 PHYSICAL CONTEXT214
- FIGURE 7.5215
- 7.10.2 TECHNOLOGICAL CONTEXT216
- BOX 7.4 : CHEAPER WIRELESS ACCESS216
- 7.10.3 SOCIAL CONTEXT216
- EXERCISE 7.2 : UPDATED HEURISTICS217
- 7.10.4 OTHER CONTEXTS217
- BOX 7.5 : CONTEXT AWARENESS217
- 7.11 COMPLEMENTARY EVALUATION218
- 7.12 CONCLUSION219
- SUMMARY219
- WORKSHOP QUESTIONS219
- DESIGNER TIPS220
- PART III DESIGN GALLERY – DIRECTIONS AND GUIDELINES221
- CHAPTER 8 CONTROLLING COMPLEX FUNCTIONS223
- KEY POINTS223
- 8.1 INTRODUCTION224
- 8.2 MENUS AND MEMORY224
- BOX 8.1 : INFINITELY LONG MENUS225
- 8.3 HIERARCHICAL MENUS225
- 8.3.1 LEARNING STRUCTURE225
- 8.3.2 IMPROVING CLASSIFICATION226
- EXERCISE 8.1 : CLASSIFICATION IS A PERSONAL THING226
- 8.3.3 CONTEXT INFORMATION227
- 8.4 ICONS227
- FIGURE 8.1228
- PLATE 6228
- FIGURE 8.2229
- FIGURE 8.3230
- FIGURE 8.4230
- FIGURE 8.5231
- FIGURE 8.6231
- FIGURE 8.7232
- EXERCISE 8.2 : VISUAL LANGUAGE232
- FIGURE 8.8233
- 8.5 MANUALS233
- 8.5.1 ONLINE MANUALS233
- 8.5.2 WEBSITE MANUALS234
- 8.6 NO MENUS?234
- 8.6.1 DATA STRUCTURES235
- BOX 8.2 : ONLY TWO USERS235
- 8.6.2 ALTERNATIVES235
- EXERCISE 8.3 : FINGER WORK-OUT236
- FIGURE 8.9237
- BOX 8.3 : TAKING INSPIRATION FROM COMPUTER SCIENCE237
- 8.6.3 DESIGN IDEAS – DATA STRUCTURES238
- 8.6.4 EVALUATION VIA EXPERIMENT238
- Subjects239
- Tasks and simulations239
- Procedure240
- Analyzing results240
- Observations241
- Conclusions241
- 8.7 MORE COMPLEX MENUS242
- FIGURE 8.10242
- FIGURE 8.11243
- FIGURE 8.12244
- 8.8 SOME CONCLUDING THOUGHTS244
- SUMMARY245
- WORKSHOP QUESTIONS245
- DESIGNER TIPS245
- CHAPTER 9 INFORMATION ACCESS247
- KEY POINTS247
- 9.1 INTRODUCTION248
- 9.2 SMALL-SCREEN IMPACTS250
- TABLE 9.1 Display characteristics of example mobiles and conventional, large-screen devices (Jones et al., 2004)250
- BOX 9.1 : FLEXIBLE ORGANIC LIGHT EMITTING DIODE (FOLED) SCREENS251
- 9.2.1 LESSONS FROM THE PAST251
- Reading and Comprehension252
- User Interaction252
- Within-page navigation252
- BOX 9.2 : SCROLLING AND SHORT-TERM MEMORY253
- Goal-led navigation253
- EXERCISE 9.1 : weather information service usability problems254
- User Experience254
- 9.2.2 IMPACT ON BROWSING COMPLEX CONTENT255
- 9.2.3 IMPACT ON SEARCHING256
- FIGURE 9.1257
- 9.3 DESIGNS FOR BROWSING258
- 9.3.1 GUIDELINES259
- Overviews, Overviews, Overviews259
- BOX 9.3 : USING KEYPHRASES FOR SMALL-SCREEN SKIM READING (Jones et al., 2004)259
- FIGURE 9.2260
- Providing Focused, Direct Access260
- Reduce Scrolling261
- 9.3.2 SCHEMES261
- 1D Browsing261
- FIGURE 9.3262
- FIGURE 9.4263
- FIGURE 9.5264
- 1.5D Browsing264
- Page-level schemes265
- Site-level schemes266
- 2D Browsing266
- FIGURE 9.6267
- FIGURE 9.7269
- FIGURE 9.8270
- EXERCISE 9.2 : WEBSITE REDESIGN270
- 9.3.3 PACKAGING CONTENT271
- Portals271
- Channels271
- RSS (Really Simple Syndication)272
- 9.4 IMPROVING SEARCH272
- 9.4.1 ASSESSING SETS OF RESULTS272
- BOX 9.4 : SEARCH AND THE QWERTY EFFECT273
- EXERCISE 9.3 : SEARCHING FOR EMAIL ON A SMALL-SCREEN DEVICE273
- BOX 9.5 : SMALL SCREENS AND CATEGORY SEARCH274
- FIGURE 9.9274
- 9.4.2 JUDGING THE VALUE OF INDIVIDUAL RESULTS274
- FIGURE 9.10275
- BOX 9.6 : SMS SEARCH (Schusteritsch et al., 2005)275
- FIGURE 9.11276
- FIGURE 9.12277
- FIGURE 9.13277
- BOX 9.7 : INFORMATION VISUALIZATION AND MOBILES278
- FIGURE 9.14279
- 9.5 MOBILE INFORMATION ECOLOGIES280
- 9.5.1 FITTING IN280
- With Other Devices280
- With Physical Resources280
- With Network Availability280
- With Varying Paces of Interaction281
- With the Context281
- BOX 9.8 : NAVIGATION USING MUSIC (Warren et al., 2005)281
- BOX 9.9 : WARNING: AUTOMATIC ADAPTATION IS DIFFICULT TO DO SUCCESSFULLY282
- 9.5.2 CASE STUDY: THE LAID-BACK SEARCH TOOL283
- Background Information Seeking283
- Capturing Background Searches284
- Processing the Captured Queries284
- Using the Search Results284
- Related Ecological-minded Mobiles285
- BOX 9.10 : IMPROVING SOCIETY THE MOBILE WAY285
- 9.5.3 PEER-TO-PEER SCHEMES286
- BOX 9.11 : P2P IN TRAFFIC286
- SUMMARY287
- WORKSHOP QUESTIONS287
- DESIGNER TIPS288
- CHAPTER 10 BEYOND TEXT - USING IMAGES ON MOBILE DEVICES289
- KEY POINTS289
- 10.1 INTRODUCTION290
- 10.2 ETHNOGRAPHY290
- 10.2.1 WHERE HAVE ALL THE PHOTOGRAPHS GONE?291
- 10.2.2 DIGITAL ETHNOGRAPHY292
- 10.3 FINDING PHOTOS292
- FIGURE 10.1293
- 10.3.1 M ETA-DATA293
- Time294
- Location Data294
- Diary Data294
- 10.3.2 META-DATA MANAGEMENT294
- 10.4 BROWSING PHOTOS294
- FIGURE 10.2295
- EXERCISE 10.1 : PHOTOGRAPHIC TIMELINES295
- 10.4.1 TIMELINE295
- 10.4.2 TREEMAPS295
- BOX 10.1 : TREEMAPS296
- 10.4.3 RSVP296
- FIGURE 10.3297
- BOX 10.2 : RSVP298
- 10.4.4 SPEED DEPENDENT AUTOMATIC ZOOMING298
- FIGURE 10.4299
- 10.5 DOWNSCALING CASE STUDY300
- 10.5.1 ARRANGING PHOTOS300
- 10.5.2 SCREEN SIZE300
- FIGURE 10.5301
- 10.5.3 WRITE ONCE, RUN ANYWHERE301
- 10.5.4 MEANWHILE, BACK WITH THE USERS301
- AutoZoom302
- FIGURE 10.6302
- GestureZoom303
- FIGURE 10.7303
- 10.5.5 USER TESTING304
- Tasks304
- Conditions305
- Results305
- Discussion305
- 10.5.6 PLATFORM306
- 10.6 ADVANCED TECHNOLOGY306
- PLATE 7307
- 10.7 WHAT ARE PHOTOS FOR?307
- EXERCISE 10.2 : SOCIAL AWARENESS308
- BOX 10.3 : CALM TECHNOLOGY308
- 10.7.1 WHAT ARE WE SHARING?309
- EXERCISE 10.3 : MOBILE BLOGGING311
- 10.7.2 USING AUDIO WITH PHOTOGRAPHS311
- 10.7.3 VIDEO311
- 10.8 LOOKING TO THE FUTURE312
- SUMMARY312
- WORKSHOP QUESTIONS313
- DESIGNER TIPS313
- CHAPTER 11 IMPACTING THE COMMUNITY; IMPACTING THE WORLD315
- KEY POINTS315
- 11.1 INTRODUCTION316
- 11.2 THE DIGITAL DIVIDE316
- 11.3 MOBILES WORK316
- 11.3.1 THE RISE AND RISE OF MOBILE TECHNOLOGY317
- BOX 11.1 : THE REAL REASON WHY TELEPHONE TRUNK CABLE IS BRIGHTLY COLORED317
- PLATE 8317
- 11.4 PLANNING A PROJECT318
- Real Access318
- EXERCISE 11.1 : HOW RELEVANT IS REAL ACCESS?320
- 11.5 THAT CULTURE THING320
- TABLE 11.1 Hofstede’s dimensions of culture (Marcus and Gould, 2000)321
- EXERCISE 11.2 : NAVIGATING THE CULTURAL SPACE323
- BOX 11.2 : CULTURAL DIMENSIONS – TREAD LIGHTLY323
- BOX 11.3 : COMMUNICATION IN ENGLISH324
- FIGURE 11.1325
- 11.6 CASE STUDIES325
- 11.6.1 EMPOWERING PEOPLE – CYBERTRACKER325
- FIGURE 11.2326
- 11.6.2 EDUCATION327
- FIGURE 11.3328
- 11.6.3 COMMUNITIZATION328
- FIGURE 11.4329
- FIGURE 11.5330
- FIGURE 11.6331
- FIGURE 11.7332
- EXERCISE 11.3 : COMMUNITIZATION332
- 11.7 CALL TO ARMS333
- SUMMARY333
- WORKSHOP QUESTIONS333
- DESIGNER TIPS334
- Back Matter335
- RESOURCES335
- BOOKS335
- MAGAZINES AND JOURNALS336
- CONFERENCES336
- WEBSITES AND BLOGS337
- STYLE GUIDES FOR MOBILE DEVELOPERS337
- REFERENCES339
- INTERNET REFERENCES361
- CREDITS364
Book details
- Vendor Wiley Global Education UK
- SKU 0470064250R150
- ISBN-13 9780470064252
- Author Matt Jones; Gary Marsden
- Edition 1st
- Category Computers
- Subject User Interfaces
Do you have questions about this book?
Mobile Interaction Design shifts the design perspective away from the technology and concentrates on usability; in other words the book concentrates on developing interfaces and devices with a great deal of sensitivity to human needs, desires and capabilities.
- Presents key interaction design ideas and successes in an accessible, relevant way
- Exercises, case studies and study questions make this book ideal for students.
- Provides ideals and techniques which will enable designers to create the next generation of effective mobile applications.
- Critiques current mobile interaction design (bloopers) to help designers avoid pitfalls.
- Design challenges and worked examples are given to reinforce ideas.
- Discusses the new applications and gadgets requiring knowledgeable and inspired thinking about usability and design.
- Authors have extensive experience in mobile interaction design, research, industry and teaching
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