Mobile Interaction Design

Matt Jones; Gary Marsden

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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

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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