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MOBILE DEVICES

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:

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MOBILE DEVICES

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  1. MOBILE DEVICES

    Amir & Anne
  2. 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,
  3. Display Size 6” to 13” x 10” to 14” 3” x 4” 4” to 6” x 6” to 8”
  4. SmartPhone Penetration2009 VS 2011
  5. 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.
  6. Mobile User Demographic
  7. SmartPhone Adoption by Race & Ethnicity
  8. 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'swebOS (successor of Palm OS after Palm’s acquisition by HP) Windows® Phone 7 mobile operating system
  9. SmartPhone Platform Trend in U.S. 2010
  10. SmartPhone Market Share 2010
  11. SmartPhone Market Share in 2010
  12. Mobile User Activity
  13. SmartPhone Users are Social Network Drivers
  14. Mobile and Desktop Experience Differences
  15. Mobile and Desktop Experience Differences
  16. Top Considerations for SmartPhone Purchasers
  17. Mobile Design Heuristics Jakob Nielsen's Heuristics 1994 Nokia Developer Heuristic Evaluation Nick Watt & Christine Velen’s What makes a great mobile app Savio& Braiterman’s Design Sketch: The Context of Mobile Interaction
  18. 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
  19. 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.
  20. 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
  21. 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.
  22. 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
  23. 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.
  24. 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
  25. 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
  26. 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.
  27. 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.
  28. Mobile Devices Strengths Touch interfaces Acceleration sensing Orientation awareness Simulations of physical behavior Short periods of use Focused activity Spontaneous
  29. 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
  30. 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
  31. Two-Panel Selector
  32. One-Window Drilldown
  33. Redundancy of Controls Redundant software buttons should be hidden when a web application is viewed on Android and Blackberry devices with physical buttons
  34. 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.
  35. 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
  36. 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.
  37. 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
  38. Mobile Accessibility Vision Hearing Physical & Motor Skills
  39. Users with Visual impairment VoiceOver The rotor Siri White on Black Speak Selection Audible, Visible, and Vibrating Alerts
  40. Users with Hearing Disabilities FaceTime: Use sign language and lip reading Mono Audio: Hear both channels in each one ear. Visual Voicemail TTY Support
  41. Physical & Motor Skills AssistiveTouch: Enter Multi-Touch gestures Intelligent Keyboard with Predictive Text Entry Siri
  42. References Barkhuus, L. & Polichar, E. V. (2011). Empowerment through seamfulness: smart phones in everyday life ,PersUbiquitComput, 15, 629-639. Butler, B. (2010). The Strategies for Multiband, Multimode Mobile Devices. Evaluation Engineering, 20-23. Choney, S. 72 Percent of Adults are Text-Messaging Now, Study Says. Technolog on MSNBC.com. Retrieved February 15, 2012, from http://technolog.msnbc.msn.com/_news/2010/09/01/5023529-72-percent-of-adults-are-text-messaging-now-study-says Dawson, A. Designing for Different Age Groups. Six Revisions. Retrieved February 15, 2012, from http://sixrevisions.com/web_design/designing-for-different-age-groups/ Faiola, A. & Matei, A. S. (2010). Enhancing Human–Computer Interaction Design Education: Teaching Affordance Design for Emerging Mobile Devices. International Journal of Technology and Design Education, 20, 29–254. Franko, I. O. (2011). Smartphone Apps for Orthopaedic Surgeons. Clinical Orthopaedics and Related Research, 1-7. Gahran, Amy. Hispanics lead U.S. embrace of mobile technology. CNN. Retrieved February 15, 2012, from http://www.cnn.com/2011/TECH/mobile/05/20/hispan ic.mobile.engagement.gahran/index.html Gahran, Amy. How Americans Really Use Cell Phones. CNN. Retrieved February 15, 2012 from http://www.cnn.com/2011/TECH/mobile/08/16/pew.cell.phone.report.gahran/index.html Gong, J. & Tarasewich, P. (2004). Guidelines for handheld mobile device interface design. Proceedings of DSI 2004 Annual Meeting, 3751-3756. Haefele, C. (2011). One Block at a Time: Building a Mobile Site Step by Step. The Reference Librarian, 52, 117-127. Hanson, C.W. (2011). Why Worry about Mobile?. Library Technology Reports, 47(2), 5-10. Kane, K. S., Jayant, C., Wobbrock, O. J. & Ladner, E. R. (2009). Freedom to Roam: A Study of Mobile Device Adoption and Accessibility for People with Visual and Motor Disabilities. Proceedings of the 11th international ACM SIGACCESS conference on Computers and accessibility, 115-122.  Lentz, J.(2011). User Interface Design for the Mobile Web. IBM. Retrieved February 15, 2012, from http://www.ibm.com/developerworks/web/library/wa-interface/ Mobile Most Read. Smart Phone Users are Social Network Drivers. Online Marketing Trends. Retrieved February 15, 2012, from http://www.onlinemarketing-trends.com/2011/03/smartphone-users-are-social-network.html Mobile Most Read. US Smartphone Adoption by Race and Ethnicity. Online Marketing Trends. Retrieved February 15, 2012, from http://www.onlinemarketing-trends.com/2011/03/us-smartphone-adoption-by-race-and.html
  43. References Mobile Most Read. US Smartphone Users Prefer Android to Apple OS. Online Marketing Trends. Retrieved February 15, 2012, fromhttp://www.onlinemarketing-trends.com/2011/01/us-smartphone-users-prefer-android-to.html Nielsen, Jakob (1994). Usability Engineering. San Diego: Academic Press. pp. 115–148. ISBN 0-12-518406-9. Nokia. (2009). Heuristic evaluation Retrieved Feb 20, 2012, from http://www.developer.nokia.com/Community/Wiki/Heuristic_evaluation Oulasvirta A., Wahlstrom, M. & Ericsson, A. K. (2011). What does it mean to be good at using a mobile device? An investigation of three levels of experience and skill. International Journal of Human Computer Studies, 69(3),155-169. Sanchez, A. C. & Branaghan, J. R. (2011). Turning to Learn: Screen Orientation and Reasoning with Small Devices. Computer in Human Behavior, 27, 793-797. Sarker, S. & Wells, J.D. (2003). Understanding Mobile Handheld Device Use and Adoption. Communications of the ACM, 46(12), 35-40. Savio, N., & Braiterman, J. (2007). Design Sketch: The Context of Mobile Interaction. Mobile HCI 2007. Smith, A. Smartphone Adoption and Usage. Pew Internet. Retrieved February 15, 2012, from http://pewinternet.org/Reports/2011/Smartphones/Summary.aspx Soep, E. (2011). Youth Media Goes Mobile. National Civic Review, 100(3), 8-11. Tarasewich, P. (2003). Wireless devices for mobile commerce: user interface design and usability. Mobile commerce: technology, theory, and applications, 26-50.  Watt, N., & Velen, C. (2010). What Makes A Great Mobile App Retrieved Feb 20, 2012, from http://www.slideshare.net/nick_watt/what-makes-a-great-mobile-app
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