Archive for the ‘mobile’ Category

Android on it’s way to a 3.1 moment

Aug 10
22

The story of Android vs. iPhone reminds me a lot of the story of Microsoft Windows vs. Apple Macintosh. In this version the part of Microsoft will be played by Google.

The similarities are striking. Apple was first to market and wowed everyone. Google followed close behind with a competitive, less polished product. Now is where it get’s interesting.  In the original story Microsoft had success with the OS but it wasn’t until Windows 3.1 when everything clicked. I believe Android could be at a similar tipping point. A large number of hardware OEM’s are on board with Android and with a small number of adjustments the OS is primed to take off.

What needs to change?

  • Apps are inconsistent, and hard to use. The design patterns and guidance that are available in iOS are missing and developers are left to come up with their own sets of best practices.
  • Level of design and attention to detail is low. The OS works, but not well.
  • App market is incredibly poor. No wonder dev’s aren’t making money. No excuse Google has to fix this. App Search is even worse, I expect more from Google on this topic.

Fix those three things and Android will take off faster like a rocket.

What’s wrong with Android

Jul 10
6
  1. The UI design is inconsistent and ugly and has many usability issues
  2. Since there are inconsistincies in screen size it make it hard to write certain types of apps. Games in particular.
  3. The Android Market is broken, in many ways but primarily the checkout experience.
  4. Any app no matter how bad gets in.
  5. Google is not providing a good app-search experience.
  6. The tools that developers can use are not good enough to create great apps, only good ones
  7. Background apps kill the battery
  8. Every six months Google releases an OS update but it takes the carriers 8-12 months to roll out an update
  9. See #1

Mobile On-Screen Keyboards

Mar 10
15

It’s interesting to look at several mobile on-screen keyboards side by side to compare various design decisions. I’ve shown screenshots of the iPhone, Android and Windows Mobile phones.

  • The iPhone is the only keyboard that always displays characters in upper-case. I believe this may help legibility as well as being consistent with desktop keyboards.
  • All three make use of the entire region for hit-testing but the iPhone makes the buttons appear smaller giving the illusion of white-space between the letters. This may help users target toward the center of the button when typing.
  • The iPhone is also the only keyboard to use color to both offset the modifier keys and the completion keys.  This gives the keyboard a funnel style appearance.
  • The Windows Mobile keyboard extends the A and L keys to use all available space.
  • Android and Windows Mobile both tend to use the classic keyboard “Enter” key rather then the task centric command.  This can be confusing when using the arrow symbol right next to a delete arrow symbol.

On a positive note the keyboard all use almost identical spacing so if you learn to “touch type” you’ll be mostly OK as you move between devices.

Why the iPad will succeed and fail

Feb 10
15

Why it will succeed

  • The iPad will crush the Kindle market.  It’s cooler, slicker, has a color screen and will have thousands of apps at lau nch. While people can read books and newspapers the bulk of the interesting content is on the web and the web is much better on the iPad then the Kindle.
  • The iPad will crush netbooks.  It’s a more portable experience and it’s touch enabled. The keyboard is close to full size. The apps are designed to be portable unlike a netbook where you’re trying to use full size apps on a 1/2 size screen.  Netbooks are underpowered from a performance standpoint to run typical productivity apps (Office.)
  • The computer has traditionally been in the office or the den. This is a move into the living room. If the phone is a communication device and a laptop is for creating content then the iPad is for consuming it and that hasn’t existed before.

Why it is doomed to fail

  • The potential owners of the iPad already have an iPhone and a laptop. While some of the scenarios could be better on such a device they are not sufficiently better and the limitations of the platform out-weigh the advantages.
  • If the device is a browsing device then the browser makes a huge difference. Because of the closed nature of the iPad we can’t expect to see Chrome, Firefox or Opera on the iPad.  Last I checked Safari only had a minority browser share. Add the lack of flash to the equation and a lot of sites will have you reaching for a laptop.
  • The iPhone was a success because when the device was released all the existing phones were terrible. The iPhone was a replacement device to something that was flawed. With the iPad it’s not a replacement device. It’s a supplemental device. The problem it’s solving is less of a pain point.
  • Basic multi-tasking is obvious and needed on a larger device (music+browsing) or (homework + calculator.) While a single app makes for a simpler experience there’s no reason that I can’t be productive while other apps are loading data, syncing, downloading or doing other background tasks.

    Mobile Ergonomics for those with two thumbs

    Nov 09
    23

    Mobile Ergonomics

    You can’t easily tap every region of the phone with equal ease. Your hand isn’t designed for this.  Yes your thumb is opposable but unless it’s double jointed there will still be parts of your phone that will be harder to tap.

    When designing an application consider how it’s going to be held.  In one hand, sometimes in the other, perhaps in your pocket?  That’s why it’s so important to get the app out of the simulator and actually into your hand. The mechanics of how you hold your phone make it much harder to grip the device in certain orientations. It makes it particularly difficult to reach the lower corners by your thumb.

    Consider the built in Camera application that Apple provides. The application is simple and attractive but the buttons for the application are in exactly the wrong place. To take a proper picture you need to hold the phone perfectly vertical (unless you’re taking a picture of the floor.)  The slippery edges of the phone require you to either grip the phone firmly with your hand making it difficult to tap the camera or alternatively balance the camera precariously on your pinkie finger.

    iPhone Camera Interface Tap TargetsI have dropped my phone at least twice attempting this and know of at least one person who has smashed their phone into little bits because of this.

    There’s a principal called “Fitts’s law” that describes how clickable items are on screen. Said simply:

    Items that are larger and closer to the mouse cursor are easier to click.

    The mathematical details then explain that traditional screen edges are infinitely click-able since they have a virtually unlimited size.   On a mobile device the same assumptions don’t hold true. The mechanics of your hand play a significant role.  Not only do items have to be larger to be easier to click but they have to be easily reachable when holding a phone in one hand.

    Podcast Interview

    Jan 09
    22

    Just a quick link to the CocoaCast Podcast. They have an interview released today with me talking about my company, mobile development, design and some of the things that we’re doing.  Listen here.

    IPhone Application Design

    Jan 09
    9

    I’m going to talk about four of our recent iPhone projects that we’ve been working on at Raizlabs. Two of them have shipped two have not. We started developing for the iPhone over the summer of 2008 and have had a fun ride. The mobile UI design space is quite different from traditional web-design in that it forces you to think about application design in a whole new way.

    In the process we developed some tools to help other designers. Make sure to check out our iPhone wireframe toolkit.

    RunKeeper

    RunKeeper Mockup

    This was our first large application, we were approached by a new Boston start up looking to enter the fitness space. We discussed a number of ideas including a web-dashboard, GPS integration and other technologies. We hit upon the idea of creating a mobile version of a GPS watch.

    This was before the iPhone 3G was announced so we were taking a risk that the upcoming phone would in fact have GPS capabilities. The value proposition was simple, why buy an expensive GPS running watch when you can get a low cost iPhone application to do the same thing.

    The user scenario oriented around a runner who would start their music and start a run.  The display had to be easy to read while running and provide easy to read and easy to understand information.

    Through several iterations we discovered how many customers are actually bikers, hikers and the various ways that GPS data and accuracy can vary based on where you are and what you’re doing.

    The application has won many awards and has been featured in a number of newspapers, blogs and other publications.  RunKeeper continues to evolve as we disect deeper interaction problems and continue to refine the end user experience.

    You can download RunKeeper and get additional information here

    Loan Lite Mortgage Calculator

    LoanLite Mortgage - Calculator</b>

    Loan Lite started off as an exploration by our summer intern, Justin. The goal was to develop an application that had one user interface page, was meant to be used in a mobile scenario, could be developed in about a week and sold for at least $0.99.

    We explored a number of ideas and decided that a mortgage calculator could solve a problem for house-hunters or real-estate agents on the go. Figuring out mortgage calculations isn’t rocket science but it’s also something that people tend to need while away from their PC’s.  We also felt that the utility of the application far outweighed the .99 cent cost, especially considering the typical price of a home.

    We did a competitive analysis of existing calculators and found that many didn’t offer adjustments for home owner fees, insurance and similar considerations when trying to determine a monthly payment.

    The application was put together over the course of a couple weeks and served as a good foundation for learning objective C.

    This mortgage calculator is available from the iTunes app store.

    A note to comp-sci students in the Boston area. We’re always looking for talented and driven people for summer internships.

    Word Popper

    WordPopper

    Word Popper is our first design exploration into mobile games. We wanted to design a simple game that could be played solo while waiting for the bus or train but also incorporated an online multi-player component.

    We wanted to create a fast moving game so unlike Boggle or Wurdle where you have to string nearby letters together to form a word we allow the user to pop letters anywhere to create words as fast as they can.

    This creates a fast moving casual game that can be played by crossword junkies, scrabble and boggle lovers and casual users alike.  The online component allows users to play the same board as other users and compete for high-scores.

    Designing for a game is very different from designing a typical website in that you’re more free to explore effects such as animations, buzzers and sounds.  The most interesting thing about game design is usability. The main purpose isn’t to accomplish a specific task but to have fun.

    You can download Word Popper from the store here.

    JetSetter App

    JetSetter Luxury Game

    JetSetter is a experiment in psychology and economics of high-end products. The majority of iPhone application are currently targeted at the low-cost or free side of the market.  The assumption is that to generate the greatest profit you need to generate a ton of demand. To generate a ton of demand you need to have a low price point.  For this reason you see many low cost apps.

    Unfortunately for application developers having a low price point no-longer guarantees high demand.  We wanted to try something different.

    JetSetter was designed as a high-end game. In fact we plan to make it the most expensive game that Apple will allow at $999.  While some may view this as outrageous this is intentional because we want the game to be more exclusive. A limited audience may garner a premium price.

    The object of the game is to travel around the world on your private jet and accumulate points for the distance you travel.  What’s that?  You don’t have a private jet?  Well then you probably can’t afford this game either.

    The game explores the high-end of the iPhone application market a section of the mobile space that has been mostly ignored.

    In the $0.99 cent world we need to sell over 14,000 copies to make 10K.  While in the $999 world we only need to sell about 14. This means that smaller more specialized high-end apps can in theory be very profitable.

    Weather or not this model for applications will work is yet to be seen. The application includes some interesting social features to make it appealing to an exclusive crowd.  The application isn’t yet available but keep an eye out on JetSetterApp.com if you have a Jet or fancy yourself as a JetSetter and think you can afford it.