An academic thesis presenting research on the design of web browsers for mobile devices.
“Technically, it has been possible to access the Internet on a mobile phone for several years already, but the mobile browsing experience has often been cumbersome for ordinary people. Understanding the user needs in different use contexts is the key to improving [...]
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Posted 06 January 2007
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Also tagged: academic, anthropology, browser, cellphone, design, interactiondesign, ixd, mobile, mobilephone, mobileweb, nokia, research
Some guidelines for the design of handheld games.
“There are two major things you have to keep in mind concerning the interface and user-experience, first one is that most players will be picking up your game in short breaks. They need to be able to quickly start it, and quickly put it away without losing “everything”. [...]
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Posted 06 November 2006
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Also tagged: cellphone, complexity, design, game, games, gaming, handheld, lifestyle, mobile, mobility, ui, userexperience, userinterface, userneeds, ux
From the first chapter of Mobile Interaction Design, by Matt Jones.
“Perhaps, though, the real issue is not whether mobile devices should focus mainly on communication or information processing. There is a broader concern should one device try to do everything for a user or should there be specialized tools, each carefully crafted to support [...]
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Posted 13 April 2006
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Also tagged: book, controller, design, emotion, ethnography, handheld, hci, input, interactiondesign, ixd, lifestyle, mobile, mobility, navigation, palm, pda, pervasive, phones
“Our study revealed unexpected uses of location-aware reminders. We found that Place-It notes were often used for creating motivational reminders to perform activities that would vary in priority over time. This is similar to using post-it notes in highly visible areas for motivation. The locations for motivational reminders were often set at frequently visited places, [...]
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Posted 16 March 2006
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Also tagged: design, handheld, hci, interactiondesign, ixd, lbs, location, mobile, pervasive, ubicomp, userexperience, ux
Nell Boyce writes about projects that are designing mobile phones to be more aware of people’s context, so as to be able to make thte devices interrupt people at more salient times. Designing technology to make deeply social judgements (like when you’re open to being interrupted by a phone call) is a very difficult task. [...]