Designing for the connected world       Mobile 2.0 Conference, Barcelona, June 2011Slide 1 © Fjord 2010
I’m going to talk about1.  Mobile Contexts2.  Multiplatform3.  Transmedia
5 mobile contexts the condition of being mobile
1. Snackingtime filling & boredom killing
2. Location and    context  we know where you are and      what you are doing
3. Bodies in     Motion    you are in motion thereforethere are limitations (& possibilities)
4. Identity and    presence    you are your SIM
5. DeviceLimitations   Mobile devices havelimited input capabilities
a great mobile user experience        = Control + Utility + Bling
1. Control   efficient ways to get stuff done,much more than apps or functionality
2. Utility     what makes things workwithout you really being aware of it
3. Bling showing off
e.g. BBC iPlayer     Mobile
Multiplatform Media    the next big paradigm
Content is fragmented across devices andservices
It should be orbiting around you
Seamlessly accessible from any device
e.g. EricssonTouch remote
Transmediacoming to a reality tunnel near you soon
Play interactions / Gamifying                     Transmedia objects                     drive playful interactions       ...
Ambient information                      Location based -                      GPS with visual                      clues ...
Visual triggers                  QR / Semacode -                  Campaign based to                  add intrigue and     ...
Key points:1.  Mobile is one part of a device Ecosystem2.  Content, functions and experience need toflow, freed from the t...
Thank you :)             www.fjordnet.comSlide 29 © Fjord 2010
Fjord@Mobile2.0: Designing for the connected world
Fjord@Mobile2.0: Designing for the connected world
Fjord@Mobile2.0: Designing for the connected world
Fjord@Mobile2.0: Designing for the connected world
Fjord@Mobile2.0: Designing for the connected world
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Fjord@Mobile2.0: Designing for the connected world

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Andy Goodman from Fjord presented at Mobile 2.0 in Barcelona. His talk was about media consumption in a mobile and multi-device world, and included information on some of the key mobile consumption drivers:
- Snacking – time filling and boredom killing
- Location and context awareness – we know where you are and what you are doing
- Bodies in Motion – the faster we move the less we can interact
- Identity and presence – you are your SIM
- Device Limitations – degrade services gracefully
- Content services are moving towards a device agnostic paradigm, so your content travels with you effortlessly.
- Understanding the purpose of each device in a multi-screen world is the key to delivering great experiences.

More information about Fjord:
www.fjordnet.com
Twitter: @fjord

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Fjord@Mobile2.0: Designing for the connected world

  1. 1. Designing for the connected world Mobile 2.0 Conference, Barcelona, June 2011Slide 1 © Fjord 2010
  2. 2. I’m going to talk about1.  Mobile Contexts2.  Multiplatform3.  Transmedia
  3. 3. 5 mobile contexts the condition of being mobile
  4. 4. 1. Snackingtime filling & boredom killing
  5. 5. 2. Location and context we know where you are and what you are doing
  6. 6. 3. Bodies in Motion you are in motion thereforethere are limitations (& possibilities)
  7. 7. 4. Identity and presence you are your SIM
  8. 8. 5. DeviceLimitations Mobile devices havelimited input capabilities
  9. 9. a great mobile user experience = Control + Utility + Bling
  10. 10. 1. Control efficient ways to get stuff done,much more than apps or functionality
  11. 11. 2. Utility what makes things workwithout you really being aware of it
  12. 12. 3. Bling showing off
  13. 13. e.g. BBC iPlayer Mobile
  14. 14. Multiplatform Media the next big paradigm
  15. 15. Content is fragmented across devices andservices
  16. 16. It should be orbiting around you
  17. 17. Seamlessly accessible from any device
  18. 18. e.g. EricssonTouch remote
  19. 19. Transmediacoming to a reality tunnel near you soon
  20. 20. Play interactions / Gamifying Transmedia objects drive playful interactions and increase sensitivity to advertising with blue- casting to phones
  21. 21. Ambient information Location based - GPS with visual clues to prompt participants to interact with phone.
  22. 22. Visual triggers QR / Semacode - Campaign based to add intrigue and make people want to find out more Some codes will be harder to find and have rarity value.
  23. 23. Key points:1.  Mobile is one part of a device Ecosystem2.  Content, functions and experience need toflow, freed from the tyranny of plastic and metal3.  Each platform has a primary role within theecosystem (and many secondary roles)4.  Design liquid services
  24. 24. Thank you :) www.fjordnet.comSlide 29 © Fjord 2010
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