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Mobile UI Design for Non-Literate Users

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Mobile phones are fast becoming a dominant delivery channel for services in developing countries. With almost one billion non-literate people in the world, the majority of them in developing ...

Mobile phones are fast becoming a dominant delivery channel for services in developing countries. With almost one billion non-literate people in the world, the majority of them in developing countries, the need to create products and services that cater to communities with low levels of literacy is becoming more pressing.

At present, effective use of almost all digital systems requires relatively advanced levels of literacy. The design of Motorola F3, a mobile handset designed specifically for non-literate people in developing countries is used as an example to show how some of these challenges can be overcome. It is shown that navigation and basic understanding of a service can be eased through simplification of the user interface to reduce cognitive load, and by encouraging the use of spatial and visual memory. In conclusion, a set of principles for the design of systems for non-literate people is presented.

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    Mobile UI Design for Non-Literate Users Mobile UI Design for Non-Literate Users Presentation Transcript

    • Designing Mobile UI for Non-literate Users
      Gabriel White
    • Almost 800m people are illiterate
    • Visual literacy and understanding
    • Which metaphors make sense?
    • Thailand
    • China
    • Ethiopia
    • India
    • Designing navigation
    • Most people interact with technology
    • Spatial memory is key to interaction
    • Spatial memory can’t always be used
    • Even more so on mobile phones
    • Phones use unfamiliar models
    • ‘Menu’ is a new concept…
    • …and needs to be learned
    • Core functions moved to the keypad
    • Menu has a dedicated location…
    • …as do each of the menu items
    • Guidelines for Design
    • 1
      Understand that non-literate people are unlikely to be familiar with common computer interaction paradigms
    • 2
      Simplify functionality to the bare essentials to reduce the cognitive load created by remembering how to use the system.
    • 3
      Create shallow, simple menu navigation schemes to reduce cognitive load and create a gentler learning curve.
    • 4
      Use iconic representation and a voice-assisted user interface in addition to written on-screen prompts.
    • 5
      Use spatial orientation and metaphors as much as is possible.
    • 6
      Consider using touch-screen services if practical.
    • 7
      Involve end users through the design process to ensure that the product or service is designed appropriately to their needs.
    • Gabriel White
      gabrielwhite.com