Mobile design: emotion, behaviour and human context
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Mobile design: emotion, behaviour and human context

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We look at the speed and growth of the mobile information age, and it's subsequent effects on physical trends, culture and behaviors.

We look at the speed and growth of the mobile information age, and it's subsequent effects on physical trends, culture and behaviors.

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  • The lost art of the sketchtackle the problems earlier (when less time has been invested)
  • keep sketches on walls, you never know when it might spark off an ideahelps to keep track of new ideas as not all ideas come at the start of the project
  • about the builders rather than the end userwe have a system where designers swap projects half-way through the day - the two designers will need to have a mutual respect for each other
  • The texting thumb!Learned behaviours.Pace of change of behaviour is great.Who knows what else we’ve missed.Got me thinking about other tangible objects and our connection to them
  • the wear and tear of pages is a visual indicator of emotional attachmentwill future generationskindle and other eBook readers don’t feel the same
  • mobile device is one of these extensionshaptic needs to be utilised in a subtle way
  • will the learn’t behaviours of gesture transfer back to other real-world situations?
  • making the most out of contextAnalogue “organic feeling” from Immersion (US)minimalistic gersture input supported by simple haptic feedback
  • Get to your tangible stage as fast as possible.

Mobile design: emotion, behaviour and human context Presentation Transcript

  • 1. MOBILE DESIGN PROCESS Emotion, behaviour and human context Antony Ribot, CEO, Ribot Mobile Design UK - 23.02.2009 http://www.flickr.com/photos/paopix/468073073/
  • 2. sketchism paper vs Fireworks (30 secs vs 3 mins) less time invested = less emotional attachment faster iteration cycles = better ideas, fewer problems http://culturedcode.com/things/blog/
  • 3. sketches: inspired by GTD Clear your mind for the problem solving No sketching ability required Resulting in a more collaborative idea space tip: don’t throw away your sketches http://www.flickr.com/photos/rohdesign/147832534/
  • 4. emotional design passionate designers != great design as time investment grows, doors are closed investigate pair-designing as a solution http://www.flickr.com/photos/hownowbrowncow/2780967976
  • 5. human behaviours what finger do we use to press the doorbell with? http://www.flickr.com/photos/tscarlisle/107776922/
  • 6. (changing) human behaviours what finger does the younger market press the doorbell with? http://www.flickr.com/photos/phototropism/62931265/
  • 7. our romance with the book museum-bound? replaced by future mobile devices? http://www.flickr.com/photos/tscarlisle/2119697858/
  • 8. a tangible future? mass digitisation over the last 20 years haptic feedback is part humanising objects “media is an extension due to the inability of the human body” - Marshall McLuhan: Understanding Media. 1964 http://www.flickr.com/photos/sidelong/2945717204/
  • 9. touch to take over? 40:60 touchscreen:keypad split in 2009? much improvement to come how does this affect the thumb generation? http://www.flickr.com/photos/omargutierrez/75859895/
  • 10. touch me in 3D accelerometers, compasses, haptics http://www.flickr.com/photos/infxualbydesign/1338260845/
  • 11. tangible sprinting be technology agnostic (keep UX and UI in mind) all the technical platforms exist right now it’s up to us to make a better UX / UI http://www.flickr.com/photos/mklingo/2802162622/
  • 12. questions Antony Ribot ribot.co.uk http://www.flickr.com/photos/ronlayters/2402199783/
  • 13. “my sister took her iPhone back to the O2 store, complaining that the web pages were too small to read” - twitter user http://www.flickr.com/photos/mastrobiggo/2322403792