User Interface Design for Mobile Devices


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User Interface Design for Mobile Devices

  1. 2. UI Design for Mobile Devices <ul><ul><li>Multi-mode communications </li></ul></ul>
  2. 3. Demo
  3. 4. Current UI design challenges <ul><li>3G pre-IMS and IMS communications functions </li></ul><ul><ul><li>Spanning communications modes: from store and forward, to near-real-time, to real-time </li></ul></ul><ul><ul><li>Combining IP and circuit switched networks </li></ul></ul><ul><ul><li>Combining multiple radios: WiFi and mobile </li></ul></ul><ul><li>VoIP in enterprise and consumer use cases </li></ul><ul><li>Bridging the chasm between mobile (IMS) and internet approaches </li></ul>
  4. 5. State of play <ul><li>VoIP: Ugly look, naive design, missed opportunities </li></ul><ul><ul><li>Failing to make a more flexible form of communication more attractive </li></ul></ul><ul><ul><li>Failing to tame PBX, VoIP usability, accessibility </li></ul></ul><ul><li>Mobile: highly polished, but limited </li></ul><ul><ul><li>Usability for central functions is good enough to make the mobile phone accessible to every human </li></ul></ul><ul><ul><li>Doesn't encompass messaging, PoC, and real time voice in a single UE </li></ul></ul>
  5. 6. Our original goals <ul><li>Bring the polished quality of mobile UI to VoIP devices </li></ul><ul><li>Make a simple, understandable PBX UI in the mobile form factor </li></ul><ul><li>Add IM, social networks, and “VoIM” to the mix </li></ul><ul><li>Focus on communication – not music, TV, games, location services, etc. </li></ul><ul><li>Do it using a modern approach to platforms and implementation </li></ul>
  6. 7. Target applications <ul><li>3G and IMS </li></ul><ul><li>WiFi in mobile handsets </li></ul><ul><li>Enterprise VoIP and FMC </li></ul><ul><li>Consumer pre-IMS mashups of IP and mobile applications </li></ul>
  7. 8. Enablers <ul><li>The new baseline is 3G SoCs </li></ul><ul><li>Ubiquity of applications processors and/or virtualization obliterate the smartphone/feature-phone boundary </li></ul><ul><li>PDA-based UI is being replaced by new generation smart mobile devices – iPhone, Danger, Android </li></ul><ul><li>Managed language system (Java) + open OS (Linux) = smart open mobile devices </li></ul>
  8. 9. Technologically similar <ul><li>Transvirtual </li></ul><ul><li>SavaJe </li></ul><ul><li>Java FX Mobile </li></ul><ul><li>Danger </li></ul><ul><li>Android </li></ul><ul><li>Blackberry? </li></ul>
  9. 10. Architecture <ul><li>Good UI is more than skin deep: The UI designer creates a world for the user to manipulate </li></ul><ul><li>Architecture must support UI design goals </li></ul><ul><ul><li>Abstracting protocols </li></ul></ul><ul><ul><li>Translating from protocols to items in a “communication world” </li></ul></ul><ul><li>Make it simple and enjoyable </li></ul>
  10. 11. Abstracting protocols <ul><li>Cover all relevant protocols for telephony and near-real-time messaging </li></ul><ul><li>Provide a consistent API </li></ul><ul><li>Provide a coherent event stream </li></ul><ul><li>Enables building a universal call state machine </li></ul>
  11. 12. Architecture diagram
  12. 13. Keep it simple <ul><li>No pop-ups, no dialogs </li></ul><ul><li>No confirmation, except when user data can be permanently destroyed </li></ul><ul><li>You can always do the thing the screen was meant to enable you to do – no “dead spots” </li></ul><ul><li>One type of object per screen </li></ul><ul><li>Softkeys are navigation shortcuts – no “verbs” on softkeys </li></ul><ul><li>Consistency in forward/back/home behavior </li></ul>
  13. 14. The user's communications world <ul><li>Services: The mobile network, the IP PBX at work, Yahoo IM, GoogleTalk, etc. </li></ul><ul><li>Contacts: Contacts have addresses that can be reached by at least one of the services you use </li></ul><ul><li>Sessions: Conversations with contacts </li></ul><ul><ul><li>The user can have many live sessions, and one current (not on hold) realtime voice session </li></ul></ul><ul><ul><li>There is a history of session </li></ul></ul><ul><ul><li>Some sessions are favorites </li></ul></ul>
  14. 15. Novel, but familiar <ul><li>Sessions bring multimedia, multi-mode, and multi-service communication into the heart of the phone UI </li></ul><ul><li>Sessions are generic, and have uniform and familiar behavior </li></ul><ul><li>Familiar operations on mobile calls work the same way </li></ul><ul><ul><li>Generic operations on objects </li></ul></ul><ul><ul><li>Never lead the user down a dead end </li></ul></ul>
  15. 16. Demo
  16. 17. Measuring our progress <ul><li>Is it simple? </li></ul><ul><li>Is it familiar? </li></ul><ul><li>Does the user do more – did we successfully provide access to power? </li></ul><ul><li>Is it applicable to high-value problems: IMS, dual-mode, 3G, enterprise communications? </li></ul><ul><li>How far into mass-market hardware can it go? </li></ul>