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N.Jagadish kumar-HCI(CS8079) 1
HCI-CS8079
Unit-V Important Question & Answer
1. Explain how the contextual tools used in the design of rich web UI and Illustrate and compare
with suitable examples?
(or)
Explain various contextual tools in detail with examples. How are they used in
design of rich web UI? Illustrate and compare with example?
We could simply isolate our functionality into islands of tools (toolbars and menus). But this would work
against Fitts’s Law by requiring more effort from the user.
Fitt’s Law: Fitts’s Law is an ergonomic principle that ties the size of a target and its contextual proximity
to ease of use.
Instead of interacting with the functionality separately,we can bring the functionality into the content with
Contextual Tools.
Contextual Tools are the Web’s version of the desktop’s right-click menus. Instead of having
to right-click to reveal a menu, we can reveal tools in context with the content. We can do this in a number of
ways:
(i) Always-Visible Tools
Place Contextual Tools directly in the content.
Digg is a popular news site where the community votes on its favorite stories. If you see a story on Digg that
you like you can vote your approval with a simple click action on the “digg it” button.
(ii) Hover-Reveal Tools
Show Contextual Tools on mouse hover.
Instead of making Contextual Tools always visible, we can show them on demand. One way to do this is to
reveal the tools when the user pauses the mouse over an object. The Hover-Reveal Tools pattern is most clearly
illustrated by 37 Signal’s Backpackit (Figure4-8). To-do items may be deleted or edited directly in the interface.
The tools to accomplish this are revealed on mouse hover.
N.Jagadish kumar-HCI(CS8079) 2
Visual noise
Showing the items on hover decreases the visual noise in the interface. Imagine if instead the delete and edit
ways shown for all to-do items. Figure 4-9 shows just how visually noisy that approach would have been.
Discoverability
A serious design consideration for Hover-Reveal Tools is just how discoverable the additional functionality will
be. Flickr provides a set of tools for contacts. To avoid clutter, contact profile photos are shown without any
tool adornment. When the mouse hovers over the contact’s photo, a drop-down arrow is revealed (Figure 4-12).
Clicking reveals a menu with a set of actions for the contact.
Anti-pattern: Hover and Cover
Figure 4-14 illustrates all four of these situations. In an early version of Yahoo! For Teachers, hovering over a
clipped item brought in three tools: copy, delete, and preview. However, when these tools were placed in an
overlay, it covered the item to the right, making it hard to see that content and even navigate to it.
N.Jagadish kumar-HCI(CS8079) 3
Hover and Cover
Hover and Cover was resolved by no longer using an overlay. Instead, additional margin space was added to
each image, and the Contextual Tools were hidden. On mouse hover, the tools were simply revealed, along with
a border defining the image being acted on (Figure 4-16).
The difference (Figure 4-14 versus Figure 4-16) is dramatic. Not only is the experienceimproved, but overall
page performance is improved as well.
(iii) Toggle-Reveal Tools
A master switch to toggle on/off Contextual Tools for the page.
A variation on the two previous approaches is to not show any Contextual Tools until a special mode is set on
the page. A good example of Toggle-Reveal Tools is in Basecamp’s category editing, which we discussed in
Figure 4-19.
N.Jagadish kumar-HCI(CS8079) 4
Soft mode
Generally, it is a good thing to avoid specific modes in an interface. However, if a mode is soft it is usually
acceptable. By “soft” we mean the user is not trapped in the mode. With Basecamp, the user can choose to
ignore the tools turned on. It just adds visual noise and does not restrict the user from doing other actions. This
is a nice way to keep the interaction lightweight.
Google Reader could potentially be improved in this manner. In the current interface, clicking “Manage
Subscriptions” takes the user to another page to edit subscriptions. One possible change is the addition of an
“edit” button that toggles in a set of context tools for each subscription (Figure 4-20). This would allow the user
to rename and unsubscribe without leaving the context of the reading pane.
(iv) Multi-Level Tools
Progressively reveal actions based on user interaction.
Contextual Tools can be revealed progressively with Multi-Level Tools. Songza* provides a set of tools that get
revealed after a user clicks on a song. Additional tools are revealed when hovering over the newly visible tools
(Figure 4-21).
N.Jagadish kumar-HCI(CS8079) 5
Songza reveals the four options “play”, “rate”, “share”, and “add to playlist” after the user clicks on a song title.
Hovering over “share” or “rate” reveals a secondary set of menu items
Contextual toolbar
Picnik is an online photo-editing tool that integrates with services like Flickr. In all, there are six sets of tools,
each with a wide range of palette choices. Picnik uses Multiple-Level Tools to expose additional functionality.
By wrapping the photo with tools in context and progressively revealing the levels of each tool, Picnik makes
editing straightforward
Muttons
Another variation on Multi-Level Tools is the “mutton” (menu + button = mutton). Muttons
are useful when there are multiple actions and we want one of the actions to be the
default. Yahoo! Mail uses a mutton for its “Reply” button
(V) Secondary Menus
Show a secondary menu (usually by right-clicking on an object).
N.Jagadish kumar-HCI(CS8079) 6
Desktop applications have provided Contextual Tools for a long time in the form of Secondary
Menus. These menus have been rare on the Web. Google Maps uses a secondary menu that is activated by a
right-click on a route. It shows additional route commands.
Conflict with browser menu
One problem is the browser inserts its own right-click menu. Replacing the menu in normal content areas can
confuse users, as they may not know if the standard browser menu or the application-specific menu will be
shown.
Discoverability
As a general rule, never put anything in the Secondary Menu that can’t be accomplished elsewhere. Secondary
Menus are generally less discoverable. More advanced items or shortcuts, however, can be placed in the
Secondary Menu as an alternate way to accomplish the same task.
Accessibility
Right-click is not the only way to activate a Secondary Menu. You can activate the menu by holding down the
mouse for about one second. This provides a more accessible approach to popping up a Secondary Menu.
Acting on multiple objects
Always-Visible Tools, Hover-Reveal Tools, Toggle-Reveal Tools, and Multi-Level Tools all operate on a
single item at a time. Secondary Menus are different. They can be combined with a selection model to perform
actions on selected set of items.
N.Jagadish kumar-HCI(CS8079) 7
Overlays can be modal or non-modal. A modal overlay requires the user to interact with it before she
can return to the Application. In both the Netflix and the Flickr, the overlays are modal: users cannot interact with the
main Netflix or Flickr page until they perform the action or cancel the overlay.
Staying in the flow
2. Explain types of overlays and inlays in detail with examples?
Overlays:
▪ Overlays are really just lightweight pop ups. Browser pop ups are created as a new
browser window; where as Lightweight overlays are shown within the browser page as an
overlay.
▪ By using either Flash or Ajax-style techniques (Dynamic HTML), a web application can
present a pop up in a Lightweight overlay within the page itself.
• Lightweight overlays are just a lightweight in-page object. They are inexpensive to create
and fast to display.
• The interface for lightweight overlays is controlled by the web application and not the
browser.
• There is complete control over the visual style for the overlay.
• Lightweight overlays can be used for asking questions, obtaining input, introducing
features, indicating progress,
giving instructions, or revealing information.
• They can be activated directly by user events (e.g., clicking on an action, hovering over
objects)
There are three specific types of overlays: Dialog Overlays, Detail Overlays, and Input Overlays.
1. Dialog Overlays:
Dialog Overlays replace the old style browser pop ups. Netflix provides a clear example of a very Simple Dialog
overlay.
Activation
Clicking the “Buy” button initiates the purchase process.
Overlay treatment
The confirmation dialog is shown in a lightweight overlay. Since the overlay is modal (interaction is
Only accepted in the overlay) the rest of the page is dimmed down. The user may also cancel the
Purchase.
Light box effect
The Lightbox Effect is useful when the Dialog Overlay contains important information that the user
should not ignore. Both the Netflix Purchase dialog and the Flickr Rotate dialog are good candidates
for the Lightbox Effect.
Modality:
N.Jagadish kumar-HCI(CS8079) 8
Overlays are a good way to avoid sending a user to a new page. This allows the user to stay within the
Context of the original page.
Using JavaScript alerts
It is tempting to use the alert mechanism built into the browser for some confirmations. The problem with using this
type of alerts is two-fold.First, they do not present themselves consistently across different operating systems. Under
Microsoft Windows they will appear centered in the browser window, but with the Macintosh they will slide out from
under the title bar.
2. Detail Overlay
The second type of overlay is somewhat new to web applications. The Detail Overlay allows an overlay to present
additional information when the user clicks or hovers over a link or section of content. Toolkits now make it easier to
create overlays across different browsers and to request additional information from the server without refreshing the
page.
N.Jagadish kumar-HCI(CS8079) 9
•The overlay provides a nice way to reveal a synopsis for a movie. In a sense it is like flipping over the DVD box and
reading what is on the back.
•Use Detail Overlays to give a sneak peek at detailed information. This will avoid unnecessary page transitions.
•For hover-activated Detail Overlays, provide a slight delay for activation (about half a second). This will avoid the
interface behaving like a Mouse Trap.
•For hover-activated Detail Overlays, provide a simple deactivation (e.g., simple mouseout).
3. Input Overlay
Input Overlay is a lightweight overlay that brings additional input information for each field tabbed into. American
Express uses this technique in its registration for premium cards such as its gold card (Figure 5-15).
Write all the information
In the image
N.Jagadish kumar-HCI(CS8079) 10
• Use Input Overlays to simplify the visual style of a form. Place additional help in the overlay.
• For Input Overlays, make sure the only visual change between the field and the overlay field is intentional (e.g.,
making input field visually bolder). For Input Overlays, allow clicking anywhere to deactivate the overlay.
Inlays:
The main problem with overlays is that no matter where they get placed, they will end up hiding information. Inlays get
Around this problem by inserting themselves directly into the context of the page.
1.Dialog Inlays:
A simple technique is to expand a part of the page, revealing a dialog area within the page. The BBC recently began
experimenting with using a Dialog Inlay as a way to reveal customization controls for its home page (Figure 6-1).
Write all the
Information in this
Image, with
headings
N.Jagadish kumar-HCI(CS8079) 11
• Use Dialog Inlays for page customization. It is helpful to tweak the page and see the results at the same time.
• To smooth the introduction of the Dialog Inlay into the page, use a quick slide in animation.
• Use Dialog Inlays to connect the dialog with the element it slides out from.
• Use Dialog Inlays for secondary tools that aren’t primary to the main flow of the page.
My Yahoo! also provides a Dialog Inlay for revealing its home page customization tools.
N.Jagadish kumar-HCI(CS8079) 12
2.List Inlay
Lists are a great place to use Inlays. Instead of requiring the user to navigate to a new page for an item’s detail or
popping up the information in an Overlay, the information can be shown with a List Inlay in context. The List Inlay
works as an effective way to hide detail until needed—while at the same time preserving space on the page for high-
level overview information.
Google Reader provides an expanded view and a list view for unread blog articles. In the list view, an individual article
can be expanded in place as a List Inlay (Figure 6-5).
N.Jagadish kumar-HCI(CS8079) 13
By allowing the reader to move through a list of article titles (by mouse or keyboard), the articles can be scanned
quickly so she can decide which should be looked at in detail. Clicking on an article title expands the article in place.
Showing one item at a time focuses the reader on the current content.
3.Detail Inlay
A common idiom is to provide additional detail about items shown on a page. In the Netflix example the movie
detail pop up in. Hovering over a movie revealed a Detail Overlay calling out the back-of-the-box information.
Details can be shown inline as well. Roost allows house photos to be viewed in-context for a real estate listing
with a Detail Inlay (Figure 6-10).
N.Jagadish kumar-HCI(CS8079) 14
Combining inlays and overlays
Roost’s solution was to combine several patterns. First, it uses the Hover Reveal, a Contextual
Tools pattern, to reveal a set of tools when the user hovers over a listing. Second, it uses the Detail Inlay pattern to
show a carousel of photos when the user clicks on the “View photos” link. And finally, it uses a Detail Overlay to blow
up a thumbnail when clicked on.
Difference between Overlays and Inlays?
• Use an overlay when there may be more than one place a dialog can be activated from (the exception may be
showing details for items in a list).
• Use an overlay to interrupt the process.
• Use an overlay if there is a multi-step process.
• Use an inlay when you are trying to avoid covering information on the page needed in the dialog.
• Use an inlay for contextual information or details about one of many items
3.Explain in detail about the various patterns that support
virtual pages?
Or
Explain the concept of virtual paging. How are virtual pages
used in the design of rich web UI? Illustrate and compare with
example?
• Overlays allow you to bring additional interactions or content in a layer above the current page.
• Inlays allow you to do this within the page itself.
• However, another powerful approach to keeping users engaged on the current page is to create a virtual
page. That is to say, we create the illusion of a larger virtual page.
Patterns that support virtual pages include:
• Virtual Scrolling
• Inline Paging
• Scrolled Paging
• Panning
• Zoomable User Interface
N.Jagadish kumar-HCI(CS8079) 15
Virtual Scrolling:
The traditional Web is defined by the “page.” In practically every implementation of websites pagination was the key
way to get to additional content.
Of course, websites could preload data and allow the user to scroll through it.
However, this process led to long delays in loading the page. So most sites kept it simple: go fetch 10 items and display
them as a page and let the user request the next page of content.
The classic example of this is Google Search. Each page shows 10 results. Moving through the content uses the now-
famous Google pagination control (Figure 7-1).
Progressive loading
Microsoft has applied Virtual Scrolling to its image search. Instead of all content being virtually loaded (and
the scrollbar reflecting this), the scrollbar reflects what has been loaded. Scrolling to the bottom causes more content to
load into the page (Figure 7-3).
N.Jagadish kumar-HCI(CS8079) 16
Inline Paging
What if instead of scrolling through content we just wanted to make pagination feel less like a page switch? By only
switching the content in and leaving the rest of the page stable, we can create an Inline Paging experience. This is what
Amazon’s Endless.com site does with its search results (Figure 7-6).
N.Jagadish kumar-HCI(CS8079) 17
In-page update
Endless.com provides the normal pagination controls. But instead of the whole page refreshing, only the results area is
updated. Keeping the context stable creates a better flow experience.
Natural chunking
Inline Paging can also be useful when reading news content online. The International Herald Tribune applied this as a
way to page through an article while keeping the surrounding context visible at all times (Figure 7-7).
N.Jagadish kumar-HCI(CS8079) 18
Gmail also uses Inline Paging (Figure 7-8). A set number of messages is displayed on the page. Clicking the “Older” or
“Newer” links moves the user to a new set of messages. However, instead of refreshing the complete page, just the
message area updates.
N.Jagadish kumar-HCI(CS8079) 19
Scrolled Paging: Carousel
You can combine both scrolling and paging into Scrolled Paging. The content is “scrolled” into view.
The Carousel pattern takes this approach. A Carousel provides a way to page-in more data by scrolling it into view.
Time-based
Carousels work well for time-based content. Flickr employs a Carousel to let users navigate back and forth through
their photo collection (Figure 7-12).
• Carousels are best for visually distinct contents. Images, CD covers, and movie box shots are all natural items to
place in a carousel.
• If the content is not in a discernible order, users will get frustrated navigating.
• If the content is highly relevant at the beginning and relevancy drops off, a Carousel is a good solution, since it
Spotlights the most relevant items.
• If there is a lot of content to display, carousels provide too small of a window and thus can frustrate users when they
Actually try to find content.
• If there is limited space available for a set of content, a Carousel allows the virtual content
to be placed in a row on the page.
N.Jagadish kumar-HCI(CS8079) 20
Virtual Panning
One way to create a virtual canvas is to allow users the freedom to roam in two-dimensional space. A great place for
Virtual Panning is on a map. Google Maps allows you to pan in any direction by clicking the mouse down and
dragging the map around (Figure 7-14).
Gestures
Besides map applications, the idea of Virtual Panning has been extended to other devices. With the introduction of the
iPhone, the user can simply “flick” through weather locations, photos, or an iTunes playlist.
With Virtual Panning the canvas only moves while the mouse is dragging it around. With flicking, if the user starts
the dragging operation and releases, the canvas will continue moving with some momentum. The canvas slows in
such a way as to mimic real-world forces.
Zoomable User Interface
A Zoomable User Interface (ZUI) is another way to create a virtual canvas. Unlike panning or flicking through a flat,
two-dimensional space, a ZUI allows the user to also zoom in to elements on the page. This freedom of motion in both
2D and 3D supports the concept of an infinite interface.
The memorabilia application uses a ZUI interface to move around from artifact to artifact and zoom in to see details on
each item (Figure 7-15).
N.Jagadish kumar-HCI(CS8079) 21
Unit-IV Important Question & Answer
1. Explain with a neat diagram of mobile ecosystem and discuss its platforms and application frameworks?
Mobile is an entirely unique ecosystem and, like the Internet, it is made up of many different parts that must all work seamlessly
together.
N.Jagadish kumar-HCI(CS8079) 22
Operators
The base layer in the mobile ecosystem is the operator. Operators go by many names,
depending on what part of the world you happen to be in.Operators can be referred to as Mobile Network Operators
(MNOs); mobile service providers, wireless carriers, or simply carriers; mobile phone operators; or cellular
companies. In the mobile community, we officially refer to them as operators.
Operators are what essentially make the entire mobile ecosystem work. They install cellular towers, operate the cellular
network,
make services (such as the Internet) available for mobile subscribers, and they often maintain relationships with the
subscribers, handling billing and support, and offering subsidized device sales and a network of retail stores.
The operator’s role in the ecosystem is to create and maintain a specific set of wireless services over a reliable cellular
network.
N.Jagadish kumar-HCI(CS8079) 23
Networks
Operators operate wireless networks.Vast majority of networks around the world use the GSM standard using GPRS or
GPRS EDGE for2G data and UMTS or HSDPA for 3G. We also have CDMA (Code Division Multiple Access) and its
2.5G hybrid CDMA2000, which offers greater coverage than its more widely adopted rival. So in places like the
United States or China, where people are more spread out, CDMA is a great technology.
Devices
What you call phones, the mobile industry calls handsets or terminals. As of 2008, there are about 3.6 billion mobile
phones currently in use around the world; just more than half the planet’s population has a mobile phone.
Most of these devices are feature phones, making up the majority of the marketplace. Smartphone market share is
growing with the introduction of the iPhone and devices based on the Android platform.
Most mobile devices are subsidized in some form or another. Operators sell devices at a severely discounted price,
often one-third or less of the actual cost of the device. This enables the operators to lock the devices to their networks.
Platforms
A mobile platform’s primary duty is to provide access to the devices. To run software and services on each of these
devices, you need a platform, Like all software platforms, these are split into three categories: licensed, proprietary,
and open source.
1.Licensed
Licensed platforms are sold to device makers for nonexclusive distribution on devices.
• Java Micro Edition (Java ME)
• Binary Runtime Environment for Wireless (BREW)
• Windows Mobile
• LiMo-LiMo is a Linux-based mobile platform created by the LiMo Foundation.
2.Proprietary
Proprietary platforms are designed and developed by device makers for use on their devices.
• Palm
• BlackBerry
• iPhone
3.Open Source
Open source platforms are mobile platforms that are freely available for users to download, alter, and edit. Open source
mobile platforms are newer and slightly controversial, but they are increasingly gaining traction with device makers
and developers. Android is one of these platforms.
Operating Systems
It used to be that if a mobile device ran an operating system, it was most likely considered a smartphone.
N.Jagadish kumar-HCI(CS8079) 24
Although not all phones have operating systems, the following are some of the most common:
Symbian
Symbian OS is a open source operating system designed for mobile devices, with
Windows Mobile
Windows Mobile is the mobile operating system that runs on top of the WindowsMobile platform.
Palm OS
Palm OS is the operating system used in Palm’s lower-end Centro line of mobilephones.
Linux
The open source Linux is being increasingly used as an operating system to power smartphones, including
Motorola’s RAZR2.
Mac OS X
A specialized version of Mac OS X is the operating system used in Apple’s iPhone and iPod touch.
Android
Android runs its own open source operating system, which can be customized by operators and device
manufacturers.
You might notice that many of these operating systems share the same names as the platforms on which they run.
Mobile operating systems are often bundled with the platform they are designed to run on.
Application Frameworks.
Application frameworks often run on top of operating systems, sharing core services such as communications,
messaging, graphics, location, security, authentication, and many others.
Java
Applications written in the Java ME framework can often be deployed across the majority of Java-based devices, Most
Java applications are purchased and distributed through the operator, but they can also be downloaded and installed via
cable or over the air.
S60
S60 is often associated with Nokia devices—Nokia owns the platform—but it also runs on several non-Nokia devices.
S60 is an open source framework. S60 applications can be created in Java, the Symbian C++ framework, or even Flash
Lite.
BREW
Applications written in the BREW application framework can be deployed across the majority of BREW-based
devices.
Flash Lite
Adobe Flash Lite is an application framework that uses the Flash Lite and ActionScript frameworks to create vector-
based applications. Flash Lite applications can be run within the Flash Lite Player, which is available in a handful of
devices around the world.
Android SDK
The Android SDK allows developers to create native applications for any device that runs the Android platform
Web Runtimes (WRTs)
Nokia, Opera, and Yahoo! provide various Web Runtimes, or WRTs. These are meant to be miniframeworks, based on
web standards, to create mobile widgets.
The Web
The Web is the only application framework that works across virtually all devices and all platforms.
N.Jagadish kumar-HCI(CS8079) 25
Applications
Application frameworks are used to create applications, such as a game, a web browser, a camera, or media player.
Although the frameworks are well standardized, the devices are not. The largest challenge of deploying applications is
knowing the specific device attributes and capabilities. For example, if you are creating an application using the
Java ME application framework, you need to know what version of Java ME the device supports, the screen
dimensions, the processor power, the graphics capabilities, the number of buttons it has, and how the buttons are
oriented.
Although mobile applications can typically provide an excellent user experience, it always comes at a fantastic
development cost, making it nearly impossible to create a scalable product that could potentially create a positive return
on investment.
A common alternative these days is creating applications for only one platform, such as the iPhone or Android. By
minimizing the number of platforms the developer has to support and utilizing modern application frameworks, the
time and cost of creation go
down significantly.
Services
Finally the last layer in the mobile ecosystem: services. Services include tasks such as accessing the Internet, sending a
text message, or being able to get a location—basically, anything the user is trying to do.
Many mobile users facing lot of issues while using mobile services like” to send a text message,” “to get on the
Web,” and “to access Google.” These users are most preferably old age people.How ever Earlier generations— those
born since the birth of the Internet—have a unique talent for being able to figure out complicated informational spaces.
They are more patient with technology and more apt to explore new methods of accomplishing tasks.
one day the youth of today will inherit the digital world,only for the time being, the mobile ecosystem is a
complicated, fragmented, political nightmare.
2.Explain briefly about mobile information architecture?
Mobile Information Architecture
Mobile information architecture is hardly a discipline in its own right, it certainly ought to be. This is not because it is
so dissimilar from desktop, but because of context, added technical constraints, and needing to display on a smaller
screen as much information as we would on a desktop.
Below are the important points you have to consider before when starting to create a mobile information architecture
Keeping It Simple
When thinking about your mobile information architecture, you want to keep it as simple as possible.
Support your defined goals
If something doesn’t support the defined goals, lose it. Go back to your user goals andneeds, and identify the
tasks that map to them. Find those needs and fill them.
Clear, simple labels
• Good trigger labels, the words we use to describe each link or action, are crucial in Mobile. Keep all
your labels short and descriptive, and never try to be clever with the words you use to evoke action.
• The worst thing is to introduce branding or marketing into your information architecture; this will just
serve to confuse and distract your users.
• If the user is just trying to get music, don’t call it “My Music,” “My MP3s,” or something made up that
only strokes our corporate egos, such as “AudioJams™”—just call it “Music.”
N.Jagadish kumar-HCI(CS8079) 26
Site Maps
The first deliverable we use to define mobile information architecture is the site map. Site maps are a classic
information architecture deliverable. They visually represent the relationship of content to other content and
provide a map for how the user will travel through the informational space.
Limit opportunities for mistakes
How many primary navigation areas do you have? Seven? Eight? Ten? Fifteen? What risk is there to the users
for making a wrong choice? If they go down the wrong path, they can immediately click back to where they
started and go down another path, eliminating the wrong choices to find the right ones.
Confirm the path by teasing content
After the users have selected a path, it isn’t always clear whether they are getting to where they need to be.
Information-heavy sites and applications often employ nested or drill-down architectures, forcing the user to
select category after category to get to their target. To reduce risking the user’s time and money, we want to
make sure we present enough information for the user to wade through our information architecture
successfully.
N.Jagadish kumar-HCI(CS8079) 27
Clickstreams
Clickstream is a term used for showing the behavior on websites, displaying the order in which users travel through a
site’s information architecture, usually based on data gathered from server logs. Clickstreams are usually historical,
used to see the flaws in your information architecture, typically using heat-mapping or simple percentages to show
where your users are going. I’ve always found them to be a useful tool for re-architecting large websites.
Wireframes
The next information architecture tool at our disposal is wireframes. Wireframes are a way to lay out information on
the page, also referred to as information design. Site maps show how our content is organized in our informational
space; wireframes show how the user will directly interact with it.
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But the purpose of wireframes is not just to provide a visual for our site map; they also serve to separate layout from
visual design, defining how the user will interact with the experience. How do we lay out our navigation? What visual
or interaction metaphors will we use to evoke action? What are the best ways to communicate and show information in
the assumed context of the user? These questions and many more are answered with wireframes.
Prototyping
Paper Prototyping: The most basic level we have is paper prototyping: taking our printed-out wireframes or
even drawings of our interface.
N.Jagadish kumar-HCI(CS8079) 29
Context prototype
The next step is creating a context prototype (Figure 7-13). Take a higher-end devicethat enables you to load full-
screen images on it. Take your wireframes or sketches and load them onto the device, sized to fill the device screen.
Leave the office. Go for a walk down to your nearest café. Or get on a bus or a train. As you are traveling about, pull
out your device and start looking your interface in the various contexts you find yourself currently in. Pay particular
attention to what you are thinking and your physical behavior while you are using your interface and then write it
down.
HTML prototypes
The third step is creating a lightweight, semi functional static prototype using XHTML, CSS, and JavaScript, if
available. This is a prototype that you can actually load onto a device and produce the nearest experience to the final
product, but with static dummy content and data.
3. Explain in detail about different types of Mobile applications?
• Mobile applications are in number of choices based on your goals to achieve, each
With their own pros and cons.
• Some are quick to create but accessible to fewer users. Others address a larger market, but are far more
complex and costly.
Below points you have to consider before developing a Mobile application for your goals:
• You have to decide in what type of application is best suited to your problem or need?
• Should your app be focused on presenting information? If so, how concisely should you present it?
• Is your app better suited to be an immersive experience? If yes, how immersive should it be, and is it a
widget or a game?
• Generally for a mobile user, a game can be a great way to get your point across.
Mobile Application Medium Types
▪ The mobile medium type is the type of application framework or mobile technology that presents
content or information to the user.
N.Jagadish kumar-HCI(CS8079) 30
▪ It is a technical approach regarding which type of medium to use; this decision is determined by the
impact it will have on the user experience.
Figure 6-1 illustrates the spectrum of mobile media; it starts with the basic text-based
Experiences and moves on to the more immersive experiences.
SMS
• The most basic mobile application you can create is an SMS application; these applications can be useful
tools when integrated with other mobile application types.
• SMS applications can be both “free,” meaning that there is no additional charge beyond
• The text message fees an operator charges, or “premium,” meaning that you are charged an additional
fee in exchange for access to premium content.
• A great example of how SMS adds incredible value would be Twitter, where users can receive SMS alerts
from their friends and post to their timeline from any mobile device.
Pros
• The pros of SMS applications include:
• They work on any mobile device nearly instantaneously.
• They’re useful for sending timely alerts to the user.
• They can be incorporated into any web or mobile application.
• They can be simple to set up and manage.
Cons
• The cons of SMS applications include:
• They’re limited to 160 characters.
• They provide a limited text-based experience.
• They can be very expensive.
Mobile Websites
• A website designed specifically for mobil devices, not to be confused with viewing a site made for desktop
browsers on a mobile browser.
• Mobile websites are characterized by their simple “drill-down” architecture or the simple presentation of
navigation links that take you to a page a level deeper, as shown below
N.Jagadish kumar-HCI(CS8079) 31
• Though mobile websites are fairly easy to create, they fail to display consistently across multiple mobile
browsers
• The mobile web has been gradually increasing in usage over the years in most major markets, but the limited
experience offered little incentive to the user. Many compare the mobile web to a 10-year-old version of the
Web: slow, expensive to use, and not much to look at.
As better mobile browsers started being introduced to device platforms like the iPhone and Android, the quality of
mobile websites began to improve dramatically, and with it, usage improved.
Pros
The pros of mobile websites are:
• They are easy to create, maintain, and publish.
• They can use all the same tools and techniques you might already use for desktop sites.
• Nearly all mobile devices can view mobile websites.
Cons
The cons of mobile websites are:
• They can be difficult to support across multiple devices.
• They offer users a limited experience.
• Most mobile websites are simply desktop content reformatted for mobile devices.
• They can load pages slowly, due to network latency.
Mobile Web Applications
• Mobile web applications are mobile applications that do not need to be installed or compiled on the target device.
• Using XHTML, CSS, and JavaScript, they are able to provide an application-like experience to the end user while
running in any mobile web browser.
N.Jagadish kumar-HCI(CS8079) 32
• Shortly after the explosion of Web 2.0, web applications like Facebook, Flickr, and Google Reader hit desktop
browsers, and there was discussion of how to bring those same web applications to mobile devices.
• The Web 2.0 movement brought user-centered design principles to the desktop web, and those same
• principles were sorely needed in the mobile web space as well.
• With the introduction of the first iPhone, we saw a cataclysmic change across the board.Using WebKit, the iPhone
could render web applications not optimized for mobile devices as perfectly usable, including DHTML- and Ajax-
powered content.
• Developers quickly got on board, creating mobile web applications optimized mostly for the iPhone.
• Usage of the mobile web exploded with not just users of the iPhone, but users of other
• handsets, too.
• Because web applications being created for the iPhone were based on web standards, they actually worked reasonably
well on other devices.
• Operators and device makers saw that consumers wanted not just the mobile web on their handsets, but the regular
Web, too.
Pros
• The pros of mobile web applications are:
• They are easy to create, using basic HTML, CSS, and JavaScript knowledge.
• They are simple to deploy across multiple handsets.
• They offer a better user experience and a rich design, tapping into device featuresand offline use.
• Content is accessible on any mobile web browser.
Cons
• The cons of mobile web applications are:
• • The optimal experience might not be available on all handsets.
• • They can be challenging (but not impossible) to support across multiple devices.
• • They don’t always support native application features, like offline mode, location
• lookup, filesystem access, camera, and so on.
Native Applications
These applications actually should be called “platform applications,” as they have to be developed
and compiled for each mobile platform.
These native or platform applications are built specifically for devices that run the platform
in question. The most common of all platforms is Java ME (formerly J2ME).
Creating a platform application means deciding which devices to target, having a means
of testing and certification, and a method to distribute the application to users.
The vast majority of platform applications are certified, sold, and distributed either through
an operator portal or an app store.
platform applications sit on top of the platform layer, they can tap into the majority of the device features, working
online or offline, accessing the location andthe filesystem.
N.Jagadish kumar-HCI(CS8079) 33
And if there’s camera on the device, then you can probably do something with it as well. Hence the need for
certification before the application is distributed, to ensure that no one distributes an application that steals a user’s
personal data or maliciously uses the device to spread viruses.
Pros
The pros of native applications include:
• They offer a best-in-class user experience, offering a rich design and tapping into
device features and offline use.
• They are relatively simple to develop for a single platform.
• You can charge for applications.
Cons
The cons of native applications include:
• They cannot be easily ported to other mobile platforms.
• Developing, testing, and supporting multiple device platforms is incredibly costly.
• They require certification and distribution from a third party that you have no
control over.
• They require you to share revenue with the one or more third parties.
Games
The final mobile medium is games, the most popular of all media available to mobile devices.
Technically games are really just native applications that use the similar platform SDKs to create immersive
experiences.
But I treat them differently from native applications for two reasons:
They cannot be easily duplicated with web technologies
And porting them to multiple mobile platforms is a bit easier than typical platform-based applications.
The reason games are relatively easy to port (“relatively” being the key word), is that the bulk of the gaming experience
is in the graphics and actually uses very little of the device APIs.
The game mechanics are the only thing that needs to adapted to the various platforms.
Like in console gaming, there are a great number of mobile game porting shops that can quickly take a game written in
one language and port it to another.
These differences, in my mind, are what make mobile games stand apart from all other application genres—their
capability to be unique and difficult to duplicate in another application type, though the game itself is relatively easy to
port.
Pros
The pros of game applications are:
• They provide a simple and easy way to create an immersive experience.
• They can be ported to multiple devices relatively easily.
Cons
The cons of game applications are:
• They can be costly to develop as an original game title.
• They cannot easily be ported to the mobile web.

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Human computer interaction-web interface design and mobile eco system

  • 1. N.Jagadish kumar-HCI(CS8079) 1 HCI-CS8079 Unit-V Important Question & Answer 1. Explain how the contextual tools used in the design of rich web UI and Illustrate and compare with suitable examples? (or) Explain various contextual tools in detail with examples. How are they used in design of rich web UI? Illustrate and compare with example? We could simply isolate our functionality into islands of tools (toolbars and menus). But this would work against Fitts’s Law by requiring more effort from the user. Fitt’s Law: Fitts’s Law is an ergonomic principle that ties the size of a target and its contextual proximity to ease of use. Instead of interacting with the functionality separately,we can bring the functionality into the content with Contextual Tools. Contextual Tools are the Web’s version of the desktop’s right-click menus. Instead of having to right-click to reveal a menu, we can reveal tools in context with the content. We can do this in a number of ways: (i) Always-Visible Tools Place Contextual Tools directly in the content. Digg is a popular news site where the community votes on its favorite stories. If you see a story on Digg that you like you can vote your approval with a simple click action on the “digg it” button. (ii) Hover-Reveal Tools Show Contextual Tools on mouse hover. Instead of making Contextual Tools always visible, we can show them on demand. One way to do this is to reveal the tools when the user pauses the mouse over an object. The Hover-Reveal Tools pattern is most clearly illustrated by 37 Signal’s Backpackit (Figure4-8). To-do items may be deleted or edited directly in the interface. The tools to accomplish this are revealed on mouse hover.
  • 2. N.Jagadish kumar-HCI(CS8079) 2 Visual noise Showing the items on hover decreases the visual noise in the interface. Imagine if instead the delete and edit ways shown for all to-do items. Figure 4-9 shows just how visually noisy that approach would have been. Discoverability A serious design consideration for Hover-Reveal Tools is just how discoverable the additional functionality will be. Flickr provides a set of tools for contacts. To avoid clutter, contact profile photos are shown without any tool adornment. When the mouse hovers over the contact’s photo, a drop-down arrow is revealed (Figure 4-12). Clicking reveals a menu with a set of actions for the contact. Anti-pattern: Hover and Cover Figure 4-14 illustrates all four of these situations. In an early version of Yahoo! For Teachers, hovering over a clipped item brought in three tools: copy, delete, and preview. However, when these tools were placed in an overlay, it covered the item to the right, making it hard to see that content and even navigate to it.
  • 3. N.Jagadish kumar-HCI(CS8079) 3 Hover and Cover Hover and Cover was resolved by no longer using an overlay. Instead, additional margin space was added to each image, and the Contextual Tools were hidden. On mouse hover, the tools were simply revealed, along with a border defining the image being acted on (Figure 4-16). The difference (Figure 4-14 versus Figure 4-16) is dramatic. Not only is the experienceimproved, but overall page performance is improved as well. (iii) Toggle-Reveal Tools A master switch to toggle on/off Contextual Tools for the page. A variation on the two previous approaches is to not show any Contextual Tools until a special mode is set on the page. A good example of Toggle-Reveal Tools is in Basecamp’s category editing, which we discussed in Figure 4-19.
  • 4. N.Jagadish kumar-HCI(CS8079) 4 Soft mode Generally, it is a good thing to avoid specific modes in an interface. However, if a mode is soft it is usually acceptable. By “soft” we mean the user is not trapped in the mode. With Basecamp, the user can choose to ignore the tools turned on. It just adds visual noise and does not restrict the user from doing other actions. This is a nice way to keep the interaction lightweight. Google Reader could potentially be improved in this manner. In the current interface, clicking “Manage Subscriptions” takes the user to another page to edit subscriptions. One possible change is the addition of an “edit” button that toggles in a set of context tools for each subscription (Figure 4-20). This would allow the user to rename and unsubscribe without leaving the context of the reading pane. (iv) Multi-Level Tools Progressively reveal actions based on user interaction. Contextual Tools can be revealed progressively with Multi-Level Tools. Songza* provides a set of tools that get revealed after a user clicks on a song. Additional tools are revealed when hovering over the newly visible tools (Figure 4-21).
  • 5. N.Jagadish kumar-HCI(CS8079) 5 Songza reveals the four options “play”, “rate”, “share”, and “add to playlist” after the user clicks on a song title. Hovering over “share” or “rate” reveals a secondary set of menu items Contextual toolbar Picnik is an online photo-editing tool that integrates with services like Flickr. In all, there are six sets of tools, each with a wide range of palette choices. Picnik uses Multiple-Level Tools to expose additional functionality. By wrapping the photo with tools in context and progressively revealing the levels of each tool, Picnik makes editing straightforward Muttons Another variation on Multi-Level Tools is the “mutton” (menu + button = mutton). Muttons are useful when there are multiple actions and we want one of the actions to be the default. Yahoo! Mail uses a mutton for its “Reply” button (V) Secondary Menus Show a secondary menu (usually by right-clicking on an object).
  • 6. N.Jagadish kumar-HCI(CS8079) 6 Desktop applications have provided Contextual Tools for a long time in the form of Secondary Menus. These menus have been rare on the Web. Google Maps uses a secondary menu that is activated by a right-click on a route. It shows additional route commands. Conflict with browser menu One problem is the browser inserts its own right-click menu. Replacing the menu in normal content areas can confuse users, as they may not know if the standard browser menu or the application-specific menu will be shown. Discoverability As a general rule, never put anything in the Secondary Menu that can’t be accomplished elsewhere. Secondary Menus are generally less discoverable. More advanced items or shortcuts, however, can be placed in the Secondary Menu as an alternate way to accomplish the same task. Accessibility Right-click is not the only way to activate a Secondary Menu. You can activate the menu by holding down the mouse for about one second. This provides a more accessible approach to popping up a Secondary Menu. Acting on multiple objects Always-Visible Tools, Hover-Reveal Tools, Toggle-Reveal Tools, and Multi-Level Tools all operate on a single item at a time. Secondary Menus are different. They can be combined with a selection model to perform actions on selected set of items.
  • 7. N.Jagadish kumar-HCI(CS8079) 7 Overlays can be modal or non-modal. A modal overlay requires the user to interact with it before she can return to the Application. In both the Netflix and the Flickr, the overlays are modal: users cannot interact with the main Netflix or Flickr page until they perform the action or cancel the overlay. Staying in the flow 2. Explain types of overlays and inlays in detail with examples? Overlays: ▪ Overlays are really just lightweight pop ups. Browser pop ups are created as a new browser window; where as Lightweight overlays are shown within the browser page as an overlay. ▪ By using either Flash or Ajax-style techniques (Dynamic HTML), a web application can present a pop up in a Lightweight overlay within the page itself. • Lightweight overlays are just a lightweight in-page object. They are inexpensive to create and fast to display. • The interface for lightweight overlays is controlled by the web application and not the browser. • There is complete control over the visual style for the overlay. • Lightweight overlays can be used for asking questions, obtaining input, introducing features, indicating progress, giving instructions, or revealing information. • They can be activated directly by user events (e.g., clicking on an action, hovering over objects) There are three specific types of overlays: Dialog Overlays, Detail Overlays, and Input Overlays. 1. Dialog Overlays: Dialog Overlays replace the old style browser pop ups. Netflix provides a clear example of a very Simple Dialog overlay. Activation Clicking the “Buy” button initiates the purchase process. Overlay treatment The confirmation dialog is shown in a lightweight overlay. Since the overlay is modal (interaction is Only accepted in the overlay) the rest of the page is dimmed down. The user may also cancel the Purchase. Light box effect The Lightbox Effect is useful when the Dialog Overlay contains important information that the user should not ignore. Both the Netflix Purchase dialog and the Flickr Rotate dialog are good candidates for the Lightbox Effect. Modality:
  • 8. N.Jagadish kumar-HCI(CS8079) 8 Overlays are a good way to avoid sending a user to a new page. This allows the user to stay within the Context of the original page. Using JavaScript alerts It is tempting to use the alert mechanism built into the browser for some confirmations. The problem with using this type of alerts is two-fold.First, they do not present themselves consistently across different operating systems. Under Microsoft Windows they will appear centered in the browser window, but with the Macintosh they will slide out from under the title bar. 2. Detail Overlay The second type of overlay is somewhat new to web applications. The Detail Overlay allows an overlay to present additional information when the user clicks or hovers over a link or section of content. Toolkits now make it easier to create overlays across different browsers and to request additional information from the server without refreshing the page.
  • 9. N.Jagadish kumar-HCI(CS8079) 9 •The overlay provides a nice way to reveal a synopsis for a movie. In a sense it is like flipping over the DVD box and reading what is on the back. •Use Detail Overlays to give a sneak peek at detailed information. This will avoid unnecessary page transitions. •For hover-activated Detail Overlays, provide a slight delay for activation (about half a second). This will avoid the interface behaving like a Mouse Trap. •For hover-activated Detail Overlays, provide a simple deactivation (e.g., simple mouseout). 3. Input Overlay Input Overlay is a lightweight overlay that brings additional input information for each field tabbed into. American Express uses this technique in its registration for premium cards such as its gold card (Figure 5-15). Write all the information In the image
  • 10. N.Jagadish kumar-HCI(CS8079) 10 • Use Input Overlays to simplify the visual style of a form. Place additional help in the overlay. • For Input Overlays, make sure the only visual change between the field and the overlay field is intentional (e.g., making input field visually bolder). For Input Overlays, allow clicking anywhere to deactivate the overlay. Inlays: The main problem with overlays is that no matter where they get placed, they will end up hiding information. Inlays get Around this problem by inserting themselves directly into the context of the page. 1.Dialog Inlays: A simple technique is to expand a part of the page, revealing a dialog area within the page. The BBC recently began experimenting with using a Dialog Inlay as a way to reveal customization controls for its home page (Figure 6-1). Write all the Information in this Image, with headings
  • 11. N.Jagadish kumar-HCI(CS8079) 11 • Use Dialog Inlays for page customization. It is helpful to tweak the page and see the results at the same time. • To smooth the introduction of the Dialog Inlay into the page, use a quick slide in animation. • Use Dialog Inlays to connect the dialog with the element it slides out from. • Use Dialog Inlays for secondary tools that aren’t primary to the main flow of the page. My Yahoo! also provides a Dialog Inlay for revealing its home page customization tools.
  • 12. N.Jagadish kumar-HCI(CS8079) 12 2.List Inlay Lists are a great place to use Inlays. Instead of requiring the user to navigate to a new page for an item’s detail or popping up the information in an Overlay, the information can be shown with a List Inlay in context. The List Inlay works as an effective way to hide detail until needed—while at the same time preserving space on the page for high- level overview information. Google Reader provides an expanded view and a list view for unread blog articles. In the list view, an individual article can be expanded in place as a List Inlay (Figure 6-5).
  • 13. N.Jagadish kumar-HCI(CS8079) 13 By allowing the reader to move through a list of article titles (by mouse or keyboard), the articles can be scanned quickly so she can decide which should be looked at in detail. Clicking on an article title expands the article in place. Showing one item at a time focuses the reader on the current content. 3.Detail Inlay A common idiom is to provide additional detail about items shown on a page. In the Netflix example the movie detail pop up in. Hovering over a movie revealed a Detail Overlay calling out the back-of-the-box information. Details can be shown inline as well. Roost allows house photos to be viewed in-context for a real estate listing with a Detail Inlay (Figure 6-10).
  • 14. N.Jagadish kumar-HCI(CS8079) 14 Combining inlays and overlays Roost’s solution was to combine several patterns. First, it uses the Hover Reveal, a Contextual Tools pattern, to reveal a set of tools when the user hovers over a listing. Second, it uses the Detail Inlay pattern to show a carousel of photos when the user clicks on the “View photos” link. And finally, it uses a Detail Overlay to blow up a thumbnail when clicked on. Difference between Overlays and Inlays? • Use an overlay when there may be more than one place a dialog can be activated from (the exception may be showing details for items in a list). • Use an overlay to interrupt the process. • Use an overlay if there is a multi-step process. • Use an inlay when you are trying to avoid covering information on the page needed in the dialog. • Use an inlay for contextual information or details about one of many items 3.Explain in detail about the various patterns that support virtual pages? Or Explain the concept of virtual paging. How are virtual pages used in the design of rich web UI? Illustrate and compare with example? • Overlays allow you to bring additional interactions or content in a layer above the current page. • Inlays allow you to do this within the page itself. • However, another powerful approach to keeping users engaged on the current page is to create a virtual page. That is to say, we create the illusion of a larger virtual page. Patterns that support virtual pages include: • Virtual Scrolling • Inline Paging • Scrolled Paging • Panning • Zoomable User Interface
  • 15. N.Jagadish kumar-HCI(CS8079) 15 Virtual Scrolling: The traditional Web is defined by the “page.” In practically every implementation of websites pagination was the key way to get to additional content. Of course, websites could preload data and allow the user to scroll through it. However, this process led to long delays in loading the page. So most sites kept it simple: go fetch 10 items and display them as a page and let the user request the next page of content. The classic example of this is Google Search. Each page shows 10 results. Moving through the content uses the now- famous Google pagination control (Figure 7-1). Progressive loading Microsoft has applied Virtual Scrolling to its image search. Instead of all content being virtually loaded (and the scrollbar reflecting this), the scrollbar reflects what has been loaded. Scrolling to the bottom causes more content to load into the page (Figure 7-3).
  • 16. N.Jagadish kumar-HCI(CS8079) 16 Inline Paging What if instead of scrolling through content we just wanted to make pagination feel less like a page switch? By only switching the content in and leaving the rest of the page stable, we can create an Inline Paging experience. This is what Amazon’s Endless.com site does with its search results (Figure 7-6).
  • 17. N.Jagadish kumar-HCI(CS8079) 17 In-page update Endless.com provides the normal pagination controls. But instead of the whole page refreshing, only the results area is updated. Keeping the context stable creates a better flow experience. Natural chunking Inline Paging can also be useful when reading news content online. The International Herald Tribune applied this as a way to page through an article while keeping the surrounding context visible at all times (Figure 7-7).
  • 18. N.Jagadish kumar-HCI(CS8079) 18 Gmail also uses Inline Paging (Figure 7-8). A set number of messages is displayed on the page. Clicking the “Older” or “Newer” links moves the user to a new set of messages. However, instead of refreshing the complete page, just the message area updates.
  • 19. N.Jagadish kumar-HCI(CS8079) 19 Scrolled Paging: Carousel You can combine both scrolling and paging into Scrolled Paging. The content is “scrolled” into view. The Carousel pattern takes this approach. A Carousel provides a way to page-in more data by scrolling it into view. Time-based Carousels work well for time-based content. Flickr employs a Carousel to let users navigate back and forth through their photo collection (Figure 7-12). • Carousels are best for visually distinct contents. Images, CD covers, and movie box shots are all natural items to place in a carousel. • If the content is not in a discernible order, users will get frustrated navigating. • If the content is highly relevant at the beginning and relevancy drops off, a Carousel is a good solution, since it Spotlights the most relevant items. • If there is a lot of content to display, carousels provide too small of a window and thus can frustrate users when they Actually try to find content. • If there is limited space available for a set of content, a Carousel allows the virtual content to be placed in a row on the page.
  • 20. N.Jagadish kumar-HCI(CS8079) 20 Virtual Panning One way to create a virtual canvas is to allow users the freedom to roam in two-dimensional space. A great place for Virtual Panning is on a map. Google Maps allows you to pan in any direction by clicking the mouse down and dragging the map around (Figure 7-14). Gestures Besides map applications, the idea of Virtual Panning has been extended to other devices. With the introduction of the iPhone, the user can simply “flick” through weather locations, photos, or an iTunes playlist. With Virtual Panning the canvas only moves while the mouse is dragging it around. With flicking, if the user starts the dragging operation and releases, the canvas will continue moving with some momentum. The canvas slows in such a way as to mimic real-world forces. Zoomable User Interface A Zoomable User Interface (ZUI) is another way to create a virtual canvas. Unlike panning or flicking through a flat, two-dimensional space, a ZUI allows the user to also zoom in to elements on the page. This freedom of motion in both 2D and 3D supports the concept of an infinite interface. The memorabilia application uses a ZUI interface to move around from artifact to artifact and zoom in to see details on each item (Figure 7-15).
  • 21. N.Jagadish kumar-HCI(CS8079) 21 Unit-IV Important Question & Answer 1. Explain with a neat diagram of mobile ecosystem and discuss its platforms and application frameworks? Mobile is an entirely unique ecosystem and, like the Internet, it is made up of many different parts that must all work seamlessly together.
  • 22. N.Jagadish kumar-HCI(CS8079) 22 Operators The base layer in the mobile ecosystem is the operator. Operators go by many names, depending on what part of the world you happen to be in.Operators can be referred to as Mobile Network Operators (MNOs); mobile service providers, wireless carriers, or simply carriers; mobile phone operators; or cellular companies. In the mobile community, we officially refer to them as operators. Operators are what essentially make the entire mobile ecosystem work. They install cellular towers, operate the cellular network, make services (such as the Internet) available for mobile subscribers, and they often maintain relationships with the subscribers, handling billing and support, and offering subsidized device sales and a network of retail stores. The operator’s role in the ecosystem is to create and maintain a specific set of wireless services over a reliable cellular network.
  • 23. N.Jagadish kumar-HCI(CS8079) 23 Networks Operators operate wireless networks.Vast majority of networks around the world use the GSM standard using GPRS or GPRS EDGE for2G data and UMTS or HSDPA for 3G. We also have CDMA (Code Division Multiple Access) and its 2.5G hybrid CDMA2000, which offers greater coverage than its more widely adopted rival. So in places like the United States or China, where people are more spread out, CDMA is a great technology. Devices What you call phones, the mobile industry calls handsets or terminals. As of 2008, there are about 3.6 billion mobile phones currently in use around the world; just more than half the planet’s population has a mobile phone. Most of these devices are feature phones, making up the majority of the marketplace. Smartphone market share is growing with the introduction of the iPhone and devices based on the Android platform. Most mobile devices are subsidized in some form or another. Operators sell devices at a severely discounted price, often one-third or less of the actual cost of the device. This enables the operators to lock the devices to their networks. Platforms A mobile platform’s primary duty is to provide access to the devices. To run software and services on each of these devices, you need a platform, Like all software platforms, these are split into three categories: licensed, proprietary, and open source. 1.Licensed Licensed platforms are sold to device makers for nonexclusive distribution on devices. • Java Micro Edition (Java ME) • Binary Runtime Environment for Wireless (BREW) • Windows Mobile • LiMo-LiMo is a Linux-based mobile platform created by the LiMo Foundation. 2.Proprietary Proprietary platforms are designed and developed by device makers for use on their devices. • Palm • BlackBerry • iPhone 3.Open Source Open source platforms are mobile platforms that are freely available for users to download, alter, and edit. Open source mobile platforms are newer and slightly controversial, but they are increasingly gaining traction with device makers and developers. Android is one of these platforms. Operating Systems It used to be that if a mobile device ran an operating system, it was most likely considered a smartphone.
  • 24. N.Jagadish kumar-HCI(CS8079) 24 Although not all phones have operating systems, the following are some of the most common: Symbian Symbian OS is a open source operating system designed for mobile devices, with Windows Mobile Windows Mobile is the mobile operating system that runs on top of the WindowsMobile platform. Palm OS Palm OS is the operating system used in Palm’s lower-end Centro line of mobilephones. Linux The open source Linux is being increasingly used as an operating system to power smartphones, including Motorola’s RAZR2. Mac OS X A specialized version of Mac OS X is the operating system used in Apple’s iPhone and iPod touch. Android Android runs its own open source operating system, which can be customized by operators and device manufacturers. You might notice that many of these operating systems share the same names as the platforms on which they run. Mobile operating systems are often bundled with the platform they are designed to run on. Application Frameworks. Application frameworks often run on top of operating systems, sharing core services such as communications, messaging, graphics, location, security, authentication, and many others. Java Applications written in the Java ME framework can often be deployed across the majority of Java-based devices, Most Java applications are purchased and distributed through the operator, but they can also be downloaded and installed via cable or over the air. S60 S60 is often associated with Nokia devices—Nokia owns the platform—but it also runs on several non-Nokia devices. S60 is an open source framework. S60 applications can be created in Java, the Symbian C++ framework, or even Flash Lite. BREW Applications written in the BREW application framework can be deployed across the majority of BREW-based devices. Flash Lite Adobe Flash Lite is an application framework that uses the Flash Lite and ActionScript frameworks to create vector- based applications. Flash Lite applications can be run within the Flash Lite Player, which is available in a handful of devices around the world. Android SDK The Android SDK allows developers to create native applications for any device that runs the Android platform Web Runtimes (WRTs) Nokia, Opera, and Yahoo! provide various Web Runtimes, or WRTs. These are meant to be miniframeworks, based on web standards, to create mobile widgets. The Web The Web is the only application framework that works across virtually all devices and all platforms.
  • 25. N.Jagadish kumar-HCI(CS8079) 25 Applications Application frameworks are used to create applications, such as a game, a web browser, a camera, or media player. Although the frameworks are well standardized, the devices are not. The largest challenge of deploying applications is knowing the specific device attributes and capabilities. For example, if you are creating an application using the Java ME application framework, you need to know what version of Java ME the device supports, the screen dimensions, the processor power, the graphics capabilities, the number of buttons it has, and how the buttons are oriented. Although mobile applications can typically provide an excellent user experience, it always comes at a fantastic development cost, making it nearly impossible to create a scalable product that could potentially create a positive return on investment. A common alternative these days is creating applications for only one platform, such as the iPhone or Android. By minimizing the number of platforms the developer has to support and utilizing modern application frameworks, the time and cost of creation go down significantly. Services Finally the last layer in the mobile ecosystem: services. Services include tasks such as accessing the Internet, sending a text message, or being able to get a location—basically, anything the user is trying to do. Many mobile users facing lot of issues while using mobile services like” to send a text message,” “to get on the Web,” and “to access Google.” These users are most preferably old age people.How ever Earlier generations— those born since the birth of the Internet—have a unique talent for being able to figure out complicated informational spaces. They are more patient with technology and more apt to explore new methods of accomplishing tasks. one day the youth of today will inherit the digital world,only for the time being, the mobile ecosystem is a complicated, fragmented, political nightmare. 2.Explain briefly about mobile information architecture? Mobile Information Architecture Mobile information architecture is hardly a discipline in its own right, it certainly ought to be. This is not because it is so dissimilar from desktop, but because of context, added technical constraints, and needing to display on a smaller screen as much information as we would on a desktop. Below are the important points you have to consider before when starting to create a mobile information architecture Keeping It Simple When thinking about your mobile information architecture, you want to keep it as simple as possible. Support your defined goals If something doesn’t support the defined goals, lose it. Go back to your user goals andneeds, and identify the tasks that map to them. Find those needs and fill them. Clear, simple labels • Good trigger labels, the words we use to describe each link or action, are crucial in Mobile. Keep all your labels short and descriptive, and never try to be clever with the words you use to evoke action. • The worst thing is to introduce branding or marketing into your information architecture; this will just serve to confuse and distract your users. • If the user is just trying to get music, don’t call it “My Music,” “My MP3s,” or something made up that only strokes our corporate egos, such as “AudioJams™”—just call it “Music.”
  • 26. N.Jagadish kumar-HCI(CS8079) 26 Site Maps The first deliverable we use to define mobile information architecture is the site map. Site maps are a classic information architecture deliverable. They visually represent the relationship of content to other content and provide a map for how the user will travel through the informational space. Limit opportunities for mistakes How many primary navigation areas do you have? Seven? Eight? Ten? Fifteen? What risk is there to the users for making a wrong choice? If they go down the wrong path, they can immediately click back to where they started and go down another path, eliminating the wrong choices to find the right ones. Confirm the path by teasing content After the users have selected a path, it isn’t always clear whether they are getting to where they need to be. Information-heavy sites and applications often employ nested or drill-down architectures, forcing the user to select category after category to get to their target. To reduce risking the user’s time and money, we want to make sure we present enough information for the user to wade through our information architecture successfully.
  • 27. N.Jagadish kumar-HCI(CS8079) 27 Clickstreams Clickstream is a term used for showing the behavior on websites, displaying the order in which users travel through a site’s information architecture, usually based on data gathered from server logs. Clickstreams are usually historical, used to see the flaws in your information architecture, typically using heat-mapping or simple percentages to show where your users are going. I’ve always found them to be a useful tool for re-architecting large websites. Wireframes The next information architecture tool at our disposal is wireframes. Wireframes are a way to lay out information on the page, also referred to as information design. Site maps show how our content is organized in our informational space; wireframes show how the user will directly interact with it.
  • 28. N.Jagadish kumar-HCI(CS8079) 28 But the purpose of wireframes is not just to provide a visual for our site map; they also serve to separate layout from visual design, defining how the user will interact with the experience. How do we lay out our navigation? What visual or interaction metaphors will we use to evoke action? What are the best ways to communicate and show information in the assumed context of the user? These questions and many more are answered with wireframes. Prototyping Paper Prototyping: The most basic level we have is paper prototyping: taking our printed-out wireframes or even drawings of our interface.
  • 29. N.Jagadish kumar-HCI(CS8079) 29 Context prototype The next step is creating a context prototype (Figure 7-13). Take a higher-end devicethat enables you to load full- screen images on it. Take your wireframes or sketches and load them onto the device, sized to fill the device screen. Leave the office. Go for a walk down to your nearest café. Or get on a bus or a train. As you are traveling about, pull out your device and start looking your interface in the various contexts you find yourself currently in. Pay particular attention to what you are thinking and your physical behavior while you are using your interface and then write it down. HTML prototypes The third step is creating a lightweight, semi functional static prototype using XHTML, CSS, and JavaScript, if available. This is a prototype that you can actually load onto a device and produce the nearest experience to the final product, but with static dummy content and data. 3. Explain in detail about different types of Mobile applications? • Mobile applications are in number of choices based on your goals to achieve, each With their own pros and cons. • Some are quick to create but accessible to fewer users. Others address a larger market, but are far more complex and costly. Below points you have to consider before developing a Mobile application for your goals: • You have to decide in what type of application is best suited to your problem or need? • Should your app be focused on presenting information? If so, how concisely should you present it? • Is your app better suited to be an immersive experience? If yes, how immersive should it be, and is it a widget or a game? • Generally for a mobile user, a game can be a great way to get your point across. Mobile Application Medium Types ▪ The mobile medium type is the type of application framework or mobile technology that presents content or information to the user.
  • 30. N.Jagadish kumar-HCI(CS8079) 30 ▪ It is a technical approach regarding which type of medium to use; this decision is determined by the impact it will have on the user experience. Figure 6-1 illustrates the spectrum of mobile media; it starts with the basic text-based Experiences and moves on to the more immersive experiences. SMS • The most basic mobile application you can create is an SMS application; these applications can be useful tools when integrated with other mobile application types. • SMS applications can be both “free,” meaning that there is no additional charge beyond • The text message fees an operator charges, or “premium,” meaning that you are charged an additional fee in exchange for access to premium content. • A great example of how SMS adds incredible value would be Twitter, where users can receive SMS alerts from their friends and post to their timeline from any mobile device. Pros • The pros of SMS applications include: • They work on any mobile device nearly instantaneously. • They’re useful for sending timely alerts to the user. • They can be incorporated into any web or mobile application. • They can be simple to set up and manage. Cons • The cons of SMS applications include: • They’re limited to 160 characters. • They provide a limited text-based experience. • They can be very expensive. Mobile Websites • A website designed specifically for mobil devices, not to be confused with viewing a site made for desktop browsers on a mobile browser. • Mobile websites are characterized by their simple “drill-down” architecture or the simple presentation of navigation links that take you to a page a level deeper, as shown below
  • 31. N.Jagadish kumar-HCI(CS8079) 31 • Though mobile websites are fairly easy to create, they fail to display consistently across multiple mobile browsers • The mobile web has been gradually increasing in usage over the years in most major markets, but the limited experience offered little incentive to the user. Many compare the mobile web to a 10-year-old version of the Web: slow, expensive to use, and not much to look at. As better mobile browsers started being introduced to device platforms like the iPhone and Android, the quality of mobile websites began to improve dramatically, and with it, usage improved. Pros The pros of mobile websites are: • They are easy to create, maintain, and publish. • They can use all the same tools and techniques you might already use for desktop sites. • Nearly all mobile devices can view mobile websites. Cons The cons of mobile websites are: • They can be difficult to support across multiple devices. • They offer users a limited experience. • Most mobile websites are simply desktop content reformatted for mobile devices. • They can load pages slowly, due to network latency. Mobile Web Applications • Mobile web applications are mobile applications that do not need to be installed or compiled on the target device. • Using XHTML, CSS, and JavaScript, they are able to provide an application-like experience to the end user while running in any mobile web browser.
  • 32. N.Jagadish kumar-HCI(CS8079) 32 • Shortly after the explosion of Web 2.0, web applications like Facebook, Flickr, and Google Reader hit desktop browsers, and there was discussion of how to bring those same web applications to mobile devices. • The Web 2.0 movement brought user-centered design principles to the desktop web, and those same • principles were sorely needed in the mobile web space as well. • With the introduction of the first iPhone, we saw a cataclysmic change across the board.Using WebKit, the iPhone could render web applications not optimized for mobile devices as perfectly usable, including DHTML- and Ajax- powered content. • Developers quickly got on board, creating mobile web applications optimized mostly for the iPhone. • Usage of the mobile web exploded with not just users of the iPhone, but users of other • handsets, too. • Because web applications being created for the iPhone were based on web standards, they actually worked reasonably well on other devices. • Operators and device makers saw that consumers wanted not just the mobile web on their handsets, but the regular Web, too. Pros • The pros of mobile web applications are: • They are easy to create, using basic HTML, CSS, and JavaScript knowledge. • They are simple to deploy across multiple handsets. • They offer a better user experience and a rich design, tapping into device featuresand offline use. • Content is accessible on any mobile web browser. Cons • The cons of mobile web applications are: • • The optimal experience might not be available on all handsets. • • They can be challenging (but not impossible) to support across multiple devices. • • They don’t always support native application features, like offline mode, location • lookup, filesystem access, camera, and so on. Native Applications These applications actually should be called “platform applications,” as they have to be developed and compiled for each mobile platform. These native or platform applications are built specifically for devices that run the platform in question. The most common of all platforms is Java ME (formerly J2ME). Creating a platform application means deciding which devices to target, having a means of testing and certification, and a method to distribute the application to users. The vast majority of platform applications are certified, sold, and distributed either through an operator portal or an app store. platform applications sit on top of the platform layer, they can tap into the majority of the device features, working online or offline, accessing the location andthe filesystem.
  • 33. N.Jagadish kumar-HCI(CS8079) 33 And if there’s camera on the device, then you can probably do something with it as well. Hence the need for certification before the application is distributed, to ensure that no one distributes an application that steals a user’s personal data or maliciously uses the device to spread viruses. Pros The pros of native applications include: • They offer a best-in-class user experience, offering a rich design and tapping into device features and offline use. • They are relatively simple to develop for a single platform. • You can charge for applications. Cons The cons of native applications include: • They cannot be easily ported to other mobile platforms. • Developing, testing, and supporting multiple device platforms is incredibly costly. • They require certification and distribution from a third party that you have no control over. • They require you to share revenue with the one or more third parties. Games The final mobile medium is games, the most popular of all media available to mobile devices. Technically games are really just native applications that use the similar platform SDKs to create immersive experiences. But I treat them differently from native applications for two reasons: They cannot be easily duplicated with web technologies And porting them to multiple mobile platforms is a bit easier than typical platform-based applications. The reason games are relatively easy to port (“relatively” being the key word), is that the bulk of the gaming experience is in the graphics and actually uses very little of the device APIs. The game mechanics are the only thing that needs to adapted to the various platforms. Like in console gaming, there are a great number of mobile game porting shops that can quickly take a game written in one language and port it to another. These differences, in my mind, are what make mobile games stand apart from all other application genres—their capability to be unique and difficult to duplicate in another application type, though the game itself is relatively easy to port. Pros The pros of game applications are: • They provide a simple and easy way to create an immersive experience. • They can be ported to multiple devices relatively easily. Cons The cons of game applications are: • They can be costly to develop as an original game title. • They cannot easily be ported to the mobile web.