Showing posts with label mobile. Show all posts
Showing posts with label mobile. Show all posts

Sunday, June 21, 2009

Handmade




Above is an iPhone game called Parachute Panic [iTunes link]. It's hard to tell it's a game because the hand drawn graphics – from the grid paper background to the characters. Doodle Jump is another game that uses hand drawn characters for the game.

I love it this trend in gaming. And in living.

There's been much of the trend of handmade but I think it's a huge one, especially now. This economy is forcing everyone to go back to basics and use whatever skill one has to make a living or bolster reduced earnings. Games like these are the work of a few people who have the patience and autonomy to do what they want.

Similarly, I've been exploring Etsy, the online shop supporting individual crafters throughout the world. One can even search for local shops. There's little 'risk' because the prices are comparable to mass brands and in some cases much cheaper. I've already purchased a few things that I will spotlight if they perform well.

It's not lost on me the importance of the internet, computers, and phones. They have changed the course of human history in so many ways, I've lost count. I love how it empowers the small and keeps the big honest. Such a wonderful thing.

Wednesday, January 21, 2009

Are iPhone activities tasks?

I love 'Adaptive Path,' a blog run by a usability research firm. Having done some usability work, it's interesting to see how the discipline is changing.

Rachel Hinman wrote an article [link here] on an evolving theory that usability experts are going to have to tear up their task analysis model and embrace something more fuzzy. She believes the task model will give way to the possibility model. She cites three areas where iPhone interactions deviates away from simple tasks:

1) Interactions that accrue value over time. This group consists of services such as Facebook and Twitter, where the value in the application is less the application and more the interactions that it enables, whose value builds over time. 

2) Interactions that facilitate exploration. This group is made up of 'idle' apps such as Koi Pond and Attaining Zen – there's no task other than enjoying the experience of raking sand and playing with fish.

3) Interactions that sense intent. These applications are location aware and suggest interactions based on that location data. As an example, a to-do application that shows the grocery list when you are in the supermarket and office tasks when you are in the office. 

It's an interesting theory but I disagree her basic assumption that feeds into this theory – that mobile devices are not great platforms for accomplishing tasks. On the contrary, I believe mobile devices are actually better for many tasks that have traditionally lived on the desktop, such as scheduling, list management etc.

Human beings are task oriented, regardless of the sophistication of the task. In all the interactions she cites, there are tasks associated with them. 

1) In the first interaction, the task is staying connected to my friends, family and associates. It's not that different than sending an email to a friend or group of friends. 

2) In the second interaction, the task is entertainment, which may not seem like a task but to me it is. 

3) The third interaction is actually the best type of task management possible – one that senses where you are and suggests what tasks you should be doing. We all have lists for different locations and recognize how frustrating it is to go to a store and realize that you have forgotten your list.

For usability experts, what will need to change is how one tests tasks on a mobile device vs. the desktop. Because of space and time constraints, users are much less forgiving of an application that is designed poorly. Apple deserves credit for educating developers on the differences but there's so much they can do. 

I think this is an area for growth for usability experts. The App Store is loaded with hundreds if not thousands of applications that are just plain frustrating to use and poorly thought out. I look forward to seeing how they can be improved.

Monday, January 12, 2009

Cell phone television

Soon we'll be able to watch television on our cell phones. The major networks – ABC, NBC, CBS and FOX – will be launching the service in 22 cities, with NY being the first at the end of the year. LG and Samsung will be leading the charge to bring the service to their handsets. This isn't surprising since Koreans have had TV on their cell phones for years so the two companies have perfected the convergence in their local market. 

I can see it for sports and other live events where time is critical and one is not likely to watch it later. Advertisers will love it. But since you can download or view just about anything whenever you want, its' usefulness and appeal seems limited to me. I started dabbling in live TV on my phone years ago but found it's hard to find something you want to watch if you just have a spare moment. YouTube is more entertaining. 

Hat tip [WARC and TMCNews]

Sunday, January 4, 2009

Folding OLED


Awesome concept using Samsung OLED technology illustrating how a folding phone would work. 

We are on the cusp of some amazing product innovations in the next few years thanks to advances in thin low powered displays. I hope the next revision of the iPhone will have OLED technology that will allow the battery to last longer. 

Sunday, December 7, 2008

A place to de-stress




Sometimes I wonder if the Japanese are just more honest about human nature. Even though it is a fairly restrictive society, they are comfortable with expressing themselves in a way Americans surely aren't. I think it's an interesting topic to explore further. 

Here's a great example. A mobile stress reducer. The sign 'A place for venting anger.' You can go into this truck and break dishes for 200 yen. How awesome is this!?! I should set one up around here. I'm sure it would do a ton of business.

Hat tip [Tokyo Mango]