Interaction Design for Mobile Devices

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Interaction Design for Mobile Devices

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Thank you Edward. Next I will discuss on the design issues concerned with Interaction Design for Mobile Devices. DESIGN INTERACTIONSThere are 3 common elements that most people are concerned with.ErgonomicsFirst, designing for mobile ergonomics requires that we pay attention to device dimensions as well as concerns of touch screens. The way a user holds a device and touches the screen, for example, influences how easy it is for that user to reach parts of the screen. The hit areas or areas of the screen the user touches to activate something, require adequate space for user to accurately and confidently press. GesturesSecond, each part of a touchscreen dedicated to functionality precludes the display of content in that area, making gestures a crucial component of mobile interaction design. All of the major touch operating systems employ them, including Googles Android, Apples iOS and Microsofts Windows 8. This table provides a brief summary which includes: A LONG PRESS in iOS puts users in editable text display magnified view for cursor position while in Android, it enters the data selection mode and in Windows 8, it shows tooltip. A SMALL WIPE in iOS reveals a delete button whereas in Android there is no standard and in Windows 8, to select objects in a list or grid. A PINCH OR SPREAD allows users in all the operating systems to zoom in or zoom out.TransitionsTransitions are interactions that smooth the boundaries between application states, helping to tell a story. More generally, transitions help to facilitate recall and prevent users from getting lost. Basic transitions include: Quick change with no animations Expand to push content along or down Flip to view content related to previous screen such as additional settings or information Open to full screen to view an item Horizontal slide along to view new and related content, or back to a previous screen Horizontal slide over to view supporting or additional contentIn addition to the concerns we addressed, we identified that mobile devices present HCI designers with 5 main challenges:Firstly it is the designing for mobilityAs users are mobile, they will not have many props around them to support work (e.g. notes on desks). They will need to work with small devices and this means that they are unlikely to have an ideal working environment and this environment will change drastically as the user moves.Second, designing for a widespread populationUsers will not normally have any formal training in their technologies and consider them as devices to be used rather than computers to be maintained. This implies that devices or applications may not be used the way they should and hence cause confusions and also short life span. There is also an issue in designing for limited input/output facilitiesScreen sizes will improve in resolution in terms of colour support and pixels, but will always be small due to the need for portability. Sound output quality is often very poor with restricted voice recognition on input. Keyboards are limited in size and number of keys and other pointing devices are often hard to use when on the move. Next it is the designing for incomplete and varying context informationThrough various sensors and networks, mobile devices can be made aware of their context (e.g. current location through the GPS). This gives new information to the systems but brings problems of implying task and user level activities from sensor information and unreliable or patchy sensor coverage. Lastly, users multitasking at levels unfamiliar to most desktop usersMultitasking and support for task interruption is one of the keys to successful desktop design. With mobile devices, the opportunities for and frequency of interruptions are likely to be much higher given the environments in which the devices are used.

RESEARCH ISSUESAside from design issues, there are research issues that seem to be characterizing mobile interaction design research.We already know what to buildFirstly, there is a common conjecture that we already knew what systems to build and what problems to solve, such as limited screen, limited means for interaction and limited network bandwidth. We just didnt know yet exactly how to build these systems and how to solve these problems. But the solutions existed out there and were just waiting to be uncovered. Only very little research addressed the more fundamental questions of what is useful and what is perceived problematic from a user-perspective, and evaluations focused on technical functionality rather than context-centred and user-centred issues. For instance, the introduction of the new tiered 4G plans in its aim to ensure high quality and more consistent experience for its users. However, are people really that dissatisfied with the speed of 3G network than currently how much they are exceeding in data usage having to pay even more?Context is not importantNext, the limited focus on real-word studies indicated an assumption that context was not really important for what we build, and that interactive mobile computer systems are by definition suitable solutions. Building and evaluating systems on the basis of applied research and laboratory experiments also results in very concrete conclusions about very specific solutions. These conclusions can be difficult to generalize and therefore it can be difficult to elevate learning from the systems developed and study in use, to an abstract level where knowledge can be transferred to other design cases, technologies, users, purposes and etc. Methodology matters very littleLastly, the observation that only very few studies were based on an explicitly described methodological foundation showed that methodology mattered very little in mobile HCI and interaction design research. The choice of method influences the results subsequently produced. Hence, a lack of fundamental critical reflection on methodology, and a sensitivity to its importance, would impede ability to identify the limitations of work and inhibit the breakthroughs in design and use discovered through deliberately looking at and doing things different than before.

RECENT DEVELOPMENTSThe technical capabilities of our mobile devices have improved significantly to the point where factors such as screen real estate, input capabilities, processing power, network speed and battery lifespan are much less of an issue than only a half a decade ago. However it is unlike to reach an end point. It is about creating interactive systems, devices and services that respond to the broad and diverse aspects of human life and fit naturally into peoples complex and dynamic lives of constantly changing settings and situations. We will be showing you 3 product videos of the recent mobile interaction development.You can see how such applications have helped in the interaction of mobile devices for specific user groups. From translating unintelligible pronunciation from any language into understandable speech, translating sigh language into speech and text, and to an audio guide map optimized for the visually impaired.With this, we have come to an end of our presentation.