Title: Mobile Application UI Design
1Mobile Application UI Design
2Introduction
- This chapter introduces design considerations for
MIDlets in the consumer market. - Designing MIDlets differs significantly from
designing desktop computer software. - Some important differences, such as focusing on
ease of use, resource limitations, and the domain
of consumer devices, and their design
implications are covered in the following
sections of this chapter - Consumer Characteristics
- The Nature of Consumer Products
- Consumer-Product Domains
- Design Considerations for Consumer Products
3Design of Applications
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4Consumer Characteristics
- Consumer application users have different
characteristics than users of desktop systems. - Consumers are familiar with appliances that
typically have simple, predictable UIs, such as
phones, microwave ovens and might feel
uncomfortable dealing with anything they consider
too high-tech. - They expect consumer products to be predictable,
easy to learn, and easy to use. - Make new devices and applications as familiar,
responsive, easy to learn, and easy to use as
possible.
Recommendation
5The Nature of Consumer Products
- It is important to consider the limited resources
and particular input and output (I/O) mechanisms
of a consumer device . - Software and hardware must be tightly
integrated. - Understand the limitation of target platform and
conduct performance tuning.
Recommendation
6Consumer-Product Domains
- Specialization for particular activities is a
strength of consumer products such as televisions
and mobile phones. - The focus of a device (the tasks it performs and
the setting in which it is used) identifies its
domain. - For example, the domain of a basic pager is
information access. - Its tasks are receiving phone numbers or short
text messages and displaying them. - It is used in very short sessions and can be
carried to any location. - The consumer must be able to retrieve information
(a phone number or a short message) quickly.
7Consumer-Product Domains
- A products domain has implications for the UI
design and the user experience. - There are many domains for consumer products.
Three that are relevant to MIDP are discussed
below - Information Access and Communication
- Business Functions
- Entertainment
8Information Access and Communication
- e.g. Booking a movie ticket, Reading stock,
reading email etc. - Typical applications of mobile phones.
- The domain has these characteristics
- Products are used for
- Short periods at a time (a few seconds to five
minutes) - Specific tasks
- Tasks
- Are usually structured and directed
9Information Access and Communication
- Consumers
- Are likely to concentrate during their
interactions - Approach the product with specific task or goals
in mind - Are motivated to complete tasks and want quick,
efficient, easy experiences - May be skeptical of the devices network
connectivity - May doubt the devices ability to communicate
properly at all times
10Information Access and Communication
11Information Access and Communication
- User Requirement
- Create UIs that provide efficient experiences.
- Task completion is important and time may be a
critical factor. - Consumers must be able to complete tasks quickly
and efficiently. - Make screens work together.
- For example, an application should not ask the
consumer to input data in one screen and again a
few screens later.
Recommendation
12Information Access and Communication
- Let the consumer know the outcome of an
interaction that takes place across a network. - It is obvious when some interactions have
completed successfully. - For example, when a browser requests a web page,
the information exchange has obviously completed
when the page is displayed. - For other interactions, such as sending data to a
remote location, the outcome might not be as
obvious. Let consumers know that such data
exchanges are progressing and when they
completed.
13Business Functions
- Products in the business functions domain help
workers or operators perform specific,
job-related tasks. - Examples include
- Devices to help waiters take orders
- Applications to help assembly line supervisors
debug problems - Stock checking in a warehouse
- These products can also be thought of as
vertical-market devices and applications, because
they target a specific task in a narrow field.
14Business Functions
- The business functions domain has the following
characteristics - Products are used for job-related tasks, for
which training costs can be an issue. - Tasks might be completed incrementally.
- Consumers usually have domain knowledge specific
to the application. - The characteristics and design implications of
the business functions domain are similar to
those of the information access and communication
domain.
15Business Functions
- Applications in this domain need to be efficient
and predicable. Here is a screen from an example
application in this domain
16Entertainment
- Consumer products used for entertainment, such as
a games on PDAs or gaming devices, share these
characteristics - Products are used
- In comfortable, low-stress environments
- For 10 to 30 minutes or more at a time
- For less structured tasks
- Tasks are such that interruptions are possible
- Consumers
- Are likely to have varying levels of
concentration and attention during their
interactions - Approach the products with a relaxed attitude
- Are more interested in a pleasant experience than
in performing a specific task
17Entertainment
- e.g. Playing a game on a mobile phone while
standing in line at the grocery store. - User Requirement
- Create entertainment UIs that provide a pleasant
experience in preference to an efficient one. - Task completion time in this domain is not a
critical factor and the consumer is not under
significant time pressure.
18Entertainment
Recommendation
- Devote as much input/output bandwidth as possible
to seeing, hearing, and interacting with the
entertainment. - The interaction of the consumer and the game is
the products most important feature. - Create UIs that interfere as little as possible
with the content. For example, an applications
controls should take up as little screen
real-estate as possible so that consumers can see
more of the screen.
19Design Considerations
- Some principles for designing mobile application
UIs. - Key Factors to keep in mind
- Simplicity
- Consistency/Predictability
- User Control
- Feedback
- Aesthetics
20Design Considerations Simplicity
- Show the most frequently used controls directly
on the interface - Hide secondary controls in menus
- Automate as many processes as you can
- Show only relevant data
- Group related tasks
- Allow users to navigate to data by selecting
options - Reduce the amount of data entry users must
perform - Reduce number of steps needed to complete a task
21Simplicity
- Functionality Versus Simplicity
- The more functionality included in a product, the
more difficult it is to learn and use. - Use the 80/20 rule Identify the 20 of the
functionality that will meet 80 of the
consumers needs and optimize your design
accordingly. Do not change your design to provide
the same level of access to these functions as to
the critical 20.
22Simplicity
- Choice Versus Simplicity
- Choice is useful when it is appropriate but too
much choice can create a complicated, perhaps
overwhelming, situation. - For example, consider replying to an email. An
email application could give you the choice of - replying to the sender and including the original
mail - replying to the sender without including the
original mail - replying to everyone who received the original
mail and including the original mail in the
reply - and replying to everyone who received the
original mail without including it in the reply. - Reduce choice by providing reasonable defaults
and removing non-essential options.
23Simplicity
- What are the problems of the following menu for
the operations of a mail client?
24Simplicity
- Too many "Reply" options.
- "Next" is the most popular option and should be
the very first one.
25Simplicity
- Suppose you have conducted the usability study
and found the statistics of the operation usage - Reply (with original mail) 10
- Reply (no original mail) 5
- Reply All (with original mail) 10
- Reply All (no original mail) 3
- Forward 8
- Delete 12
- Previous 20
- Next 32
- How would you redesign the interface?
26Design Considerations Consistency
- Reuse existing user interface concepts and design
guidelines. - Use controls, such as scroll bars, that behave
similarly regardless of context. - Extend existing concepts to cover new situations.
- Design a new control or concept if you cannot
extend your solution.
27Make It Predictable
- Consumers should be able to predict what will
happen when they take an action they rarely look
at documentation. - For example, in a book ordering system, customers
will not know the next steps for a menu item
"Create Order". - Should use "Buy Book" instead.
- If you must choose between predictable and
efficient, choose predictable.
28Make It Predictable
- What are the problems of the following UIs?
- Press Cancel command is to cancel or not to
cancel.
29Make It Predictable
- How can a customer to return if he does not want
to continue?
30Design Considerations User Control
- Allow users to complete tasks in fewer steps.
- Provide ways for users to customize your
application. - Give users the opportunity to reverse or continue
their actions despite non-critical errors. - Allow programs to be interrupted
31Make Everything Interruptible
- Enable consumers to interrupt an application no
matter what state it is in. - Consumers should always be able to cancel or
simply interrupt the device in order to do
something else. - If a consumer is in the middle of an activity,
the consumer should be able to start over at the
beginning. - Allowing consumers to interrupt anything keeps
the control of the product in the hands of the
consumer.
32Design Considerations Feedback
- Users need and should receive clear and immediate
feedback on their actions. - Such feedback can enhance the presentation of
written and graphical information. - Two types of Feedback are
- Visual Feedback achieved through
- Messages
- Animation
- Audio Feedback achieved through
- A piece of music or voice message.
- Alert messages.
33Design Considerations Aesthetics
- Select interface elements carefully
- Create a tidy appearance
- Establish a design strategy and style convention
before you begin development - Respect user settings and preferences
- Select the fewest elements needed to communicate
information
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35Know Your User
- When designing user interfaces for mobile phones,
developers should consider the following - Target group. Designers should have a clear
vision of their application target users (and
target devices as well) before actual design and
implementation begins. - Early focus on users. Designers should have
direct contact with intended or actual users to
make sure that they are fulfilling user
requirements. In practical terms, applications
should be simple, easy, and comfortable to use.
36Know Your User
- Early and continual user testing. Designers
should conduct sufficient testing so that they
can detect usability errors as early as possible. - Integrated design. All aspects of usability
(e.g., user interface, help system,
documentation) should evolve in parallel, rather
that sequentially.
37Other Design Tips
- After developers know the end users well enough,
it is time for them to produce the actual
application. - Here are some practical design tips
- Use a "screen map" or some other modeling
technique to visualize your design. - Split the application into the various states and
clarify the connections between states (starting
point and end point). - In this phase, consider the issue of navigation
throughout the entire application, and make sure
that users can always go back.
38Screen map technique example
39Other Design Tips
- Proceed to a more detailed level.
- Think about the different messages that you want
to give to the user in various situations. - Think also about all possible errors!
- Remember that your MIDlet can go to a variety of
mobile devices, and that the screens, shapes, and
sizes of devices may vary. - Test as much as possible.
- Take advantage of the MIDP high-level user
interface when possible, so that your MIDlet
behaves like the phone's own applications.