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Designing Mobile Phones and Communicators for Consumers Needs at Nokia By: Kaisa Vaananen-Vainio-Mattila, Satu Ruuska Review by: Irina Ceaparu
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History initially - strategic communication devices initially - strategic communication devices designed for durability, difficult interaction designed for durability, difficult interaction 1980s - become consumer products 1980s - become consumer products phones - basic comm. device that deals with text- and voice- based comm. services phones - basic comm. device that deals with text- and voice- based comm. services communicators - advanced comm. devices (multimedia comm. capabilities, personal assistant tasks) communicators - advanced comm. devices (multimedia comm. capabilities, personal assistant tasks)
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Sociological & Cultural Issues 1 st wide-area cellular net – Nordic Mobile Telecommunication (Scandinavia) 1 st wide-area cellular net – Nordic Mobile Telecommunication (Scandinavia) necessary cond. for a product to be part of a lifestyle: necessary cond. for a product to be part of a lifestyle: - externally driven => socially accepted - externally driven => socially accepted - stable => rationally accepted - stable => rationally accepted evolution: serious tool (military), business tool, consumer product (e.90s-Finland, Sweden, UK) evolution: serious tool (military), business tool, consumer product (e.90s-Finland, Sweden, UK) personalization => adaptation to consumers lifestyle personalization => adaptation to consumers lifestyle cultural background => adoption of new device (language, mental model, personal safety issues) cultural background => adoption of new device (language, mental model, personal safety issues)
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User Satisfaction & Quality of Use Quality of use = the extent to which a product can be used by specified users to achieve specified goals in a specified context of use with Quality of use = the extent to which a product can be used by specified users to achieve specified goals in a specified context of use with - effectiveness - effectiveness - efficiency - efficiency - satisfaction - satisfaction Context of use = characteristics of the users, tasks and the organizational and physical environments Context of use = characteristics of the users, tasks and the organizational and physical environments
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The Mobile Context of Use ideally, being mobile should remain transparent to the user ideally, being mobile should remain transparent to the user in reality, diff. interactions/presentations options depend of the context of use: in reality, diff. interactions/presentations options depend of the context of use: - mobile infrastructure context - physical context - social context
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The Mobile Context of Use (cont.) Infrastructure context Physical context Social context - no or bad network coverage - low communication bandwidth - wireless use - noisy surroundings - unstable and varying usage position - moving environment - environmental factors - need to collaborate /share info - need to keep interaction paths short and quiet - need for privacy - need to differentiate oneself from other users
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Scenarios and Tasks Purpose of usage scenarios: Purpose of usage scenarios: Make work practices more concrete Make work practices more concrete Identify areas for improvement Identify areas for improvement Identify critical tasks Identify critical tasks Tasks–smooth flow, flexible for switches and interruptions Tasks–smooth flow, flexible for switches and interruptions Common tasks + flexibility + customizability Common tasks + flexibility + customizability Classification of tasks based on frequency of use: Classification of tasks based on frequency of use: Very critical (done under pressure) Very critical (done under pressure) Critical (done frequently) Critical (done frequently) Medium frequency/pressure Medium frequency/pressure Not frequent/not under pressure Not frequent/not under pressure
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Interaction User-Mobile Terminal HCI in PC applications: HCI in PC applications: Direct manipulation Direct manipulation Multimedia (visual+audio+VR) Multimedia (visual+audio+VR) Groupwork support (shared doc., real-time meeting) Groupwork support (shared doc., real-time meeting) Standard UI platforms and P/L Standard UI platforms and P/L HCI in interactive applications: HCI in interactive applications: Indirect manipulation Indirect manipulation Small displays Small displays Miniaturized and monolithic form factor of terminal Miniaturized and monolithic form factor of terminal Lack of UI standards and conventions Lack of UI standards and conventions
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HCI Challenges and Solutions in Basic Phones Challenges Indirect manipulation Indirect manipulation Input - Seq. of button presses Input - Seq. of button presses Feedback – tactile, audio, visual (text, graphic) Feedback – tactile, audio, visual (text, graphic) Small display, brief terminology Small display, brief terminology No direct mapping, hierarchy of functions No direct mapping, hierarchy of functions Alpha input Alpha input One-hand/hands-free usage One-hand/hands-free usage Solutions Ordering/prioritizing menus by critical functions Offering shortcuts Limited amount of dedicated buttons Flexible task flow T9 writing method Headsets/speech UI Larger displays, improved tactile feedback
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HCI Challenges and Solutions in Communicators Benefits over basic phones: Larger screen area Larger screen area More complete keyboards and more softkeys More complete keyboards and more softkeys Two-handed use Two-handed use Challenges: Quick easy access to frequent/critical tasks Smooth task flow Media design Flexibility(switching, undoing,backtracking) Transparency of the underlying technology Personalization of UI and device
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Design of Mobile Terminals Requirement Analysis: Requirement Analysis: Usage contexts cannot all be anticipated=>more resources to understand user needs Usage contexts cannot all be anticipated=>more resources to understand user needs first-time /experienced user requirements first-time /experienced user requirements professional/leisure time requirements professional/leisure time requirements Design + Iterative evaluation Design + Iterative evaluation Concept Design Interaction Design Visual Design Industrial Design -fulfill specific needs - not limit target market - innovative but match resources - not too many navigation and control alternatives - optimal input methods - customization - increase visuality - where I am, where can I go, what is available -ergonomic research -studies of aesthetics
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User Centered Design at Nokia Data gathering Data gathering Concept Creation: Concept Creation: Data analysis Data analysis Scenario and task building Scenario and task building First designs First designs Concept Evaluation: Concept Evaluation: Usability tests/Contextual interviews with paper prototypes Usability tests/Contextual interviews with paper prototypes Design iterations Design iterations Simulation tests + expert evaluations Simulation tests + expert evaluations Testing with functional HW prototypes Testing with functional HW prototypes
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The Contextual Design Approach Participatory design methodologies: Participatory design methodologies: Usability evaluations Usability evaluations Walkthroughs Walkthroughs Contextual interviews Contextual interviews Focus groups Focus groups New method: Contextual Inquiry – gathers insight into users work context and life New method: Contextual Inquiry – gathers insight into users work context and life
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Visions of the Future Third Generation Services Third Generation Services Online Mobile Video Conferencing Online Mobile Video Conferencing Location-Based Information Services Location-Based Information Services Seamless Connectivity between Devices Seamless Connectivity between Devices Symbian – Platform for usable and utilizable mobile application Symbian – Platform for usable and utilizable mobile application Future user needs: quality of service, interaction, new functionality Future user needs: quality of service, interaction, new functionality
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