Showing posts with label development. Show all posts
Showing posts with label development. Show all posts

Wednesday, August 25, 2010

What IS iPad?


Remember the original iPhone launch? The outrage that it wasn't possible to create 3rd party apps for it? Why was it such a big deal? Especially considering that Apple just had released their first phone, with some music playing capabilities...

Or did Apple actually release a phone?

When looking at the big picture, I think what Apple did... was a general purpose device, with touchscreen optimized user interface. Yes, it happens to be able to make phone calls, but it can also do many other things.

The reason people carry a mobile phone around, is the ability to be connected to other people and other people being able to connect to you, when needed. Since people are not so comfortable with carrying big bunch of devices (requires more space, weight, ...), they quite often like the fact that they can use the phone also for other purposes than making calls.

Many owners actually use their iPhones for many things that are not about calling or texting, hence the wild popularity and download rates for thousands of apps in the App Store. Personally I'd probably be quite comfortable with an iPod Touch (a non-phone), if it weren't for the fact that internet has to be accessible from everywhere (cellular data), and that it's nice that people are able to connect to me via conventional ways, even if it's not that often.

Since iPod Touch carries the stamp of "iPhone without the phone", are the users of the iPhone and the iPod Touch using their devices for mostly the same purposes (except calling)? Probably not. Games have been hugely popular in App Store, and I'd be willing to bet that pretty many of those games are being played on iPod Touches..., because that's what the "younger kids" are having. It's a secondary device, mostly a portable game console, which they can carry around. No need for expensive phone plans, just keep the cheap phone, with maybe pre-paid contract. As a bonus, in home, school and other networked places, it becomes nice portable web and social device.

It's just a hunch, but women seem very interested in small portable music players to carry around. All those almost jewelry -like iPod Nano's and iPod Shuffles. It's humming along in gym, as well as on the way to work and back. For that, iPod Touch is a bit too big... unless it can provide enough appeal beyond having nice metal mirror on the backside. For some it may have that desirability, but then the lack of ubiquitous connectivity (for all the social apps) points towards an iPhone...

iPod Touches and iPhones are being used in homes, but there they need to compete with full-blown personal computers, as well as with wall mounted big TVs. And there, the small screen, no matter how high the resolution is, starts to lose it's shine. And currently the apps enabling Create and Modify activities are only starting to appear in the App Store.

For casual organizing of life, like noting down upcoming events, making shopping lists, sending reminders to friends... The small, instant-on touchscreen devices still can easily overtake TV or computers. But for big time entertainment, or for "getting things done", it falls a bit short.

...

In some ways, iPad is more of the same. It's still the same idea as iPhone already was, a very general purpose device. So it's not so much of a question what all kinds of things are possible (pretty much anything), but who is using it, in what context.

The only major difference to iPhones and iPod touches is the physical size of the display, which then ends up affecting the size of the device, the weight and consequently the ways to hold it and the portability of it.

Being more luggable and instant-on than a laptop, some internet-oriented road-warriors have found iPad being able to replace, at least partially, the use cases for laptop. It is more relaxed, almost leisurely device to use, compared to a full-blown laptop. And showcasing things to a client, on-the-go, is quite likely more attractive and immersive on a iPad, compared to a laptop screen (just give the iPad to the clients waiting hands). All in all, it will still take quite some time before iPad is a valid competitor to laptop for road-warriors though.

Compared to the iPhones and even iPod Touches, I think the iPad will spend much less time on the move. For an average person, it's probably a "device at home", "device at work" (e.g. medical field), or some other static context like that, with only occasionally taking it along, for example to show latest family photos and -videos to grandparents.

As a "home device" it probably is more entertainment oriented, whether it's news, books, web, social or games. It's the device when you want to "quiet down" on your own, to do your own stuff, rather than sit, agree on and watch the same TV programming with rest of the household. So you might sit on a sofa, or lie down on bed while toying with iPad.

Two groups of people who will actively use iPads are kids (especially younger than teens) and the elderly. The extent of it might still surprise some, in a year or two from now, as those groups are not traditionally typical for using the latest tech.

For kids the almost irresistible draw on iPad is it's intuitiveness. Just Google for iPhones and 1-2 year olds and you will get the idea. There are already, and there will be even more iPad apps specifically for kids. Parents have the power to choose what apps get on the device (by buying them) and kids have the freedom to explore the iPad without the need of parent to watch or guide over the shoulder. It's a win-win situation. Plus there's no need for separate game console, or DVD player. Some of the best selling children's books become animated and interactive, becoming even more attractive, and self-learnable.

Maybe un-surprisingly, the elders get attracted to iPad for the same reason the kids are. It's their "first computer" that they can actually use, without being intimidated or having fear of getting lost. There's the trusty, single, big, physical, black "panic button" that always gets you to where you started from.

And this is just the beginning of the journey.

...

Update: Mr. Bray points to tablet's advantage for (physical) shareability. Good point.

Friday, December 04, 2009

At Barcelona - UX meets Code

Presentacion de Jose Martinez
Let's see what all we can accomplish here. Blogging with MaStory :)

Monday, October 26, 2009

Maemo 5 GUI Design Template (GUI PSD)


The Maemo 5 documentation now includes also the GUI Design Template, which allows one to create high-fidelity image mockups.

Currently the GUI Design template is available in Photoshop format that has a fairly comprehensive library of assets – all fully editable.

As is usual with these things, this is not something you'd use e.g. for wireframes or as a replacement for pen an paper. This is more useful for situations where pixel perfectness is needed.

Sunday, October 11, 2009

Designing UI for Maemo 5 (Maemo Summit 2009)

I had a presentation in Maemo Summit 2009 about Designing UI for Maemo 5. The slides of the presentation are available in slideshare.

Abstract:
How to make the applications work together as an integrated whole?

This talk will discuss the UI Design of the Maemo 5 product as an "application portfolio". Design patterns as well as application specific designs are presented, and the reasoning for the design decisions.

Design of the pre-installed applications in the Maemo 5 product is discussed, highlighting the UI flows, common user experience solutions and power user features. Throughout the application walk-through, the structure and "look and feel" of the applications is categorized, resulting in a conceptual design tool for 3rd party application designers and developers.

Monday, November 20, 2006

Open source -like ecosystems

COMPUTER SCIENCE
In the field of computer science, the last 20 years have seen two main modes of production - the companies and open source. There is also a third semi-producer - the academic research. Although academic world has traditionally been closer to the open source -approach than proprietary software -approach, the current financing and contracting frameworks in the research are actually driving towards proprietary research.

Lately, open source has become serious contender for the traditional proprietary (closed-source) business model. The advantages are high collaboration and contribution between individuals and companies in the field and the possibility to freely distribute and modify the product both in final and source code form. Because digitally created products are easy to duplicate, they are easy target for open source -inspired approaches. Physical products are much harder challenge.

USER-CENTRED RESEARCH
User-centred approach has been successful in enabling companies to reach out for users, in order to create more relevant and less risky products. Typically users in this kind of research are informants - they are a subject to be studied, understood and empathized with. It is the researchers and designers who interprete/translate the findings into the features/requirements for the product/service.

PARTICIPATIVE DESIGN
Parallel to the user-centred approach, participative design has sought to create methods and tools for users (e.g. Sanders's Make Tools), so that the users (who are non-professionals) can participate to the development and design activities in companies. Despite the higher level of participation from users, this approach allows companies to define the direction and flow of the development.

ACTIVE, EMPOWERED USERS
Lately users are increasingly capable of creating their own products (especially in the digital realm, see "prosumers") and content (like photos, video), thanks to new easy-to-use tools (e.g. Apple iLife) and services (e.g. Gmail and Flickr). In this ecosystem, the companies ultimately transform from creators of products to creators of tools (meta products), with which the users create the (final) products. Some of the meta products can translate into services, which encourages subscription based business models, instead of the traditional pay-to-own models.

It is possible to translate part of the physical product economy to this ecosystem by offering smartly designed interfaces and building blocks (remember LEGO -bricks?, see "mass-customization") to users who can then build their own product. The Apple's iPod -economy is a one kind of approach to this.

USERS AS PATH SHAPERS
Open source development has shown its potential to accelerate the creation and distribution of meaningful, well working products. It can scale beyond the abilities and resources of any single company. How this approach could be expanded outside the realm of software code?

Here are my thoughts:
1) Many of the (digital) tools of expressing and communicating ideas and thoughts already exists. Although they could be even better.
2) The re-use and re-cycling of existing products and ideas is a excellent facilitator to this process.
3) Users should have methods and techniques with which they are able to find out, articulate, describe and refine what is important and relevant to them. They should be empowered to create concepts that others (companies, organizations or individuals) can then productize. Professionals have this knowledge, but their ways of work do not directly help users.