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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. History. initially - strategic communication devices designed for durability, difficult interaction 1980’s - become consumer products
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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
History • initially - strategic communication devices • designed for durability, difficult interaction • 1980’s - become consumer products • phones - basic comm. device that deals with text- and voice- based comm. services • communicators - advanced comm. devices(multimedia comm. capabilities, personal assistant tasks)
Sociological & Cultural Issues • 1st wide-area cellular net – Nordic Mobile Telecommunication (Scandinavia) • necessary cond. for a product to be part of a lifestyle: - externally driven => socially accepted - stable => rationally accepted • evolution: “serious” tool (military), business tool, consumer product (e.90s-Finland, Sweden, UK) • personalization => adaptation to consumers’ lifestyle • cultural background => adoption of new device (language, mental model, personal safety issues)
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 • - effectiveness • - efficiency • - satisfaction • Context of use = characteristics of the users, tasks and the organizational and physical environments
The Mobile Context of Use • ideally, being mobile should remain transparent to the user • in reality, diff. interactions/presentations options depend of the context of use: - mobile infrastructure context - physical context - social context
Scenarios and Tasks • Purpose of usage scenarios: • Make work practices more concrete • Identify areas for improvement • Identify critical tasks • Tasks–smooth flow, flexible for switches and interruptions • Common tasks + flexibility + customizability • Classification of tasks based on frequency of use: • Very critical (done under pressure) • Critical (done frequently) • Medium frequency/pressure • Not frequent/not under pressure
Interaction User-Mobile Terminal • HCI in PC applications: • Direct manipulation • Multimedia (visual+audio+VR) • Groupwork support (shared doc., real-time meeting) • Standard UI platforms and P/L • HCI in interactive applications: • Indirect manipulation • Small displays • Miniaturized and monolithic form factor of terminal • Lack of UI standards and conventions
Challenges Indirect manipulation Input - Seq. of button presses Feedback – tactile, audio, visual (text, graphic) Small display, brief terminology No direct mapping, hierarchy of functions Alpha input 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 HCI Challenges and Solutions in Basic Phones
Benefits over basic phones: Larger screen area More complete keyboards and more softkeys 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 HCI Challenges and Solutions in Communicators
Design of Mobile Terminals • Requirement Analysis: • Usage contexts cannot all be anticipated=>more resources to understand user needs • first-time /experienced user requirements • professional/leisure time requirements • Design + Iterative evaluation
User Centered Design at Nokia • Data gathering • Concept Creation: • Data analysis • Scenario and task building • First designs • Concept Evaluation: • Usability tests/Contextual interviews with paper prototypes • Design iterations • Simulation tests + expert evaluations • Testing with functional HW prototypes
The Contextual Design Approach • Participatory design methodologies: • Usability evaluations • Walkthroughs • Contextual interviews • Focus groups • New method: Contextual Inquiry – gathers insight into users’ work context and life
Visions of the Future • Third Generation Services • Online Mobile Video Conferencing • Location-Based Information Services • Seamless Connectivity between Devices • Symbian – Platform for usable and utilizable mobile application • Future user needs: quality of service, interaction, new functionality