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UI Design for Mobile Devices

Multi-mode communications. UI Design for Mobile Devices. Demo. Current UI design challenges. 3G pre-IMS and IMS communications functions Spanning communications modes: from store and forward, to near-real-time, to real-time Combining IP and circuit switched networks

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UI Design for Mobile Devices

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  1. Multi-mode communications UI Design for Mobile Devices

  2. Demo

  3. Current UI design challenges 3G pre-IMS and IMS communications functions Spanning communications modes: from store and forward, to near-real-time, to real-time Combining IP and circuit switched networks Combining multiple radios: WiFi and mobile VoIP in enterprise and consumer use cases Bridging the chasm between mobile (IMS) and internet approaches

  4. State of play VoIP: Ugly look, naive design, missed opportunities Failing to make a more flexible form of communication more attractive Failing to tame PBX, VoIP usability, accessibility Mobile: highly polished, but limited Usability for central functions is good enough to make the mobile phone accessible to every human Doesn't encompass messaging, PoC, and real time voice in a single UE

  5. Our original goals Bring the polished quality of mobile UI to VoIP devices Make a simple, understandable PBX UI in the mobile form factor Add IM, social networks, and “VoIM” to the mix Focus on communication – not music, TV, games, location services, etc. Do it using a modern approach to platforms and implementation

  6. Target applications 3G and IMS WiFi in mobile handsets Enterprise VoIP and FMC Consumer pre-IMS mashups of IP and mobile applications

  7. Enablers The new baseline is 3G SoCs Ubiquity of applications processors and/or virtualization obliterate the smartphone/feature-phone boundary PDA-based UI is being replaced by new generation smart mobile devices – iPhone, Danger, Android Managed language system (Java) + open OS (Linux) = smart open mobile devices

  8. Technologically similar Transvirtual SavaJe Java FX Mobile Danger Android Blackberry?

  9. Architecture Good UI is more than skin deep: The UI designer creates a world for the user to manipulate Architecture must support UI design goals Abstracting protocols Translating from protocols to items in a “communication world” Make it simple and enjoyable

  10. Abstracting protocols Cover all relevant protocols for telephony and near-real-time messaging Provide a consistent API Provide a coherent event stream Enables building a universal call state machine

  11. Architecture diagram

  12. Keep it simple No pop-ups, no dialogs No confirmation, except when user data can be permanently destroyed You can always do the thing the screen was meant to enable you to do – no “dead spots” One type of object per screen Softkeys are navigation shortcuts – no “verbs” on softkeys Consistency in forward/back/home behavior

  13. The user's communications world Services: The mobile network, the IP PBX at work, Yahoo IM, GoogleTalk, etc. Contacts: Contacts have addresses that can be reached by at least one of the services you use Sessions: Conversations with contacts The user can have many live sessions, and one current (not on hold) realtime voice session There is a history of session Some sessions are favorites

  14. Novel, but familiar Sessions bring multimedia, multi-mode, and multi-service communication into the heart of the phone UI Sessions are generic, and have uniform and familiar behavior Familiar operations on mobile calls work the same way Generic operations on objects Never lead the user down a dead end

  15. Demo

  16. Measuring our progress Is it simple? Is it familiar? Does the user do more – did we successfully provide access to power? Is it applicable to high-value problems: IMS, dual-mode, 3G, enterprise communications? How far into mass-market hardware can it go?

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