martes, abril 18, 2006

Platforms for mobile deployment prototypes

Date: Mon, 17 Apr 2006 15:19:36 -0400
From: "Scott Weiss" <upcscott@spamarrest.com>
Subject: [IxDA Discuss] Prototyping for Mobile Apps
To: <discuss@ixda.org>
Message-ID: <002e01c66253$de627580$6901a8c0@Venus>
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There are several platforms usable for mobile deployment prototypes.

1.SVGt 1.1 and the Ikivo Animator, using XHTML as a wrapper
2.Adobe Macromedia FlashLite, using the Flash authoring system
3.WAP by itself



SVG is the Scalable Vector Graphics format. Ikivo Animator is an animation authoring package. You can create graphical files, representing user interfaces, in any graphics editor that outputs SVG. Adobe Illustrator outputs SVG. Ikivo Animator supports SVG animations of these files with an intuitive graphical user interface. Combining the animations with XHTML enables the prototyper to simulate more elaborate user interactions. Getting the content to the phone depends on the equipment, accessories, and any data plan set up for the equipment. With the Sony Ericsson W600i, we were able to transfer files using the included data cable.

Adobe Macromedia FlashLite player, available on many phones, enables Flash
authoring to be deployed on handsets in a similar manner to the SVG described above.

Lastly, WAP can be used as a prototype delivery mechanism. Coding the WAP pages and serving them is up to you.

We have been prototyping handheld applications for some time. Flash is the
easiest, but it's far from easy.



Scott Weiss
Principal, Usable Products Company: usableproducts.com (+1.212.929.8599)
Author, "Handheld Usability": handheldusability.com

Prototype mobile applications

Date: Thu, 13 Apr 2006 16:34:58 -0400
From: "Markus Grupp" <Markus.Grupp@telus.com>
Subject: Re: [IxDA Discuss] Prototyping tools for mobile applications
If you are to prototype mobile applications (either native handset apps, or third-party/ Java
apps) and not WAP sites, then there are some robust rapid prototyping tools for specifically for
mobile devices: 
- Cybellius Maestro: http://www.cybelius.com/products/default.htm
- Digital Airways Kaleido: http://www.digitalairways.com/daw/kdoverview.jsp

These tools utilize drag and drop to allow you to get something on to a handset quickly:
- suites of standard applications, events and functions (i.e. new message, missed calls, etc.)
- libraries of mobile UI components and behaviours

Flash Lite does allow you to simulate these as well; however, you need to manually create a
library of mobile UI components; and a library of functions and events using Actionscript.

One caveat: Kaleido and Maestro strictly fit into the current UI/interaction paradigm for mobile
devices and applications (i.e. idle/home screen, main menu, standard applications, softkeys,
softkey menus).  If you are looking at prototyping new interaction methods, layouts and behaviours,
these may
be easier to prototype in Flash Lite. 

(The price of a seat licence for each of these apps may be restrictive, depending on the budget
you have to work with)

Good luck,
Markus

martes, abril 11, 2006

UI Design a branch of Interaction Design

A bit more on why UI Design is in fact a branch of Interaction Design.

Here only some of UI Design principles, which are concerned with time:

- Chunking, Arranging content in grids, Alignment - reduce time of information scanning
- Fitt's law and Recognition over recall - directly time related
- Hick's law and related Signal-to-Noise ratio, Form follows function, Ockham's razor and Framing (or Priming), Choice of color and language based on Cognitive Dissonance principle - all save time by focusing on "user defined" meaningful info
- Storytelling and consistency - save time remembering things and predicting events
 
Interaction design is concerned primarily with time design (as opposed with design of space - a realm of graphic design).
The goal of interaction design is to remove time fluff: excessive clicks, scrolling, browsing, unnecessary screens - time-wasting information/interaction (of course the important question here is who decides which information is important (in a good process the importance is filtered from future users)).
Since time flow is subjective experience, the designer goal is to make it seamless unless disruptions are required due to overriding safety concerns.
Another important condition: the processes should be optimized to fit human nature (for instance it should support learning via exploration of system boundaries, for another instance it should support hero role playing), not to "ease of use" - a misnomer for usability if there was one.
http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm
 

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