- The document discusses the history of poor mobile user experiences and provides examples of good and bad mobile design.
- It highlights statistics on current mobile usage patterns and popular functions. Examples of good mobile design include tight integration with devices and services, and allowing for customization.
- The document provides hints and tips for designing mobile services, including focusing on key information and usability testing. It suggests the mobile experience will continue evolving in the future.
4. overview
• history of bad mobile experience
• who’s using what
• examples of good & bad mobile
• government on mobile
• hints & tips & tools
• the future
9. the experience is broken
• complexity & cost of call & data plans
• low awareness / understanding / need
• separation of hardware, OS,
applications, content & online services
• too much irrelevant functionality
• hidden & difficult customisation
10. for mobile creators
• handset range for intended audience
• 2G vs 3G
• screen size/s
• interaction type/s
• internal developer skills
• understanding of all facets of mobile
11. benefits
• personal
• internet enabled
• location enabled
• access anywhere
• your data (addresses, music, pictures)
• notifications
13. WMDS - 2008
• >70% use for more than voice/sms (61%
info & 57% entertain)
• 31% used to make purchase
• mobile search increased to 30%
• mobile web increased to 49%
• URL entry dropped from 54% to 29%
Australian Results of Worldwide Mobile Data Service Study 2008
www.mnetcorporation.com/worldwide-mobile-data-services-study/
14. AMPLI - 2008
• 34% 2nd mobile phone and/or SIM
• 48% purchased content for their mobile
from PC & 17% carrier portal
• top 3 Content : Games (43%), Trutones
(42%) & Wallpapers (33%)
• top 3 Info: News (53%), Weather (50%)
& Sport (34%)
Australian Mobile Phone Lifestyle Index 2008
www.aimia.com.au/mobile
15. AMPLI - 2008
• future content: music (30%), games
(27%) and wallpapers (25%)
• future content: maps (31%), news (29%)
and weather (28%)
Australian Mobile Phone Lifestyle Index 2008
www.aimia.com.au/mobile
16. oz mobile usage
Quarterly
Period CAGR
Growth Avge
Q4 2008 17.3% 89.3%
Q1 2009 6% 26.2%
6 Months 24.4% 54.8%
AIMIA MIG Mobile Traffic Trend Report
www.aimia.com.au/mobile
18. bad user experience
• not re-thought for mobile
• UI & interaction not designed for mobile
• poor interface design
• poor interaction flow
• inconsistent
• silo-ed applications & OS
19.
20.
21.
22.
23.
24. good mobile uxp
• support user goals
• tight integration with handset
• integration with other applications on
device
• integration with other devices and
services
• allow quick & easy customisation
39. what makes sense?
• what information do people need quick
access to?
• how can you communicate better with
your community?
• can your community communicate with
each other?
• keep it simple, especially to start!
40. hints & tips
• re-think services for mobile
• simplicity and functionality - get the
basics right
• provide an integrated/contextual
service
• know/design for the device range
• do usability testing
41. hints & tips
• mobile specific content
• URL: m. or /m or .mobi? Re-direct!
• option to link through to full site in
footer
• bias code for text input (e.g. Log-in)
• short URL, SMS keyword, QR Code
42. hints & tips
• bubble relevant/interesting content to
the top
• focus on the content and interaction
than how pretty it is to start with
• lowest common denominator is probably
your best place to start
43. tools
• XHTML
• W3C Mobile web initiative http://
www.w3.org/Mobile/
• Wordpress Mobile Plug-in (http://
wordpressmobile.mobi/)
• WURFL (http://wurfl.sourceforge.net/)
•