Designing Mobile Phones and Communicators for Consumers’ Needs at Nokia

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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

1 st 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

The Mobile Context of Use (cont.)

Infrastructure context

no or bad network coverage

low communication bandwidth

Physical context Social context

wireless use

noisy surroundings

unstable and varying usage position

moving environment

environmental factors

need to collaborate

/share info

need to keep interaction paths short and quiet

need for privacy

need to differentiate oneself from other users

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

HCI Challenges and Solutions in

Basic Phones

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

Communicators

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

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

Concept

Design

Interaction

Design

Visual

Design

Industrial

Design

-fulfill specific needs

not limit target market

innovative but match resources

not too many navigation and control alternatives

optimal input methods

customization

increase visuality

- “where I am, where can I go, what is available”

-ergonomic research

-studies of aesthetics

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

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