Mobile interaction: Difference between revisions
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[[File:NFC touch interactions 2.jpg|thumb|Mobile Phone Device]] |
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'''Mobile interaction''' is the study of interaction between mobile users and computers. Mobile interaction is an aspect of [[human–computer interaction]] that emerged when computers became small enough to enable mobile usage around 1990's. |
'''Mobile interaction''' is the study of interaction between mobile users and computers. Mobile interaction is an aspect of [[human–computer interaction]] that emerged when computers became small enough to enable mobile usage around 1990's. |
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== History == |
== History == |
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The history of mobile interaction can be divided into a number of eras, or waves, each characterized by a particular technological focus, interaction design trends, and by leading to fundamental changes in the design and use of mobile devices. Although not strictly sequential, they provide a good overview of the legacy on which current mobile computing research and design is built. |
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Mobile Interaction went through many eras categorized by the specific focus of the technology used. There are main sex eras categorized as the following but not strictly sequential: |
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'''1. Portability:''' |
'''1. Portability:''' |
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'''6. Apps:''' |
'''6. Apps:''' |
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[[File:IPhone and iPhone 3G (Yutaka Tsutano).jpg|thumb|Apple iPhone]] |
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During 2007, Apple introduced their first [[iPhone]]. It was a converged mobile device with different features functionality. The most important thing is that it represents a significant rethinking of the design of mobile interactions and a series of notable interaction design choices.<ref>[http://www.morganclaypool.com/doi/pdf/10.2200/S00584ED1V01Y201406HCI021]</ref> |
During 2007, Apple introduced their first [[iPhone]]. It was a converged mobile device with different features functionality. The most important thing is that it represents a significant rethinking of the design of mobile interactions and a series of notable interaction design choices.<ref>[http://www.morganclaypool.com/doi/pdf/10.2200/S00584ED1V01Y201406HCI021]</ref> |
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Revision as of 13:10, 21 April 2015
Mobile interaction is the study of interaction between mobile users and computers. Mobile interaction is an aspect of human–computer interaction that emerged when computers became small enough to enable mobile usage around 1990's.
Mobile devices, in particular, mobile phones, PDAs and mobile music player has become an essential part of life for billion users. Mobile devices affect the way we interact, share, and communicate with others. They are growing in diversity and complexity, featuring new interaction paradigms, modalities, shapes, and purposes (e.g., E-book Readers, Portable Media Players, Gaming consoles). The strong differentiating factors that characterize mobile devices from traditional personal computing (e.g., desktop PCs), are their ubiquitous use, usual small size, and mixed interaction modalities.[1]
History
The history of mobile interaction can be divided into a number of eras, or waves, each characterized by a particular technological focus, interaction design trends, and by leading to fundamental changes in the design and use of mobile devices. Although not strictly sequential, they provide a good overview of the legacy on which current mobile computing research and design is built.
1. Portability:
One of the first work in the mobile interaction discipline was the concept of the Dynabook by Alan Kay in 1968. However, at that time the necessary hardware to build such system was not available. When the first laptops were built in the early 1980s they were seen as transportable desktop computers.
2. Miniaturization:
By the early 1990’s, many types of handheld devices were introduced such as labelled palmtop computers, digital organizers, or “Personal Digital Assistants” (PDAs).
3. Connectivity:
by 1973, Martin Cooper worked at Motorola developed a handheld mobile phone concept, which later on by 1983, led to the introduction of the first commercial mobile phone called the DynaTAC 8000X.
4. Convergence:
During this era, different types of specialized mobile devices started to converge into new types of hybrid devices with primarily different form factors and interaction designs. On 1992, the first device of such technique the “Smart Phones” was introduced. The first smart phone was the IBM Simon and it was used for making phone calls, calendars, addresses, notes, e-mail, fax and games.
5. Divergence:
During the 2000s, a trend toward a single function many devices started to spread. the basic idea behind divergence is that specialized tools facilitate optimization of functionality over time and enhancement of use. The most famous device of this era was the Apple iPod on 2001.
6. Apps:
During 2007, Apple introduced their first iPhone. It was a converged mobile device with different features functionality. The most important thing is that it represents a significant rethinking of the design of mobile interactions and a series of notable interaction design choices.[2]
Goals
With the evolution of both software and hardware on the mobile devices, the users are becoming more demanding of the user interfaces (UIs) that provide both functionality and pleasant user experiences. The goal of mobile interaction researches is to understand the requirements and needs of mobile users. Compared with stationary devices mobile devices have specific, often restricted, input and output requirements. A goal that is often named is to overcome the limitations of mobile devices. However, exploiting the special opportunities of mobile usage can also be seen as a central goal.
Mobile interaction design
The processes in mobile interaction design are in the following main types of activity:[3]
- Understanding users - having a sense of people's capabilities and limitations; gaining a rich picture of what makes up the detail of their lives, the things they do and use.
- Developing prototype designs - representing a proposed interaction design in such a way that it can be demonstrated, altered, and discussed.
- Evaluation - each prototype is a stepping stone to the next, better, refined design. Evaluation techniques identify the strengths and weaknesses of a design but can also lead the team to propose a completely different approach, discarding the current line of design thinking for a radical approach.
See also
References
- ^ De Sa, Marco; Carrico, Luis (2011). "Designing and Evaluating Mobile Interaction: Challenges and Trends". Foundations and Trends in Human–Computer Interaction, Volume 4 Issue 3: 175–243. doi:10.1561/1100000025.
- ^ [1]
- ^ Jones, Matt; Marsden, Gary (2006). Mobile Interaction Design. Wiley & Sons. ISBN 978-0-4700-9089-3.
Further reading
- Bertini, Enrico; Calì, Andrea; Catarci, Tiziana; Gabrielli, Silvia; Kimani, Stephen (2005). "Interaction-Based Adaptation for Small Screen Devices". User Modeling, Lecture Notes in Computer Science. Springer Berlin / Heidelberg. ISBN 978-3-5402-7885-6.
- Tarasewich, Peter (2003). "Designing mobile commerce applications". Communications of the ACM. ISSN 0001-0782.
- Roduner, Christof (2006). "The Mobile Phone as a Universal Interaction Device – Are There Limits?". MobileHCI 2006 Workshop on Mobile Interaction with the Real World (MIRW).