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Entries in iPhone (16)

Sunday
Feb262012

Paradigmatic Change in UIs

In the first wave of computing there was virtually no user interface, comprising little more than instructions written on punch cards which were loaded into a hopper then read by the computer with the results given to the user via a printout. The second wave introduced what we now know to be a user interface, a display with characters and graphics along with a keyboard and mouse. The display evolved from simple monochromatic characters to full color graphics with ever increasing resolution over time and the keyboard and mouse technologies evolved to be smaller and integrated with trackpoints and trackpads. However, the basic elements of a small TV like display, with a keyboard and mouse beneath it, have remained constant for a remarkably long time. What appeared on that display and how a user interacts with it has remained surprisingly constant as well, especially from the time that the concept of programs running in separate windows was introduced.

While there were minor predecessors, the major shift into an entirely new form factor came with the introduction of the iPhone. We're now so used to smartphone UIs that many people forget that we hadn't ever experienced one until Apple introduced its game-changing device. The smartphone form factor existed before the iPhone, but Apple totally redefined it. Once users were used to the iPhone user interface, the adoption of the larger form factor iPad was incredibly easy because it was virtually identical. Like the smartphone, the tablet form factor also existed prior to the iPad but again Apple redefined it dramatically. Key to that redefinition was the perfected use of multi-touch. Interacting via multi-touch is so pervasive now that it isn't uncommon to see people walking up to screens in places like hotels, airports, and stores expecting to be able to interact with them with touch only to be really surprised and disappointed when they turn out not to support touch. That's when you know that we've experienced a paradigm shift as a society. Touch has been in university labs for decades but it took Apple's dedication to design excellence of the entire user experience to perfect the technology to create this paradigm shift.

Another paradigm shift in interaction modality has just started. This one involves the use of speech. Again, speech technology has been around for decades and has been used commercially successfully as well but mostly in niche markets like voice response systems and dictation systems. Apple's Siri is still in beta, a product designation Apple very rarely uses, but promises to do for speech technology what the iPhone did for touch technology - make it a pervasive and paradigmatic change in society.

There are two major insights to glean from these fairly recent advances. The first concerns how these changes took place. In each case, the basic research and foundational technologies as well as even some commercial applications existed for decades prior to the paradigm shift. It was Apple's approach to design that made the difference. The design of everything, from the industrial design of the physical elements of the device (glass, case, bezel, etc.), the visual and interaction design of the operating system and key apps, the engineering design of the internals (processors, memory, battery, GPS, etc.), the manufacturing design of the production line, the design of the website and app store, the design of the content review process, the design of the payment and app download system, the design of the stores, the design of product support, all the way to the design of the product secrecy and product announce/launch systems. Many people like to jump to simple conclusions that these paradigm changes were brought about by this or that individual element but I believe that it was Apple's focus on the total customer experience and all the elements that impact it that was critical. Designers planning a product that they hope will transform an industry need to focus on all of these aspects of design.

The second major insight to glean from these paradigm shifts is the need to rethink how all future products in any market should fit into these major paradigmatic changes in form factor, device, and interaction modality. Designers now need to understand deeply how users are using these technologies in order to design products optimally leveraging them. This is a challenge for many because, as pointed out above, form factor, device, and interaction modality hadn't changed virtually at all for decades. However, these recent changes are so profound that it really does require designers in any market to sit up and take note and consider how users in their markets may be changing.

Having explored paradigm changes we've already witnessed, let's give some thought to where these may go in the future and what other paradigms we may witness in the future. While the computer, smartphone, and tablet form factors and the touch and speech interaction modalities have mostly developed independently, the emerging trend is for them to become more consistent and a future paradigmatic change may involve them integrating deeply. We're seeing the beginnings of changes being made largely to computer operating systems like Apple's OSX to make them more similar to device operating systems like iOS. Apple is making the change gradually with each update to the OS, which is a wise approach that minimizes the magnitude of the change but still moves drives consistency. We're also seeing the very beginnings of a move to integrate form factors, devices, and interaction modalities. Responsive design is part of this trend, as is the enablement of touch and speech pervasively across devices. We're also seeing some degree of cloud based seamless access integrating content and data across devices. We're also seeing that integration spread to even larger form factors like TVs and digitally enabled physical window panes. Some call this a post-PC era, my sense is that we're witnessing a plethora of form factors which in PCs, ensuring that each of these can suit the wide characteristics and contexts of use into the future.  

We're living in exciting times that require designers to be fully aware of, intimately knowledgeable about, and be able to leverage the benefits of these incredible paradigm shifts in technology and people's use of them.

Sunday
Jan012012

Apple's Post-PC Era

I was just setting up a new iPad for a family member who wanted to use the new device she received as a gift as a stand alone device without needing to connect to a PC. Regular readers of this blog will know that I'm usually pretty positive about Apple's designs and, of course, I'm certainly not alone in that view. Apple is incredibly good at hardware design and the integration of software with its hardware. However, the company to date has had some difficulty with the design of its cloud capabilities.

Apple has recently used the term "post-PC era" as a basis for its mobile and cloud strategies and communication. Recent updates to iTunes and iOS have provided some independence of mobile devices from computers, but only partially. You can now push updates from a PC-based iTunes to an iPod Touch, iPhone, or iPad without using a cable but you still have to use a computer in the mix.

There are other use cases that have absolutely no support on iOS devices. The most annoying and concerning one for me is the inability to subscribe to podcasts on Apple mobile devices. You can download individual episodes but there is no way to actually subscribe within mobile iTunes. With the increasing popularity and use of mobile devices (see last blog post), the inability of podcast listeners to subscribe via mobile devices is not only inconvenient for users, it is also a major problem for those creating podcasts, like me. It is really strange that Apple hasn't provided the capability to subscribe. All it would require is to include the same "subscribe" button to the right of the podcast name and artwork on mobile iTunes as is included on the computer-based version of iTunes (see visual on the right). It was pointed out to me by a friend on Facebook that there are separate apps that provide this capability with one called Downcast that is particularly good and one that he recommends. That's a temporary fix but I still think that this missing function needs to be included in the base mobile version of iTunes. I know that it is a herculean task to develop mobile device operating systems that never need to be connected to a PC and to design that really well. However, leaving off the subscribe button seems to be a rather strange oversight on Apple's part. 

To the listeners of my podcast who may be reading this, I'd suggest that you use the iTunes on your PC to subscribe to the podcast or download an app like Downcast to essentially replace the podcast part of mobile iTunes on your iOS device. I do hope that Apple addresses this problem soon in an update to iOS so that we won't see bifurcation of the podast audience on Apple devices and also no longer have a single reliable place to determine podcast popularity and feedback.

Sunday
Sep182011

Designing for Mobile Sites

Mobile devices are proliferating at an incredible rate. Designers of websites have to decide what experience they'd like to create for users of their sites and factor in what users prefer. SmartPhones are the real challenge given their screen size. Since the iPhone came out with its amazing screen and the ability to resize portions of the screen, I've come to prefer full websites rather than sites optimzed for the smaller screen. I prefer a three column website design with navigation in the left column, the main content in the center column, and additional information in the right column. I then double-tap the center column to enlarge the core content to make it easier to read.  

That's my own personal preference but I wanted to learn what other people prefer. As usual, I consulted the social networks. I asked, "Do you prefer mobile-enabled or full versions of websites on our SmartPhone?" A total of 55 people replied and the results are shown in the visual on the right. A slight majority of respondents (61%) preferred sites to be optimized for the mobile device but a non-trivial number (27%) preferred the full site and a reasonable number wanted both (8%) and a very small number (4%) said that it depends. Given these results and the fact that many respondents felt quite strongly about their responses, it isn't immediately obvious what designers should do in order to provide users what they prefer. Although the majority preferred mobile enabled sites, many people expressed the concern that many sites that are optimized for mobile leave out information that is available on the full version of the site. The best advice therefore would be to provide a mobile version of the site that includes the same information as the full version, to also provide direct access to the full version for those who prefer that, and to save users' preferences for the next time they access the site.

It should be pointed out that the question being addressed here was specific to viewing websites on SmartPhones and didn't go into tablets or apps which we may address in a future set of questions and blog post. 

Sunday
Mar202011

Getting Healthy

I've been thinking lately about the importance of being healthy. The impact on longevity, quality of life, and even the planet. The feedback I've been getting on my Life Habits podcast reinforces that a lot of other people are thinking about their health and improving it too. I had created podcast episodes some time ago on health topics but decided in response to listener questions to put together a few deeper sessions on the topic. I did a session with Marie-Josee Shaar on Sleep, Mood, Food, and Exercise (iTunes, website), and a further drill-down on Sleep (iTunes, website) and other on Exercise (iTunes, website) with Marie-Josee. I recorded a self-guided audio instruction session on progressive muscle relaxation (iTunes, website) and recently published an episode on adopting a plant-based diet and lifestyle with Dilip Barman (iTunes, website). I'd also like to recommend some iPhone apps that are particularly good at promoting health including MyFitnessPal (iTunes) and Get Running (iTunes).  As John F Kennedy said, “Physical fitness is not only one of the most important keys to a healthy body, it is the basis of dynamic and creative intellectual activity.” And as Julius Erving rightly pointed out, "If you don't do what's best for your body, you're the one who comes up on the short end."

Wednesday
Jul142010

Apple Design vs. User Error

I've been thoroughly enjoying the use of my iPhone as regular readers of this blog will know from my previous posts. The importance placed on design at Apple and the design decisions made up until recently have been exemplary. Something appears to have changed however. I haven't used an iPhone 4 so can't really comment much on the problems with using the antennas as the actual bezel but it appears that it was an amazing industrial design masterpiece but a failure with users. If you haven't heard, there are pervasive reports of dropped phone calls when the iPhone 4 is held in certain ways particularly by left-handed users. Apple has essentially said that the problem is due to user error and that users should simply hold the phone differently or add a case. I'll leave the rest of that discussion to those who have first-hand experience with the device.

I do have first-hand experience with the new version of the operating system, iOS4, running on my iPhone 3GS. Since installing the new OS, my phone had been operating strangely: it would die even though it had a full battery charge, spontaneously reboot, and crash apps while I was using them. I was heart-broken that my wonderful iPhone had now developed some fatal flaw and the device that I could trust to always work now would be as unreliable as previous devices I'd used were.

A friend suggested I take it into an Apple store to have a Genius check it out. I did that. What I learned absolutely shocked me. The Genius ran a diagnostic program which reported a lack of available RAM. On further investigation it was determined that the lack of available RAM was due to multitasking. I haven't used multitasking much but was surprised to learn that many of the 100 or so apps I have on my iPhone were still running, albeit in suspended mode in most cases.  Turns out that I didn't have the appropriate user model for the way multitasking works on the iPhone. I wonder how many users share my confusion. Here's actually how Apple designed multitasking to work. Every app you launch until you reboot is running in multitasking mode - and taking up memory! Guess how you're expected to stop apps from multitasking and taking up memory? You have to get into delete mode and delete by press the minus sign on every app in the multitasking tray! (see the screen capture above) Apparently, Steve Jobs when announcing iOS4 said something to the effect of companies who's multitasking operating systems require a task manager (meaning Microsoft's Windows) has failed to do its job. Well then, Apple has failed to do its job because not only is the multitasking tray on the iPhone a task manager, it requires you to manually delete every app you want to stop running on your device! If I could disable multitasking I would. Now I have to spend time manually deleting apps or reboot regularly both of which are a waste of time. I sure hope that the maintenance release of iOS4 fixes this problem and the one that iPhone 4 users are experiencing.  

Apple is known for brilliant design but due to its intensely secretive culture, it doesn't do much user testing. It seems to me that the problems with the iPhone 4 and the problem I've identified here with the design of iOS4 may have been a casualty of this culture. I'd appreciate any thoughts you may have on this.