July 2005 - Vol. 48 No. 7

July 2005 issue cover image

Features

Opinion Editorial pointers

Editorial Pointers

Designing for the mobile device is almost like living in Manhattan; it takes creativity, resourcefulness, and a real knowledge of the owner’s needs to make the most of very little space. Indeed, the real estate on today’s cell phone or PDA screen is so limited, yet so precious, designer Karen Holtzblatt cautions: "…whatever is displayed […]
News News track

News Track

Some of the most intimidating hackers in the world have been corralled by the U.S. military as an elite posse ready to launch cyber warfare against enemy networks should the orders be issued. The group’s existence was revealed during a recent U.S. Senate Armed Services Committee hearing, where military leaders described a unit called the […]
Opinion Forum

Forum

I commend David A. Patterson for his community leadership in highlighting a major issue in his President’s Letter ("The State of Funding for New Initiatives in CS&E," Apr. 2005), moving it beyond the kind of discussions one might hear only at the Computing Research Association and the National Research Council. The changes at DARPA are […]
Opinion Hot links

Top 10 Downloads from ACM’s Digital Library

Communications of the ACM Volume 48, Number 7 (2005), Pages 17-18 Hot links: Top 10 downloads from ACM’s digital library Diane Crawford Table of Contents Tables Back to Top Tables Table. The Top 10 Most Popular Papers from ACM’s Refereed Journals and Conference Proceedings Downloaded in April 2005 Table. The 10 Most Popular Courses at […]
Research and Advances Designing for the mobile device: experiences, challenges, and methods

Introduction

New computing and communication platforms create the possibility for new business models and new applications to support and enhance our lives. But new platforms also challenge us to reinvent design methods and principles. As new technology becomes mainstream, designs and business models that work for the target user population and business are a critical success factor. Mobile devices are opening up new business opportunities, new conveniences for users, and new design challenges.
Research and Advances Designing for the mobile device: experiences, challenges, and methods

Contextual and Cultural Challenges For User Mobility Research

Personal, mobile synchronous and asynchronous communication has proven to be very desirable for all types of users, with estimates of more than a half-billion mobile phones sold each year [2]. Nokia Research Center's User Experience Group, working with other user practitioners in Nokia, seeks to understand why people do the things they do with their mobile communication devices and proposes solutions that best address their wants and needs. In accordance with the principles of user-centric product concept design [4], the solutions are designed to inform and inspire the product creation process within Nokia. Given that the group works three to eight years ahead of what appears on the market, confidentiality concerns restrict disclosure of many of these concepts and the findings on which these concepts are based. Instead, in this article we share some of the essential lessons learned from our projects centering on the early stages of product concept development. Two areas have proved to be particularly challenging in this respect: coping with multiple contexts and multiple cultures in the study of mobility.
Research and Advances Designing for the mobile device: experiences, challenges, and methods

Mobile Research Strategies For a Global Market

The user-centered design focus at Microsoft has evolved in parallel with emerging mobile technologies. We started with a Contextual Inquiry (CI) initiative in 1997 to gather mobile communication and information requirements in the Northwest U.S. Later, as users adopted wireless data services---Short Message Service (SMS), Wireless Application Protocol (WAP), mobile instant messenger, and email clients---the focus turned to more specific usage issues in key international markets. This article presents an overview of the evolution of the qualitative field research methods that have been used to respond to increasingly global research requirements.1
Research and Advances Designing for the mobile device: experiences, challenges, and methods

A Carrier’s Perspective on Creating a Mobile Multimedia Service

Carriers sit at the center of the complex intercompany ecosystems that bring mobile products and services to the consumer mass market. In fact, to a large extent, carriers create, shape, and coordinate these systems. Carriers provide the large monetary investments needed to begin development and are responsible for creating and maintaining the long-term customer relationships that sustain products once they are launched. This article describes the creation of Sprint PCS Vision Multimedia Services launched in August 2004 from the view of the design team within the carrier. This view provides insight into how business and research constraints play out to influence the design of mass market services.
Research and Advances Designing for the mobile device: experiences, challenges, and methods

Applying -ser-Centered Design to Mobile Application Development

Digia was among the first companies to develop third-party software applications that can be installed in Symbian smart phones by service providers or end users [3]. In 2001, Digia was searching for new product ideas for the nascent smart phone market. At the same time, the User Experience (UE) Group was established in the company and we began to work together with software engineers to transform product ideas into final products. The first product we worked on was the navigation software for Nokia Communicators known as Genimap Navigator, which utilized a Global Positioning System connection and a map database on a network server.
Research and Advances Designing for the mobile device: experiences, challenges, and methods

For Mobile Applications, Branding Is Experience

Mobile technology is everywhere---with new types of mobile devices appearing regularly. While branding of the devices themselves can draw upon a long history of product branding, the branding of mobile applications presents new questions and challenges. I became aware of some of these challenges during InContext Enterprises' development of the mSports mobile sports application, which allows users to follow the play-by-play action of Major League Baseball on a variety of mobile phones. We gathered customer data to develop the concepts and designed application interfaces for a variety of devices. Focusing on baseball for mobile phones, we tested and iterated the design with users. The design was implemented and released in 2003 in partnership with Sports Illustrated.com under the ScoreCast brand.
Opinion Inside risks

DRM and Public Policy

Digital rights management (DRM) systems try to erect technological barriers to unauthorized use of digital data. DRM elicits strong emotions on all sides of the digital copyright debate. Copyright owners tend to see DRM as the last defense against rampant infringement, and as an enabler of new business models. Opponents tend to see DRM as […]

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