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<title>Sender 11</title>
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<description>About mobile phone interaction design</description>
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<title>Mobile usability study from Nielsen</title>
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<description>Grand old man of web usability studies, Jacob Nielsen has done a fairly large usability study of mobile web use in general with 48 participants in the US and UK. The study finds that using the web on a mobile...</description>
<content:encoded><![CDATA[<p>Grand old man of web usability studies, <a href="http://en.wikipedia.org/wiki/Jakob_Nielsen_%28usability_consultant%29">Jacob Nielsen</a> has done a fairly large usability study of mobile web use in general with 48 participants in the US and UK.</p><p>The study finds that using the web on a mobile phone ranges from a world of pain (feature phones) to barely acceptable (touch phones). Unsurprisingly, he found that sites designed specifically for use on a mobile phone performed substantially better than &quot;full sites&quot;.</p><p>Nielsen also compared with a study from year 2000. The same tasks took <em>longer</em> to do today, than they did back in 2000 on a WAP phone. He suggests that the main reason is that back then, the mobile web was a walled garden, limited but relatively simple, while today the web is open on mobiles but people need to go to to a search engine and fumble with awkward text input and slow loading times to search for an answer.</p><p>Large screens and direct manipulation has a huge impact on usability:</p><p><em>Unsurprisingly, the bigger the screen, the better the user experience when accessing websites. Average success rates were:
</em></p><p style="text-align: center;">

</p><table align="center" height="71" style="border: 1px solid #cccccc; border-collapse: collapse;" width="133">
<tbody><tr>

<td style="border-style: solid; border-width: 1px; padding: 0.5ex; text-align: left; vertical-align: top;"><em>
Feature phones</em></td>
<td style="border-style: solid; border-width: 1px; padding: 0.5ex; text-align: center; vertical-align: middle;"><em>
38%</em></td>
</tr>
<tr>
<td style="border-style: solid; border-width: 1px; padding: 0.5ex; text-align: left; vertical-align: top;"><em>
Smartphones</em></td>
<td style="border-style: solid; border-width: 1px; padding: 0.5ex; text-align: center; vertical-align: middle;"><em>
55%</em></td>
</tr>
<tr>
<td style="border-style: solid; border-width: 1px; padding: 0.5ex; text-align: left; vertical-align: top;"><em>
Touch phones</em></td>
<td style="border-style: solid; border-width: 1px; padding: 0.5ex; text-align: center; vertical-align: middle;"><em>
75%</em></td>
</tr>
</tbody></table>

<p><em>
With these numbers, the consumer advice is easy: buy a touch phone if using websites is important to you.
</em></p><p><em>
The advice for Internet managers is harder. Considering the horrible
usability of feature phones, should you even support them?
Alternatively, should you focus on smartphone and touch phone users who
are more likely to use your site extensively?</em></p><p>Recommended. You can <a href="http://www.useit.com/alertbox/mobile-usability.html">read the post</a> over at Jacob Nielsen&#39;s Alertbox at useit.com.</p><img src="http://feeds.feedburner.com/~r/Sender11/~4/2fBl8uiYW28" height="1" width="1"/>]]></content:encoded>



<dc:creator>Morten Hjerde</dc:creator>
<pubDate>Mon, 20 Jul 2009 18:26:50 +0100</pubDate>

</item>
<item>
<title>Pecha Kutcha: Mobile Paradigms</title>
<link>http://sender11.typepad.com/sender11/2009/07/pecha-kutcha-mobile-paradigms.html</link>
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<description>A couple of weeks ago we had a Pecha Kutcha event at work. It was my first. If you don't know what Pecha Kutcha is, it's a presentation with 20 slides where each slide lasts 20 seconds. That makes your...</description>
<content:encoded><![CDATA[<p>A couple of weeks ago we had a <a href="http://en.wikipedia.org/wiki/Pecha_Kucha">Pecha Kutcha</a> event at work. It was my first. If you don&#39;t know what Pecha Kutcha is, it&#39;s a presentation with 20 slides where each slide lasts 20 seconds. That makes your presentation 6 minutes 40 seconds long. It&#39;s about keeping the audience entertained.<br />I thought I&#39;d talk about paradigms. Sounds daft, but it&#39;s really food for thought if you, well, take time to think about it. Which is precisely what you don&#39;t have in a Pecha Kutcha presentation...<br />I didn&#39;t have a lot of time to prepare, but I grabbed some previous slides from here and there and went for it. Here is the result, I&#39;ve fleshed out my notes so they make sense to a reader.<br />If you are going to do a Pecha Kutcha presentation, don&#39;t do it this way, ha-ha. Way too much content. It&#39;s about 1/3 too much text, but a larger problem is that I&#39;m trying to touch on too many points. You really need to limit the number of points you want to touch on, because the audience will need more than 20 second to digest each.</p><p>I didn&#39;t put in all the slides here, but I&#39;ve numbered each 20 second slot as you see below.</p><ol>
<li>We are in the business of organizing stuff visually, - not for ourselves, but for other people. <br />One major problem we, as Interaction Designers, have is to understand how those “other people” think. We can&#39;t read other peoples minds just yet. Since people talk more than they draw, we listen to how they talk. What they say isn&#39;t that interesting, really. Lets be honest, he-he. It&#39;s how they talk, what words they use, that is interesting.<br /><a href="http://sender11.typepad.com/.a/6a00d8341e626f53ef0115712117e1970c-pi" style="display: inline;"><img alt="Picture1" border="0" class="at-xid-6a00d8341e626f53ef0115712117e1970c image-full " src="http://sender11.typepad.com/.a/6a00d8341e626f53ef0115712117e1970c-800wi" style="width: 449px; height: 309px;" title="Picture1" /></a> &#0160;<img alt="" src="file:///C:/Users/Morten/AppData/Local/Temp/moz-screenshot-1.png" /><img alt="" src="file:///C:/Users/Morten/AppData/Local/Temp/moz-screenshot.png" /></li>
<li>When we design something, we have a mental model in our head of how the thing work. And we use metaphors to make our design understandable. The metaphor defines the personality of the product. Using the product is basically a dialogue between the designer and the end-user, just separated in time. You put a button “here” telling the user “click me”. After the user clicks you say something else - it’s a dialogue.<br />&#0160;</li>
<li>How well does the metaphors we choose fit the users conceptual model? What do the people you design for bring to the problem you are trying to solve? A lot of their existing thinking is going to be a part of the system you end up designing - whether you are aware of it or not!<br />If they look at something and think “Oh, it’s a thingamabob”, when it&#39;s really a doohickey, you’re in trouble.<br />&#0160;</li>
<li>And we are witnessing a pretty serious paradigm shift right now. The phones themselves are changing, the OS’es are changing and the form factors are changing. <br />We invite users to enter a place or use a piece of software that we have created. In order to make it understandable and coherent, we like to use metaphors. The desktop metaphor is well known from the computer, we have used it for 25 years now. &quot;Files&quot; are in &quot;Folders&quot;, the “Trashcan” is for deleting stuff and everything is placed on a &quot;Desktop&quot;. The Desktop metaphor is the dominant organizing principle for the computer. <a href="http://www.designinginteractions.com/interviews/BillVerplank">Bill Verplank</a> talks about Interaction design paradigms, or &quot;computer paradigms&quot;:<br />&#0160; <br /><a href="http://sender11.typepad.com/.a/6a00d8341e626f53ef01157215832e970b-pi" style="display: inline;"><img alt="Picture2" border="0" class="at-xid-6a00d8341e626f53ef01157215832e970b image-full " src="http://sender11.typepad.com/.a/6a00d8341e626f53ef01157215832e970b-800wi" style="width: 265px; height: 265px;" title="Picture2" /></a> &#0160;</li>
<li>Computer as Brain<br />An early metaphor was the Computer as a Brain. Thinking machines. The machines will take over thinking for us.<br />If the computer is a brain, then how intelligent is it? How do I talk to it? Can I use spoken language, handwriting? Artificial intelligence. You can see where this leads to all sorts of efforts to develop artificial intelligence where the goal often is a computer that&#0160; know how to do things for us.<br />&#0160;</li>
<li>Computer as Person.<br />The computer is an agent, an avatar. The computer becomes a “personal assistant”. It pops on screen, is friendly, talks to you. It also distracts you. Give the computer some
high-level instruction and it scoots off and come back with what you
want.<br />Verplank: An agent-based interface is going to require a lot of trust. And so far no one has been able to demonstrate anything remotely worthy.<br />By the way, I think The Semantic Web (Web 3.0) is really a revisit of &quot;Computer as Agent&quot;.<br /><br /><span style="text-decoration: underline;"><a href="http://sender11.typepad.com/.a/6a00d8341e626f53ef011571211eb9970c-pi" style="display: inline;"><img alt="Picture4" class="at-xid-6a00d8341e626f53ef011571211eb9970c " src="http://sender11.typepad.com/.a/6a00d8341e626f53ef011571211eb9970c-320wi" /></a> </span>&#0160; </li>
<li>Computer as life is an extension of Computer as Person. You could argue that computers are already a life-form of sorts. Computer viruses are here and they can multiply. The robots are coming. Let&#39;s hope they will be vegetarian, not carnivores.<br />Verplank: Should systems have magic in them? No, computers should not have magic.<br /><br /><span style="text-decoration: underline;"><a href="http://sender11.typepad.com/.a/6a00d8341e626f53ef011571211e50970c-pi" style="display: inline;"><img alt="Picture5" class="at-xid-6a00d8341e626f53ef011571211e50970c " src="http://sender11.typepad.com/.a/6a00d8341e626f53ef011571211e50970c-320wi" /></a> </span>&#0160;&#0160; </li>
<li>Computer as Tool<br />This paradigm is all about efficiency, empowerment etc. Users have tasks, they have jobs to do. The computer provides tools that empowers them to do good jobs. It&#39;s all very IBM and &quot;Microsoft&quot;. This tool paradigm is where &quot;usability&quot; comes from. A good tool is half the work, right? Computer as Tool uses a desktop metaphor.<br />&#0160; </li>
<li>When computers became a tool, we started doing <em>direct </em>manipulation, grabbing something and using it directly.<br />Verplank: Interaction style changed radically. Before this we &quot;set up&quot; a task; We entered data, adjusted levers and then clicked &quot;Go&quot;. The computer went to work and after a while spat out the result.<br />Web forms are indirect manipulation. Enter a bunch of stuff and click &quot;Submit&quot;. AJAX promises to bring &quot;toolness&quot; back to the web.<span style="text-decoration: underline;"><br /><br /></span><a href="http://sender11.typepad.com/.a/6a00d8341e626f53ef011571212155970c-pi" style="display: inline;"><img alt="Picture6" class="at-xid-6a00d8341e626f53ef011571212155970c " src="http://sender11.typepad.com/.a/6a00d8341e626f53ef011571212155970c-450wi" style="width: 430px;" /></a> </li>
<li>Computer as medium<br />The Computer as Medium: Right out of Nicholas Negroponte&#39;s Media Lab. <br />Multimedia. Ways to publish, communicate, persuade, engage and entertain. Convey a message and deliver content. Doesn&#39;t this sound a lot like the media industry? Computer as Medium use a page metaphor from the web. <br />Lately we’ve seen a lot of the <em>river </em>metaphors like in Facebook, Twitter, and a lot of others. Strong sense of time in this paradigm.&#0160; <br />&#0160; <br /><a href="http://sender11.typepad.com/.a/6a00d8341e626f53ef0115721584ee970b-pi" style="display: inline;"><img alt="Picture10" class="at-xid-6a00d8341e626f53ef0115721584ee970b " src="http://sender11.typepad.com/.a/6a00d8341e626f53ef0115721584ee970b-320wi" style="width: 81px; height: 270px;" /></a></li>
<li>What are the Mobile Phone paradigms?<br />Ever since the phone manufacturers started adding features they have tried to figure out what they are actually making. <br />What are people calling their phones? What are we as designers calling the phones? What is marketing saying? We&#39;re not using the same words.<br />&#0160;</li>
<li>A phone is a phone<br />For many people, for most people actually, the phone is <em>semitransparent </em>– it has a very sub-servant personality. When people pick up the phone to call someone, they don&#39;t really <em>see</em> the phone. Their inner eye see an image of the person they are about to call or send a message. So they dont feel like they are interacting with the phone much.<br /><br /><a href="http://sender11.typepad.com/.a/6a00d8341e626f53ef0115712120f8970c-pi" style="display: inline;"><img alt="Picture9" class="at-xid-6a00d8341e626f53ef0115712120f8970c " src="http://sender11.typepad.com/.a/6a00d8341e626f53ef0115712120f8970c-120wi" /></a> &#0160;</li>
<li>Phone as computer<br />“Smartphone” is a marketing term, “dataphone” is a people term.<br />Originally <a href="http://sender11.typepad.com/sender11/2008/03/roadmap-what-ro.html">Apple didn’t want the iPhone to be a computer</a>. But developers saw it as a computing platform and started hacking it. But it didn&#39;t become a computer to the users. Still, smartphone-users interact directly with the phone. It is no longer semitransparent.<br />&#0160;</li>
<li>Phone as media<br />Is the iPhone designed as an entertainment device? No, but it has become one. If you look at what sells in the App Stores, host people see them as entertainment devices. <br />&#0160;</li>
<li>Converged devices<br />Nokia: Multimedia Computer. This is the voice of convergence delivering a (weak?) marketing message. Or the message is good, but the execution is not.<br />Sony Ericsson has 3 product lines: Walkman Phones, Cybershot Phones and Smartphones. They have tried to brand these segments separately with good success. Now in trouble since the feature phone segment collapsed and their smartphone OS went the way of the Dodo.<br />&#0160;<br /><a href="http://sender11.typepad.com/.a/6a00d8341e626f53ef01157121210a970c-pi" style="display: inline;"><img alt="Picture7" class="at-xid-6a00d8341e626f53ef01157121210a970c " src="http://sender11.typepad.com/.a/6a00d8341e626f53ef01157121210a970c-320wi" /></a> &#0160;</li>
<li>Phone as Fashion<br />Most of us don’t consider ourselves to be in the fashion industry. Apple is clearly into fashion when it comes to their products. According to Steve Jobs <a href="http://www.engadget.com/2006/05/26/jobs-you-have-to-buy-a-new-ipod-at-least-once-a-year/">you have to buy a new iPod once a year</a> in order to keep up. The iPhone would probably follow the same pattern was it not for the 18 or 24 month contracts.<br />Apple markets a bolt of lightning that connects to your ears and lets you dance down the street.<br />&#0160;</li>
<li>If the phone has become a computer, what kind of computer is it?&#0160; A brain? Media? A Tool? Computer as person. Maybe it is neither.<br />&#0160;</li>
<li>Phone as a container<br />Phone as container for your &quot;life story&quot;.
Christian Lindholm of Nokia has worked a lot on this with
&quot;Lifestreaming&quot;. The place that stores the content of my life. But is
it on the phone or is it really on the internet, - and the phone is
just a way to access it? The answer to that question is important for
anyone who designs software and services for mobile.<br /><br /><a href="http://sender11.typepad.com/.a/6a00d8341e626f53ef01157121211b970c-pi" style="display: inline;"><img alt="Picture8" class="at-xid-6a00d8341e626f53ef01157121211b970c " src="http://sender11.typepad.com/.a/6a00d8341e626f53ef01157121211b970c-320wi" /></a></li>
<li>The phone is my room, my personal place, my purse. What I have there is not for others to see? I share with others that I wish to communicate. Family, Friends. Flirting. It also have a work connection there, after all work is part of my life. Work and personal may exist on the same phone, but are separate parts of my life. I think this is what we are currently thinking as designers, when we work on mobile phone software. So let&#39;s hope the users see it the same way :-)</li>
</ol>
<p><br /><br />Somewhere in there, there was one more slide...but I can&#39;t remember what that was. Anyway, I encourage you to check out <a href="http://www.designinginteractions.com/interviews/BillVerplank">Bill Verplank</a> for more on computer paradigms.<span style="text-decoration: underline;"></span></p><p><a href="http://www.designinginteractions.com/interviews/BillVerplank"><br /></a></p><img src="http://feeds.feedburner.com/~r/Sender11/~4/HSEJP-iPjS4" height="1" width="1"/>]]></content:encoded>


<category>interaction design</category>
<category>iPhone</category>
<category>mobile phone</category>
<category>usability</category>
<category>User Experience</category>

<dc:creator>Morten Hjerde</dc:creator>
<pubDate>Sun, 19 Jul 2009 13:49:24 +0100</pubDate>

</item>
<item>
<title>Run for cover</title>
<link>http://sender11.typepad.com/sender11/2009/07/the-americans-are-coming.html</link>
<guid isPermaLink="true">http://sender11.typepad.com/sender11/2009/07/the-americans-are-coming.html</guid>
<description>The americans are coming! Now, Robert Scobble is not my favorite blogger either, but you got to admit that he has an uncanny ability to put the finger where it hurts on interesting stuff. He has just put up a...</description>
<content:encoded><![CDATA[<p>The americans are coming!</p><p>Now, Robert Scobble is not my favorite blogger either, but you got to admit that he has an uncanny ability to put the finger <span style="text-decoration: line-through;">where it hurts</span> on interesting stuff.</p><p>He has just put up a post on the <a href="http://travelinggeeks.com/">Travelling Geeks</a> site about the sad state of affairs in European mobile. Just a few years ago the americans were way behind in mobile in most every aspect. Their phones were sad little things - they only turned them on when they had to make a call outside the house. Their operators were terrible and there was no coverage anyway. And they lacked interoperability - they couldn&#39;t even send an SMS message to a someone on a different carrier. Not that they would know how to anyway.</p><p>But what is the situation now? The iPhone, Android and the Palm Pre is setting the standard. Granted that the tech press is predominantly US based and more or less blind to anything going on outside the home turf. But the press over here in Europe is touting the same. And they are rignt. Not to mention the europeans that are buying iPhone and Android phones by the boatload.</p><p><em>I usually am polite and say I’ve seen some stunningly cool companies,
like Spotify (who won four TechCrunch Europa awards last night) but in
the back of my head I remember how cocky the same entrepreneurs used to
be when showing me their cell phones and noting how far ahead of the
world they were. That cockiness is done and that has deep implications
for entrepreneurs across Europe. They must now visit Cupertino and
Mountain View to get access to customer&#0160;bases.</em><span style="text-decoration: underline;"></span></p><p>Read the post here: <span style="text-decoration: underline;"></span><a href="http://travelinggeeks.com/united-kingdom/europe-no-longer-matters-to-lead-position-in-mobile/">Europe no longer matters to lead position in mobile</a>. </p><img src="http://feeds.feedburner.com/~r/Sender11/~4/s7Ke75OpCXQ" height="1" width="1"/>]]></content:encoded>


<category>interaction design</category>
<category>Mobile development</category>
<category>mobile phone</category>
<category>User Experience</category>
<category>UX</category>

<dc:creator>Morten Hjerde</dc:creator>
<pubDate>Sat, 11 Jul 2009 07:43:37 +0100</pubDate>

</item>
<item>
<title>Appstores: Google and RIM don't want entertainment</title>
<link>http://sender11.typepad.com/sender11/2009/03/appstores-google-and-rim-dont-want-entertainment.html</link>
<guid isPermaLink="true">http://sender11.typepad.com/sender11/2009/03/appstores-google-and-rim-dont-want-entertainment.html</guid>
<description>Appstore developers: All our charts are pointing down and to the right The price of apps is racing to the bottom. Apple could have turned that around, but it makes no sense for them to do so. Google and RIM...</description>
<content:encoded><![CDATA[<p><strong><strong>Appstore developers:</strong> All our charts are pointing down and to the right</strong> <br />The price of apps is racing to the bottom. Apple could have turned that around, but it makes no sense for them to do so. Google and RIM tries to keep the prices up but throws the baby out with the bathwater.</p> <h3>What is the mental model?</h3> <p>There are two dominant mental models for the iPhone. The consumers and Steve Jobs agree that the iPhone is a <strong>consumer gadget</strong>. The early adopter/geek and programmer is that the iPhone is a <strong>computing device</strong>. </p> <p>This is not specific to the iPhone, it applies to all of the new large-screen smartphones coming to market these days. And entertainment outsells productivity tools 10 to 1.</p> <p>The people who buys them do so because they want a hip and cool &quot;must-have&quot; gadget. In case of the iPhone, they quickly discover that it allows them to take much of their behaviour mobile. Some of the things they did on a PC can now be experienced acceptably on a mobile phone. <br />And regardless of all the web 2.0 hype from the digerati, the primary behaviour of mainstream consumers is still media consumption. The iPhone is designed as a media consumption device, and it excels at that. <br />When mainstream iPhone owners enters the App Store, they do it as media consumers. They come to browse, to&#0160; be amused and entertained. The iPhone Apps compete with spending time browsing the web, or reading a newspaper or a magazine. Spending $0.99 seems to be below a treshold where people don&#39;t have to think about the price.</p> <p>Most apps bought from the App Store is <strong>used 3 times or less</strong>. How many laughs do you get out of a fart app? One or two? That&#39;s ok for $0.99. <br />In light of this, the recent decisions by Google and RIM to discourage low cost apps is hard to understand. Don&#39;t they want the same success as the App Store? The lowest price for an app in the RIM store is $2.49. That&#39;s too high for fart apps. RIMs customers has clearly said that they want more and better multimedia features from their Blackberries. But RIM is cutting out the main portion of Apps from their store.</p> <p>Android has decided on a 48 hour free return policy. That means customers can return any app within 48 hours for a full refund. Consumers can basically download and use as many light entertainment apps they want without paying. Anecdotal evidence suggests return rates between 30 and 60%. If developers have problems making money on the iPhone Apps Store, making money from the Applications Market seems doubly hard. Its like selling a movie with a 48 hour return policy. Simple entertainment may not have a place on the Android device.</p> <h3>Where are the yachts of the Apps developers?</h3> <p>These policies are probably attempts to establish a higher price point. Whether this leads to more revenue for developers remains to be seen. But from a pure handset manufacturer perspective it does not make sense at all. Having 25.000 - practically free - apps in your App Store is an invaluable asset. Whether the average developer makes money does not matter as long as one developer in a thousand hits the jackpot. Yeah it&#39;s cold. But that is the mechanics of the current iPhone Apps Store.</p><img src="http://feeds.feedburner.com/~r/Sender11/~4/xj-rObCnmaM" height="1" width="1"/>]]></content:encoded>


<category>Apple</category>
<category>iPhone</category>
<category>User Experience</category>

<dc:creator>Morten Hjerde</dc:creator>
<pubDate>Fri, 13 Mar 2009 19:52:46 +0000</pubDate>

</item>
<item>
<title>Make it inviting</title>
<link>http://sender11.typepad.com/sender11/2009/02/make-it-inviting.html</link>
<guid isPermaLink="true">http://sender11.typepad.com/sender11/2009/02/make-it-inviting.html</guid>
<description>Conundrum: In order to sell something, it has to be different. If is is different, it is unfamiliar, and unfamiliar stuff is hard to use. Ergo, in order to sell something, it has to be hard to use. Problems with...</description>
<content:encoded><![CDATA[<p>Conundrum:<br />
In order to sell something, it has to be different. If is is different,
it is unfamiliar, and unfamiliar stuff is hard to use. Ergo, in order
to sell something, it has to be hard to use.</p><p>
Problems with this: <br />
Something does not have to be different in order to sell. People buy
the same old stuff all the time. Selling the familiar or following
general industry trends then comes down to marketing muscle. Who has
the biggest marketing budget?</p><p>
Unfamiliar stuff is not always hard to use. Familiarity is a scale, its
not either or. Is is a little unfamiliar? That&#39;s ok. Is it very
unfamiliar, in fact completely alien? That&#39;s not so good. Affordance and
learnability is more important that ease-of-use. Make something
inviting, provide natural feedback and people will learn it quickly.
In fact, they will enjoy learning it. The advantage of learning something is that it gives people a sense of
accomplishment. Very important motivator, and one of the strongest indicators of happiness.</p><p>
Don&#39;t worry about making stuff different. Try to make it inviting.</p><img src="http://feeds.feedburner.com/~r/Sender11/~4/xMGZB3JzGyA" height="1" width="1"/>]]></content:encoded>


<category>User Experience</category>

<dc:creator>Morten Hjerde</dc:creator>
<pubDate>Tue, 10 Feb 2009 06:17:35 +0000</pubDate>

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<item>
<title>What's your developer story?</title>
<link>http://sender11.typepad.com/sender11/2009/01/one-step-forward-one-step-back.html</link>
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<description>Back in the old days, 3-4 years ago, mobile developers were concerned with fragmentation. Phones were very different, and where was the technology that was going to solve this darn fragmentation problem? Because, once that was solved, the path to...</description>
<content:encoded><![CDATA[<p>Back in the old days, 3-4 years ago, mobile developers were concerned with fragmentation. Phones were very different, and <em>where </em>was the technology that was going to solve this darn fragmentation problem? Because, once that was solved, the path to the wallets of a billion mobile customers was surely wide open.</p> <p>The merit of individual runtimes were hotly debated; Java ME, FlashLite, the browser-as-runtime, etc. The strength of each were measured by their installed base and their level of fragmentation. Java ME (J2ME) was practically ubiquitous, but a nightmare to code for. (The joke is: There is a billion Java phones out there. The bad news is that each runs its own version of Java.) FlashLite was comparatively less fragmented, there were only four different versions, but the the installed base was tiny compared to Java. Mobile browsers were getting great at rendering web pages, but offered no way to interact with the rest of the phone, so they could not really support applications.</p> <p>Java ME primarily served the mobile games industry. There has been a decent amount of revenue in that business, but the majority of the money has been pocketed by operators who has kept raising the barriers to entry, thereby <a href="http://ecommconf.com/blog/2009/01/mobile-operating-systems.html">shutting out the bottom of the pyramid</a>. To the point where the old mobile games industry is basically dead by asphyxiation. </p> <br /> <p><img alt="OneStep1" height="260" src="http://sender11.typepad.com/.a/6a00d8341e626f53ef010536dda5be970b-pi" style="display: inline;" title="OneStep1" width="499" /></p> <p><em><strong>The old landscape for consumer apps: A cross platform story</strong></em></p> <p>(By the way, this is about consumer apps, not enterprise development, so Windows Mobile for example is not in the picture.) </p><h3>There is a new story to tell</h3> <p>Then the iPhone came along. In a typical &quot;We&#39;re the best, forget the rest&quot; fashion, Apple left out support for whatever operator network features they didn&#39;t like, like cross platform communication and interoperability features. Standards that the industry spent decades agreeing on and deploying. No MMS, no video call, no mobile TV, no Java ME, only the most rudimentary SMS. And for a reason. Why pay a dollar to send an image via MMS that the recipient probably can&#39;t view, when you can send an image via email, that is free and always work? features like MMS are poorly implemented on the handsets, poorly understood by consumers and basically broken. So why bother with them?</p> <p>The unwillingness to follow standards is a cultural trait for the US I guess, where each operator tries to differentiate on <em>everything</em>. Less that ten years ago you could not send an SMS to a friend if he or she was on a different US network. In Europe there is a tradition for interoperability, the GSM standard itself is a good example. This is probably due in part to smaller markets and the cost benefit of common infrastructure.</p> <p>Be that as it may. The state of the consumer app market has been broken up by new US entrants into the mobile space, most notably Apple and Google. They have opened up mobile app development to anyone, to &quot;the bottom of the pyramid&quot;. They have decided to dance to their own tune. The iPhone and Android significantly dropped support for Java ME, the one cross-platform standard that were in place. </p> <h3>The ultimate fragmentation?</h3> <p>The result is the ultimate fragmentation. While previously there was only about 95% compatibility between brand X and brand Y, now there is precisely 0% compatibility. </p> <p>But the strange thing is I don&#39;t hear developers complaining much about fragmentation any more. They may be too busy creating apps for the iPhone and Android. A straightforward, low barrier way to monetise your app apparently trumps standardisation any day. A way to <em>make money</em> is more important than a way to <em>save money</em>.</p> <br /> <p>&#0160;<img alt="OneStep2" height="260" src="http://sender11.typepad.com/.a/6a00d8341e626f53ef010536de14b5970b-pi" style="display: inline;" title="OneStep2" width="499" /> </p> <p><strong><em>The emerging consumer app landscape looks native, and the incumbents does not have a compelling story to tell</em></strong></p> <p>&#0160;I have added RIM and the Palm (welcome back from the dead?) to the chart above. Apple, Palm, Android and now RIM have a developer story to tell. The incumbents does not. The story developers want to hear is: Yes, we have an app store, yes we have an SDK, and yes we have a really cool device that can run your app. Of course, only Apple has proven itself yet. The others are scrambling to emulate the runaway success of the App Store.</p> <p>MIDP3, the upcoming version of Java ME has been in the works for 4 years, and right now it looks like it will never arrive. What will the world look like for MIDP3 when and if it launches sometime in 2010? No one seem to care enough to even think about it. Innovation in mobile is currently pretty much lead by outside entrants, and they don&#39;t worry much about Java ME. Why not? Because they provice door-to-door solutions. Why make cross-platform worries for yourself when your goal is to provide a smooth integrated experience, not to be a part of a fragmented and broken developer experience.</p> <h3>Cross platform is still there. Barely</h3> <p>That does not mean that there isn&#39;t a cross platform story to tell. There is, and it looks like this:</p> <br /> <p><img alt="OneStep4" height="260" src="http://sender11.typepad.com/.a/6a00d8341e626f53ef010536e7820f970c-pi" style="display: inline;" title="OneStep4" width="499" /> </p> <p></p> <p><strong><em>The new cross-platform story: Every vendor has their own standard.<br /></em></strong></p> <br /> <p>You can develop cross platform web-based applications. If your code runs server-side and your mark-up simple, you can even expect your web–app to work across vendors. </p> <p>But if you intend to interact with the phone itself - if your app uses the camera, the GPS, or any other internal phone feature - you are back to developing a separate app per manufacturer. Most of the above manufacturers has announced plans for their own APIs. See previous post for an <a href="http://sender11.typepad.com/sender11/2008/11/web-runtime-apis.html">overview of web runtime APIs</a>. Samsung and LG uses different browsers on different handsets and its unclear how they will deal with the API issue. Apple may not bother at all.</p> <p>So, while the powerful development platforms and Appstores are popping up like dandelions in springtime, the dream of cross platform development seems further away than ever. Maybe for ever.</p><img src="http://feeds.feedburner.com/~r/Sender11/~4/0378OxL8eAY" height="1" width="1"/>]]></content:encoded>


<category>Android</category>
<category>Apple</category>
<category>Google</category>
<category>iPhone</category>
<category>LG</category>
<category>Mobile development</category>
<category>Mobile Web</category>
<category>nokia</category>
<category>Palm</category>
<category>samsung</category>
<category>sony ericsson</category>

<dc:creator>Morten Hjerde</dc:creator>
<pubDate>Tue, 20 Jan 2009 19:26:31 +0000</pubDate>

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<title>Appstores: The blind marketeer</title>
<link>http://sender11.typepad.com/sender11/2009/01/appstores-the-blind-marketeer.html</link>
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<description>Promoting your app in the App Store Say you are in the business of promoting a new unknown band. Nobody has heard of this band but they have just released their first new album and it's great! Ponder this: A)...</description>
<content:encoded><![CDATA[<p></p> <p><strong>Promoting your app in the App Store <br /></strong></p> <p>Say you are in the business of promoting a new unknown band. Nobody has heard of this band but they have just released their first new album and it&#39;s great! Ponder this: </p> <p style="margin-left: 2em;">A) Someone walks into a record store with no particular purchase in mind, just to browse around a little. What is the chance that they walk out with your album? </p> <p style="margin-left: 2em;">B) Someone walks into a record store with their mind set on buying <em>your</em> album. What is the chance that you make a sale before they leave the store? </p> <p style="margin-left: 2em;">Answer: In the first case you have a snowballs chance in hell. In the latter case, you are sure to sell. </p> <p>That felt kind of obvious didn&#39;t it? If you sell apps on the iPhone App Store, the lesson is the same: Try to tell people about your app <em>before</em> they come to the App Store. If not, you won&#39;t sell anything. Trouble is, its not as easy as it sounds.</p> <br /> <h3>The third man</h3> <p>But wait, there is a third alternative you say: If you advertise <em>inside</em> the store, your chance of landing a sale is a lot better. </p> <p>Well, you have <em>two</em> options for advertising in the App Store. You can either buy one of the four available ad spots. I don&#39;t know how much these spots cost, but they are most likely expensive.</p> <p>The other way of in-store advertising is figuring on one of the lists. Apple gives you a few hours on the New list &quot;for free&quot; before you are pushed off the list by the next batch of 180 applications scheduled for launch every day. The New list will give you a boost, but you need to be on the Top 25 list to continue selling. In order to stay on the Top 25 list, you will have to slash your price to $0.99. </p> <p>This may be even more expensive than buying an ad depending on how you look at it. If you believe your app <em>should</em> sell for, say, $9.99, that means a cost-of-sale of $9.33 for each app you sell. Is this more or less that other means of advertising? This is an almost impossible calculation of course. What should an app cost? There are a thousand answers to that question. </p> <br /> <h3>You are blind</h3> <p>If you advertise outside the App Store there is no way to know how effective your ads are. The App Store lacks a mechanism for tracking clicks. Even URLs, the most basic concept of the web, does not work with the iPhone App Store. There is no way for a review, or a promotion, or a blog post like this to link to the app itself in the App Store on the iPhone. (It works on iTunes on the desktop.) I can tell you about a nice little app like for example Instapaper. If you click <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=288545208&amp;mt=8">this link</a> on your desktop, it opens iTunes with the relevant page and that nice &quot;Buy App&quot; button. But you can&#39;t click the <a href="http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=288545208&amp;mt=8">same link</a> on the iPhone and buy the app. Even if you could, the <em>source</em> of clicks is not reported to you (in iTunes). If you market your app 3 ways, you don’t know which marketing activity was effective and not. (Same goes for &quot;Tell a friend&quot;. No one but Apple knows how effective this is, and they are not telling.)</p> <p>This means it is a costly affair to market outside of the App Store. It is better to use the &quot;$0.99 marketing&quot; technique inside the App Store. This of course has the effect that everybody lowers their price to 0.99 in order to stay on the Top 25 list because this looks like the only possible marketing mechanism currently.</p> <br /> <h3>Is this likely to change?</h3> <p>It would help developers if this changed and Apple gave developers a way to measure their marketing activities. But I&#39;m not sure Apple feels that it is in their best interest to change this. As long as there is a flood of developers willing to fill the App Store with $0.99 applications, it is not in Apples best interest to share any information with third party developers. If will probably only change if keeping developers in the blind stops the flood of new applications and threatens the market advantage of being able to tempt new iPhone customers with thousands and thousands of practically free applications.</p><img src="http://feeds.feedburner.com/~r/Sender11/~4/lgYWYwpYO3c" height="1" width="1"/>]]></content:encoded>


<category>Apple</category>
<category>iPhone</category>

<dc:creator>Morten Hjerde</dc:creator>
<pubDate>Sun, 11 Jan 2009 20:31:42 +0000</pubDate>

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<title>Appstores: The new ringtone business</title>
<link>http://sender11.typepad.com/sender11/2009/01/appstores-its-the-new-ringtone-business.html</link>
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<description>The credit crunch grabbed the mainstream headlines, but 2008 brought us an equally fascinating display of market mechanics: Apple launched the App Store on the iPhone and the price of applications crashed. In the six months of its operation, more...</description>
<content:encoded><![CDATA[<p>The credit crunch grabbed the mainstream headlines, but 2008 brought us an equally fascinating display of market mechanics: Apple launched the App Store on the iPhone and the price of applications crashed.</p> <p>In the six months of its operation, more than 10,000 applications have been launched. Every day about 180 new applications appear in the store. 70% of them are paid applications, and most of them costs 99 cents. Here is a <a href="http://blog.charlesteague.com/links/2008/11/5-months-and-9000-applications-later.html">chart from Charles Teague</a>:</p> <p>&#0160;<img alt="image" height="276" src="http://sender11.typepad.com/.a/6a00d8341e626f53ef010536ad3403970b-pi" style="display: inline;" title="image" width="500" /> </p> <p>The low price of applications frustrate developers. </p> <h3>Be careful what you wish for</h3> <p>It is perhaps ironic that Apple <a href="http://sender11.typepad.com/sender11/2008/03/roadmap-what-ro.html">never intended</a> to have neither an App Store nor any application developers for the iPhone. iPhone Apps has come about as a result of pressure from developers. When the iPhone was announced, Steve Jobs clearly stated that the iPhone was a gadget, and no one could put applications on to it. Developers would have nothing of it and started jailbreaking what they saw as a very nice application platform. The developers raised such a stink that Apple decided to give the developers what they wanted: Tools, distribution and billing.</p> <p>Since then, application developers has been hard at work creating useful applications, only to realize that the only way to sell <em>anything</em> on the App Store was to lower the price to $0.99. It seems like no matter how useful software you make, people value it at $0.99. </p> <h3>Mental model</h3> <p>There is a “mental model issue” at work here. Developers see the iPhone as a computing platform because it runs a proper OX, has developer tools etc. Most people don&#39;t see their iPhone as a computing platform, the see it as a fancy gadget. They don&#39;t expect to use it for typical computing tasks like word processing. They buy a laptop for that. People are ok with paying what they see as a reasonable price for an office suite for their PC. Say, $150 for a word processor, a spreadsheet and some extra apps. No problem. Millions of people buy a copy of MS Office every year. </p> <p>Ask them if they are ok with paying $150 for MS Office for their phone and they say no. OK, but if the price was really low… say $50? That’s only 30% of the PC price, a fantastic bargain? No? $25? $15? No? When you cut 90% off the price and people are still not interested, you know you have a problem. </p> <h3>Do you really take the office with you?</h3> <p>An office suite is of course an extreme example, but its meant to prove a point. Almost no one will buy a word processor and a spreadsheet for their phone - at any price. But a laptop <em>without</em> a word processor and a spreadsheet is unthinkable. Office suites have been available for mobile phones for years, and they sell in very small volumes. Office tools for phones are not going to produce a new Microsoft Corp. Neither is any other sort of productivity application. </p> <p>People are willing to pay for productivity features at the point of purchasing the phone, <em>but not thereafter</em>. They are willing to pay a premium for a phone with nice email, maps, music player, etc. while in the store. But they will not pay for the same features as downloadable applications when they come home. Maybe they will in the future, but not today. </p> <h3>Entertainment</h3> <p>On the other hand people seem more than willing to pay $0.99 to download an application that provides a little bit of amusement or entertainment value. I believe the current best-seller is an application that makes rude body noises. (Now you know what the <a href="http://gizmodo.com/tag/iphone-demographics/">iPhone demographic</a> “31 year old affluent urban males” are into. In case you ever wondered...) </p> <p>If you are a developer hoping to hit it rich, maybe you should stop developing that incredibly useful organizer application and get to work on the next <a href="http://ifartmobile.com/">iFart</a> app. iOink perhaps?</p><img src="http://feeds.feedburner.com/~r/Sender11/~4/uitdqtMFX20" height="1" width="1"/>]]></content:encoded>


<category>Apple</category>
<category>iPhone</category>
<category>Mobile development</category>
<category>mobile phone</category>

<dc:creator>Morten Hjerde</dc:creator>
<pubDate>Tue, 06 Jan 2009 18:58:00 +0000</pubDate>

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<title>Web Runtime APIs</title>
<link>http://sender11.typepad.com/sender11/2008/11/web-runtime-apis.html</link>
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<description>Back in the days when J2ME was the mobile development platform of choice, there was a lot of both ridicule and concern about how fragmented J2ME was. Pundits claimed that with the second coming of the Mobile Web all those...</description>
<content:encoded><![CDATA[<p>Back in the days when J2ME was the mobile development platform of choice, there was a lot of both ridicule and concern about how <em>fragmented</em> J2ME was. Pundits claimed that with the second coming of the Mobile Web all those problems would be over, and developers would live happily ever after in a world of True Internet Bliss. I wish it was true, I really do. But apparently it&#39;s not easy to agree on standards when all players struggle to differentiate from each other.</p> <p>The current state of affairs is that everybody+dog is cooking their own solution. Here is a brief overview:</p> <br /> <h3>Nokia Web Runtime</h3> <p>Nokia was early with a plug-in for the Nokia WebKit browser that basically gave access to battery and signal strength. With S60 5.0, launched recently with the Nokia 5800 &quot;Tube&quot;, Nokia introduced WRT 1.1:</p> <table border="0" cellpadding="2" cellspacing="1" width="500"><tbody> <tr bgcolor="#eeeeee"> <td width="30%"><font size="0">AppManager Service API</font> </td> <td width="70%"><font size="0">Access and launch applications on a device</font> </td> </tr> <tr> <td width="209"><font size="0">Calendar Service API</font> </td> <td width="332"><font size="0">Access and manage calendar information</font> </td> </tr> <tr bgcolor="#eeeeee"> <td width="209"><font size="0">Contacts Service API</font> </td> <td width="332"><font size="0">Access and manage information about contacts</font> </td> </tr> <tr> <td width="209"><font size="0">Landmarks Service API</font> </td> <td width="332"><font size="0">Access and manage information about landmarks</font> </td> </tr> <tr bgcolor="#eeeeee"> <td width="209"><font size="0">Logging Service API</font> </td> <td width="332"><font size="0">Access device logging events</font> </td> </tr> <tr> <td width="209"><font size="0">Location Service API</font> </td> <td width="332"><font size="0">Access device location information and perform location-based calculations</font> </td> </tr> <tr bgcolor="#eeeeee"> <td width="209"><font size="0">Media Management Service API</font> </td> <td width="332"><font size="0">Access information about media files stored on a device</font> </td> </tr> <tr> <td width="209"><font size="0">Messaging Service API</font> </td> <td width="332"><font size="0">Send, retrieve, and manage messages such as SMS and MMS</font> </td> </tr> <tr bgcolor="#eeeeee"> <td width="209"><font size="0">Sensors Service API</font> </td> <td width="332"><font size="0">Access data from the physical sensors of a device</font> </td> </tr> <tr> <td width="209"><font size="0">SystemInfo Service API of WRT 1.1</font> </td> <td width="332"><font size="0">Access and modify system information on a device</font> </td> </tr> <tr bgcolor="#eeeeee"> <td width="209"><font size="0">SystemInfo Service API of WRT 1.0</font> </td> <td width="332"><font size="0">Access system information and control certain device features</font> </td> </tr> </tbody></table> <br /> <h3>Motorola WebUI</h3> <p><a href="http://developer.motorola.com/technologies/webui/">Motorola WebUI</a> runs on Motorola Linux devices with the first handset, MOTO VE66 scheduled to be out before Christmas. Here is the API&#39;s:</p> <table border="0" cellpadding="2" cellspacing="1" width="500"><tbody> <tr bgcolor="#eeeeee"> <td width="30%"><font size="0">File system API</font></td> <td width="70%"><font size="0">Read and write access to files in the file system</font></td> </tr> <tr> <td><font size="0"></font><font size="0">Location API</font></td> <td><font size="0">Information about the device’s location</font></td> </tr> <tr bgcolor="#eeeeee"> <td><font size="0">Contacts API</font></td> <td><font size="0">Access to contacts database and native contact list picker UI</font></td> </tr> <tr> <td><font size="0">Calendar API</font></td> <td><font size="0">Access to calendar entries</font></td> </tr> <tr bgcolor="#eeeeee"> <td><font size="0">Internationalization API</font></td> <td><font size="0">Language translation and language change notifications</font></td> </tr> <tr bgcolor="#eeeeee"> <td><font size="0">Application launching API</font></td> <td><font size="0">Launching other applications and UI services</font></td> </tr> <tr> <td><font size="0">Event subsystem API</font></td> <td><font size="0">Subscribing to system events; publishing and subscribing to non-system events</font></td> </tr> <tr bgcolor="#eeeeee"> <td><font size="0">System API</font></td> <td><font size="0">System settings and status information</font></td> </tr> <tr> <td><font size="0">Soft key management API</font></td> <td><font size="0">Getting or setting the soft keys and receiving notification when they are pressed</font></td> </tr> <tr bgcolor="#eeeeee"> <td><font size="0">Media Finder API</font></td> <td><font size="0">Searching for files based on metadata tags</font></td> </tr> <tr> <td><font size="0">Download API</font></td> <td><font size="0">Downloading and storing files</font></td> </tr> </tbody></table> <br /> <h3>ACCESS NetFront</h3> <p>With the announcement of NetFront version 3.5, ACCESS, who makes the <a href="http://developer.sonyericsson.com">Sony Ericsson</a> browser, introduced a device API. I haven&#39;t seen the specs anywhere, but <a href="http://www.access-company.com/products/mobile_solutions/netfrontmobile/browser/widgets.html">ACCESS says</a>: </p> <p>&quot;DirectConnect, ACCESS&#39; ECMAScript-driven interface, enables the creation of a entirely new class of applications which combine Web 2.0 services with device-resident capabilities. Such capabilities include location using GPS and other positioning methods, access to local content stored in the address book and calendar, sharing of music, pictures and movies made accessible by DLNA (Digital Living Network Alliance) technology, etc.&quot;</p> <br /> <h3>BONDI/W3C</h3> <p><a href="http://www.omtp.org/Bondi/">BONDI</a> is an attempt by OMTP bring order. To define a common set of interfaces for access to handset capabilities. BONDI will submit their work to W3C in order to establish an industry standard. Details will be finalized by years end and a reference implementation is in the works. Too late?</p> <table border="0" cellpadding="2" cellspacing="1" width="500"><tbody> <tr bgcolor="#eeeeee"> <td width="30%"><font size="0">Telephony API</font></td> <td width="70%"><font size="0">Place calls</font></td> </tr> <tr> <td><font size="0">Communication Log API</font></td> <td><font size="0">Access the call log</font></td> </tr> <tr bgcolor="#eeeeee"> <td><font size="0">PIM API</font></td> <td><font size="0">Access contacts, calendar, task and notes</font></td> </tr> <tr> <td><font size="0">Messaging API</font></td> <td><font size="0">Send SMS, MMS and email messages</font></td> </tr> <tr bgcolor="#eeeeee"> <td><font size="0">Media Gallery API</font></td> <td><font size="0">Store and retrieve media files</font></td> </tr> <tr> <td><font size="0">Persistent Data Storage API</font></td> <td><font size="0">Access persistent storage</font></td> </tr> <tr bgcolor="#eeeeee"> <td><font size="0">Location API</font></td> <td><font size="0">Access location info</font></td> </tr> <tr> <td><font size="0">Application Invocation API</font></td> <td><font size="0">Launch native applications</font></td> </tr> <tr bgcolor="#eeeeee"> <td><font size="0">Phone Status API</font></td> <td><font size="0">Access device status for battery level, network connection, orientation etc.</font></td> </tr> <tr> <td><font size="0">Camera API</font></td> <td><font size="0">Access the Microphone and Camera functions</font></td> </tr> </tbody></table> <br /> <h3>Others</h3> <p><strong>Microsoft</strong> will introduce a &quot;RIA framework&quot; in an &quot;upcoming version&quot; of Windows Mobile. Their strategy seems to be Silverlight, but it would make sense to support AJAX based applications as well. No?</p> <p>The <strong>iPhone</strong> does not currently expose any device capabilities through the browser. What their plans are is anyone&#39;s guess. With the success of the AppStore, they are probably not in a hurry.</p> <p>The <strong>BlackBerry</strong> recently added support for AJAX and exposes a location object that lets you access the GPS from the browser. It also has some nice push features, but no other capabilities through the browser.</p> <p>The first <strong>Android</strong> device, G1, features <a href="http://gears.google.com/support/bin/answer.py?answer=79873&amp;topic=13192">Google Gears</a>. Gears gives access to location plus local storage. In theory anyone could write a browser plugin to expose most any phone feature, that goes for S60 and iPhone as well as Android. The only problem is that there is no friendly way to the the plugin onto the phones.</p> <br /> <h3>Doom or gloom?</h3> <p>None of the above API&#39;s are compatible. Not only are the methods different and located in different classes, the capabilities are only partly overlapping. The security mechanisms are different, with different policies and different certificates. </p> <p>Standardisation efforts notwithstanding, this emerging chaos probably has to be solved through technology. Somewhere in here, there is a business opportunity for an enterprising developer.</p><img src="http://feeds.feedburner.com/~r/Sender11/~4/z7tmRIL2_i4" height="1" width="1"/>]]></content:encoded>


<category>Android</category>
<category>Google</category>
<category>iPhone</category>
<category>Mobile development</category>
<category>Mobile Web</category>
<category>motorola</category>
<category>nokia</category>
<category>sony ericsson</category>

<dc:creator>Morten Hjerde</dc:creator>
<pubDate>Thu, 27 Nov 2008 23:59:58 +0000</pubDate>

</item>
<item>
<title>One-Two-Many</title>
<link>http://sender11.typepad.com/sender11/2008/11/one-two-many.html</link>
<guid isPermaLink="true">http://sender11.typepad.com/sender11/2008/11/one-two-many.html</guid>
<description>There is a common misconception that, because humans have ten fingers, they have the innate ability of counting to ten. People generally fancy that, if a child was raised by wolves, he would come to the idea of counting just...</description>
<content:encoded><![CDATA[<p>There is a common misconception that, because humans have ten fingers, they have the innate ability of counting to ten. People generally fancy that, if a child was raised by wolves, he would come to the idea of counting just by looking at his hands. (<a href="http://books.google.com/books?id=_G74dDQO8gUC">_</a>)</p>  <p>Counting is not intuitive to humans, it is a learned skill. Or to be more specific, the human brain seems to naturally count objects as &quot;one&quot;, &quot;two&quot;, and &quot;many&quot;. Our numbering system and number words emerged fairly late in the evolution of human society and was due to &quot;socioeconomic factors&quot; (Fancy word. But I for one believe it was the tax man.) </p>  <p>Counting is by no means important for our survival. In fact, entire societies has come and gone without having pretty basic math skills like the ability to count to more than 3, understand abstract numbers or the concept of zero.</p>  <p>Our brains has a pretty vague sense of numbers. Looking at a pile, is there seven or eight apples in that bowl? Hard to say without looking close and count. A simple thing like subtracting six from eleven takes a little bit of conscious effort.</p>  <p>Tons of research (scientific term) shows that our brain is content with this limited scheme. One-two-many may be the innate capacity granted to us for handling plurality. Language reflects our cognitive processes and examples of one-two-many is easy to find in most all languages.</p>  <p></p>  <p></p>  <p>&#0160;<img alt="image" height="178" src="http://sender11.typepad.com/.a/6a00d8341e626f53ef010535f39cca970c-pi" style="display: inline" title="image" width="338" /></p>  <p><a href="http://www.amazon.com/Before-Writing-1-Counting-Cuneiform/dp/0292707835">Denise Schmandt-Besserat, <em>Before Writing</em></a><em> </em></p>  <h3>Time flies like an arrow, fruit flies like a banana</h3>  <p>I&#39;ve noticed this one-two-many scheme seems to be dominant in other mental processes also. When we think past events, we seem to group events into &quot;now&quot;, &quot;near past&quot; and &quot;distant past&quot;. While we obviously have the (learned) ability to precisely specify a point in time (Friday 18th of May, 1987 at 12:34 PM), this is not how we mentally store of even think about events. When we think of some past event, we don&#39;t seem to store it on a timeline at all. We have an emotional anchor that enables us to recall the event, but it&#39;s not tied to a timeline, it is always anchored to a person or object. Unless you spend a lot of time thinking about your past, you probably have a pretty coarse notion of when, and in what order, past events occurred.</p>  <blockquote>   <p>Time, as it is expressed in the grammatical machinery of language differs from Newtonian time in not being measurable in units. […] The imprecision in the way language expresses time is related to the imprecision in the way we experience and remember it. </p>    <p>(<a href="http://www.amazon.com/Stuff-Thought-Language-Window-Nature/dp/0670063274">Steven Pinker, <em>The Stuff of Thought</em></a>)</p> </blockquote>  <p>As Jared Spool pointed out, and most usability testers can attest to, a test subject will claim a website loads quickly if he is able to find what he is after, but will claim it loads slowly if he can&#39;t find it. The passing of time is subjective. <em>Time flies</em> when we have a good time, but a minute feels like an hour in a dentists chair.</p>  <h3>If I held you any closer, I&#39;d be on the other side of you</h3>  <p>Ok, we have trouble with counting, we can&#39;t keep time, but we are pretty good at estimating distance, right? Sadly no, the same effect seems to govern our notion of distance. According to our language, objects seem to be mostly either <em>here</em>, <em>there</em> or <em>far away</em>. That our perception of time and distance is similar should not be a surprise, as we often use space as a metaphor for time. We talk about the <em>length</em> of time, time<em>frames,</em> the past is <em>behind</em> us, the future <em>in front</em>, etc.</p>  <h3>So</h3>  <p>So I think it could be worth exploring how our one-two-many thinking brain should influence user interface design. There is nothing in our nature that dictates that a timeline must be linear. On the contrary, the further in the future or past, the coarser our sense of time is. There is nothing that suggests that we need much precision when representing spatial relations either. Our mental image of our surroundings is probably more like a tube map with nodes for relevant places and nothing like a geographic map with correct scale and distance. And designers spread out objects in nice even grids floating in space anchored to absolutely nothing, when sometimes a big uneven pile on the floor would be better and more approachable.</p><img src="http://feeds.feedburner.com/~r/Sender11/~4/DnqBPiwFqqk" height="1" width="1"/>]]></content:encoded>


<category>User Experience</category>

<dc:creator>Morten Hjerde</dc:creator>
<pubDate>Thu, 13 Nov 2008 22:02:00 +0000</pubDate>

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