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2004 | Buch

Designing Software for the Mobile Context

A Practitioner’s Guide

herausgegeben von: Roman Longoria

Verlag: Springer London

Buchreihe : Computer Communications and Networks

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Über dieses Buch

Roman Longoria The goal of this book is to provide a useful and timely guide to the practitioner who designs or develops mobile applications. The contributors to this book are leaders in the user interface (UI) community actively working in mobile platform technol­ ogy and mobile application design. Thus, this book offers the reader unique insight into the latest technologies, market trends, design ideas, and usability data. We provide the reader with the latest information that will have direct and immediate impact on a broad scope of product design decisions, including those for voice, phone, and personal digital assistant (PDA) applications. In other words, this book is written by practitioners, for practitioners. When I approached my coauthors about writing a chapter, I had only a few criteria. First, each author should have unique experience and expertise about a certain aspect of mobile applications. Second, that the authors be able to provide an introduction to the technologies with which they work. Third, that each chapter include case studies and lessons learned from empirical usability evaluations. And fourth, that each author include in the chapter some fundamental knowledge that they wish they had known when they got started designing for the mobile context.

Inhaltsverzeichnis

Frontmatter
Chapter 1. Designing Applications for 3G Mobile Devices
Abstract
This chapter provides information on the mobile phone industry as it transitions from 2G to 3G, with a focus on application environments and devices. This does not attempt to tell how to design mobile applications, but offers an overview on what to be aware of when designing content and applications. While the information here is specific to mobile phones , and does not cover other devices such as PDAs or communicators, awareness of physical and technological constraints of any device type is an essential starting point in the design process.
Avril Hodges, Jolie Bories, Ronan Mandel
Chapter 2. Designing Voice Application
Abstract
Cell phones have introduced us to a world where mobility coexists with communication. Combine the mobility of the cell phone with speech recognition technology, and we now have a revolutionary way to access information and conduct business by interacting with computers, anytime, anywhere. What’s more, mobile callers can get to information without extra equipment such as wireless modems, WAP phones, or Palm Pilots; all they need is a simple phone. Speech-enabled services offer the added benefit of gathering and presenting information all in the auditory modality. So when driving or on the go, callers can attend to their environment without having to look at a screen or press buttons. Voice user interfaces (VUIs) are not without their challenges, though. Audio is transient and cognitively demanding. In addition, callers have high expectations of the technology’s capabilities and assume that any utterance of theirs should be recognized by the system.
Jennifer Balogh, Nicole Leduc
Chapter 3. Designing J2ME™ Applications: MIDP and UI Design
Abstract
The Java™ 2 Platform, Micro Edition (J2ME™) is the Java platform for consumer and embedded devices such as mobile phones, PDAs, television set-top boxes, and other embedded devices. Like its counterparts — Java™ 2 Platform, Enterprise Edition (J2EE™ platform), Java™ 2 Platform, Standard Edition (J2SE™ platform), and Java Card™ — the J2ME platform is a set of standard Java APls defined through the Java Community ProcessSM program. The Java Community Process program uses expert groups that include leading device manufacturers, software vendors, and service providers to create the standard APls.
Annette Wagner, Cynthia Bloch
Chapter 4. Designing Multimodal Applications
Abstract
The vision of pervasive computing, the ability to access services and information anytime, anywhere, and from any device, is accelerated by emerging innovations in hardware, software, and network connectivity. Ubiquitous access presents an array of challenges, especially for applications in the mobile context because mobile devices have functional limitations due to size and available computational resources. Multimodal interfaces combined with careful considerations of the usability concerns in multimodal interaction can mitigate many of these limitations.
David Cuka, Tasos Anastasakos
Chapter 5. Heuristics for Designing Mobile Applications
Abstract
With mobile devices and wireless infrastructures becoming more powerful and ubiquitous, the corporate world is striving to use these technologies to keep their businesses competitive. One way is to provide access to enterprise applications via wireless, mobile devices. Designing mobile enterprise applications provides unique challenges. The obvious challenge is to design for small devices and usage in a mobile context; however, you may also need to design for integration with desktop products, novice users as well as domain experts, and a scalability of functionality that usually exceeds traditional consumer-oriented mobile applications and services. This chapter discusses enterprise mobile application design heuristics derived from iterative usability cycles that yielded a wealth of ideas and validation data. Although this chapter focuses on enterprise applications, many of these heuristics can be applied to more consumer-oriented applications.
Roman G. Longoria, Mick McGee, Eric Nash
Chapter 6. A Development Process for Advanced User Interfaces of Wireless Mobile Devices
Abstract
This chapter describes a process for developing user interfaces for advanced mobile wireless devices, based on research, contextual analysis, and prototyping. The process is based on research conducted by Aaron Marcus and Associates, Inc. (AM+A). AM+A designed future wireless mobile device user interface concepts for Samsung Electronics (Korea) that combined the functions of mobile telephones and personal digital assistants (PDAs). AM+A first researched emerging technology, social/cultural/business concepts, and advanced user-interface design. Then, AM+A provided to Samsung a suite of ideas for usable, useful wireless mobile devices to incorporate into future products.
Aaron Marcus
Backmatter
Metadaten
Titel
Designing Software for the Mobile Context
herausgegeben von
Roman Longoria
Copyright-Jahr
2004
Verlag
Springer London
Electronic ISBN
978-0-85729-374-9
Print ISBN
978-1-85233-785-8
DOI
https://doi.org/10.1007/978-0-85729-374-9