1794 Redux

February 1, 2010

Late last year I made a small prototype based on my Ignite London talk, 1794, by printing the 20 slides as Moo cards, with associated pages on this blog.

Now there’s a new version, using cards, stickers and an A3 sheet for you to play with the story. It’s backed up with a new set of web pages at 1794story.wordpress.com.

It’s an unashamedly personal, partial and unfinished history, an experiment in stripping the book down to its barest essentials then adding some of the flexibility and remixability of the web. I’ve written more of the “why” of the project in the about page.

Also, I’m looking for a few people to play with the story. “Beta test” would be an overstatement, but I am interested in honest feedback. There is no right way to read this story, only what you do with it. Let me know if you’re interested.


Enter your 16-digit card number folllowed by Arghhh

November 4, 2009

So I got home late last night and opened a letter containing a replacement bank card. To activate it I had to call one of those automated phone lines. It taught me something interesting.

Though standing in the living room just a few feet from a landline phone, I reached for the phone that is always with me, the shiny computer in my pocket, with wifi, a web browser and a touchscreen so slick it has to defend against my disgusting human fingers with a lipophobic coating.

I entered the number (because, yes, this computer also makes calls!) and was greeted by a man from the Nineteen Eighties. This is going to be a breeze, I thought smugly. I’m a confident 24-hour e-banking consumer. I laugh in the face of paper bills. I sweep administrative trivia into the gaps of my a busy lifestyle.

“Now,” demands Nineneen Eighties Man, “using the keypad on your phone, enter your 16-digit card number followed by the hash key”.

The keypad on my phone? The keypad on my phone? My phone has a camera, a compass and an accelerometer. It tells the weather to save me the strain of looking out of the window. It has no need of a keypad!

Read the rest of this entry »


One & Other in a roundabout way

September 22, 2009

This is a photo of the screen of a computer, displaying a webcam that’s trained on a plinth. Not just any plinth, The Plinth.

On the webcam is a whiteboard that carries a message, a message that’s saying hello to my sons. They were very impressed.

Lorinda (who I’ve never met) wrote the message. Lorinda wrote messages she got on her phone, via a service called Thumbprint. Thumbprint is a dead simple way to say stuff about places and topics by text.

I texted the Plinth after seeing a tweet from Andrew at Blink who made Thumbprint with my friends at Common.

It was all over in a few totally unexpected minutes of a Saturday afternoon, so let’s play that again, in slow motion…

  • Tweet…
  • Text…
  • Thumbprint…
  • Text…
  • Plinth…
  • Pen…
  • Whiteboard…
  • Webcam…
  • Amazement.

Well done to all involved.

889QMSXPFVZ6


The Hyperjoy of Hypertext

September 7, 2009

In my ramble through the possibilities of Mobile Gothic, Ruskin’s fifth quality of Gothic – Rigidity or Obstinacy – was the hardest to express. It may not be all of Christopher Alexander’s qwan, but it’s certainly an important part of it.

At the time I wrote:

“The articulation of the parts of the mobile user experience is a key to its success, which is why we talk a lot about flow, about seamless user experience, but it often sounds vapid. Ruskin reminds us that there should be angles, there should be tension and change as we move from one mode to another.”

The angles, the angles, it’s all in the angles. It’s all in the angle brackets. Because at the heart of Mobile Gothic is hypertext.

And at the heart of hypertext is, well, text.

Let’s pause for a moment to remember just how amazing text is. Read the rest of this entry »


Mobile Gothic: a flight of fancy

August 4, 2009

I’ve always found it strange that Eric S. Raymond chose the cathedral as his metaphor for closed development in free software, because the construction of our great medieval cathedrals must have been a very open process.

Passing peasants were doubtless discouraged from picking up a chisel to hack at the nearest stone, but Gothic buildings like York Minster and Strasbourg Cathedral were certainly the work of many hands, over many generations – not generations of software but generations of people. They were in very public beta for longer than Google News.

And so in chronicling the exciting changes we’re about to see in the mobile user experience it seems appropriate to turn to John Ruskin, Victorian art critic, social theorist, and owner of a magnificent beard.

Read the rest of this entry »


Adventures with a pocket projector

July 15, 2009

A couple of months ago I got myself a pocket projector to attach to my mobile phone and laptop. Partly, I wanted to know what happens to the mobile user interface when you blow it up to a metre across. Partly, it seemed like a fun thing to have, just to have it.

I discovered that a pocket projector has many uses…

1. Buy groceries on the fridge

2. Turn your ceiling into a planetarium

3. Customise your t-shirt

4. Twitter-enable a teapot

5. Make a newspaper like in Harry Potter

It was fun making these. I think little projectors are going to be huge.


I was born under a long-named star…

May 23, 2009

In his latest cartoon my friend Noel, aka DJ Bogtrotter, reminds me of an oddity revealed in this month’s Orange Digital Media Index.

[Disclosure 1: I work for Orange though the-postings-on-this-site-are-my-own-and-dont-necessarily-represent-the-positions-strategies-or-opinions-of-my-employer. Disclosure 2: My employer's premises are protected by the power of feng shui. Really. Disclosure 3: That last link was to a PDF, sorry.]

Anyway, one of the highlights of the report is about Orange World’s mobile search. It’s up 120% year-on-year, which is a Good Thing. But specifically my colleague Steve Heald says:

“The peaks in search terms provide an interesting cultural snap-shot. For instance, although you’d expect horoscopes to be spread roughly equally, Virgo (the most searched star sign) is searched 15 times more than Sagittarius.

I’ve seen this quirk before in other mobile content data sets, such as the number of customers signing up for horoscope text alerts.

At first it worried me. Like Noel I have a healthy distrust of astrology. No, that’s not true. I believe astrology is complete rubbish. As Arthur C Clarke said, “I don’t believe in astrology; I’m a Sagittarius and we’re skeptical.”

How could your personality possibly be affected by the position of random patterns of stars in the sky in the twelfth of the year you were born? Surely this would be easily disproved with statistics?

Read the rest of this entry »


Mobile bookmarking the old-fashioned way

May 7, 2009

I’m on the bus, checking my RSS feeds with Bloglines Mobile.

I see a couple of links I might want for later. The obvious thing would be to bookmark them on Delicious. But that’s not an option using the mobile versions of many sites in Opera Mini.

So I reach for the nearest scrap of paper, my bus ticket, and scribble some reminders.

Paper wraps phone again, and as an experience it’s hard to beat.

Minimum requirements:

  • downtime for catching up on RSS
  • mobile phone, with browser
  • paper ticketing, without advertising on the back
  • web search to find the links later

Possible extension:

  • Location-based mobile bookmarking by bus stop:

Update 21/05/2009: Location-based mobile bookmark #2


Normob: is this the ugliest word not yet to enter the English language?

January 27, 2009

The words we use to talk about people quickly come to constrain the ways we relate to them, so it’s with mounting alarm that I see the spread of the word “normob” – a contraction of “normal mobile user”.

It started here, and has spawned this and this, and has even been taken up here. But before you’re tempted to drop this particular neologism into your zeitgeisty telecoms discourse, just stop for a moment and listen to yourself. This must surely be one of the ugliest words not yet to enter our language. I am not alone in my unease.

Let’s begin with the sound it makes, from the drawn out drone of the “nor” to the lumpen ending “ob” and with little to improve matters in between. Just to hear this word is an aural assault, like travelling on a defective Tube train.

Then there are the connotations packed into those innocuous-looking six letters. Here they are annotated, with apologies to users of screen readers [what must it be like to hear "norrr-mob" read out by a computer?] and anyone called Norman…

normob annotated

Read the rest of this entry »


Play Small: why mobile challenges designers to make a better web

October 6, 2008

In a single Noisy Decent Graphics post, Ben Terrett effortlessly segues between my two preoccupations of the moment – agonised middle-class parenting, and the superiority of mobile web over fixed. How could I resist?

“City kids are not like country kids”, he notes, “… the space available to play is smaller… so they learn to play smaller.” (Whereupon I’m reminded of Christopher Alexander’s delightful Child Cave pattern.) For designers, the resulting constraints can be a Good Thing. We all need to Play Small…

“One thing that really brings home Play Small to me is iPhone web pages.

“Most people would assume that a mobile web page is a compromise. Not as good or as rich as the main page. The thing is, more and more I’m finding I like the mobile pages better than the main pages.

“Stripped of all superfluous content and navigation, devoid of over elobarate graphics, they’re like raw ‘what I came here for’ in one handy pocket sized rectangle.”

Absolutely. The mobile web tends to make for better design, and the small surface display is just one of the reasons.

Design for the PC-based web has been rendered flabby not just by growing screen size, but also the assumption of fast, always-on broadband. This assumption enables two kinds of impositions on the user.

First, with less worry about filesizes, people pack an almost limitless number of links, graphics and styles onto a single page. Can’t decide which of your site’s functions to prioritise? Why not include all 19 of them equally! Above the fold! Can’t fit it all in? Make it dynamic to expand and shrink stuff in new and confusing ways.

Second, since pages appear almost instantaneously, we fall into the trap of assuming that any additional clicks cost nothing of the user’s time. Who cares if they take a few blind alleys? That’s why there’s a back button.

The cost, of course, is in the increased cognitive load. Website owners that work like this are abdicating their responsibility to think through a problem fully. They are offloading the work of understanding onto their users.

Ben’s “‘what I came here for’ in one handy pocket sized rectangle” speaks of the reverse, of care taken and thought for the user. The most popular page on the web also bears this out: earlier this year, Google applied a “one in, one out” rule to the 28 words on its classic homepage.

Which brings me on to another reason that the mobile web has the potential to generate better designs: mobile forces an increased focus on the context of use.

It is too easy in the fixed web world for us to assume that we and our users inhabit the same environment. Maybe this happens because desktop and laptop computers are at once the tools we use to specify the online experience, and  the appliances on which our users will interact with the results.

In contrast, mobile experiences are defined by their external environments as much as by their internal functionality. And in considering the environment we also end up considering our users as different from ourselves, and hopefully better understanding their needs and priorities as a result.

In Paper, Scissors, Phone I suggested getting real with sketches and mobile prototyping as a way to further sharpen this focus on target users and contexts.

Ben concludes with  a beguiling extrapolation of credit crunch chic:

“Make no mistake, we’re currently leaving the era of Baroque brands and moving into a new period of austerity in communication. And as we move towards Depression 2.0 maybe Play Small will become a vital tool for all designers across all forms of media.”

The “austere” bit worries me though, because well-thought-out design doesn’t always have to look like a bank statement (though that’s the noble aesthetic of Dopplr, which earns a special mention in Ben Terrett’s post for being so well designed on the PC that even mobile cannot improve it).

I’m reminded of a video I saw of an iPhone user comparing the full web and made-for-mobile versions of a social networking site. Unlike Ben, he preferred the full version on his phone. He felt the mobile version was “limited”. And as he talked to the researcher’s camera, his fingers danced across the touchscreen. This user so clearly relished the panning and zooming and the satisfying gravitational bounce as he hit on the edges of the page. The made-for-mobile page – one long screen-wide galley of content – was functionally superior but it had much less “bounce” than the full website. It was too austere.

I really hope that a fitter, more fitting web will follow from the widespread adoption of mobile multimedia, and that doesn’t mean there’s no room for delight. Though the space may be small, it can still be a great place for play.

Update 18/10/2010: Stacey Higginbotham on GigaOm tells how “mobile connectivity sets developers free” -  Stop Cramming the Mobile Web Into the PC Box


Brushed chrome – the story of Google’s browser in comic book form

September 2, 2008

What a stroke of genius to commission Scott McCloud to tell the story of Google’s new web browser, Chrome, in comic form.

McCloud’s own books have communicated his enthusiasm for the past, present and future of comics themselves. Now his fluid, conversational style perfectly captures the diverse passions of project team members – passions that gel together to create a finished (well OK, it’s Google, so it must be beta) product.

The Chrome comic is packed with exhibits in support of Google’s claim to have started from scratch with the browser, to “design something based on the needs of today’s web applications and today’s users”. Among them, four in particular struck a chord with me:

The PC and the browser are always on, which has implications for memory usage and management. The fragmentation problem created by current browsers “grows all day, as the lifetime of the browser extends.” “Have you tried turning it off and on again” is no longer an acceptable IT helpdesk solution.

The homepage is dead (long live the new tab!) Web users rely less and less on a single web page as their starting point, instead developing a habit of checking a handful of different sites whenever they go to the browser. Google’s nine-thumbnail “new tab” page is a neat response to the way we now use the web.

Some things are best forgotten. With all this personalisation, Google of all service providers must be ultra-aware of users’ privacy concerns. McCloud diplomatically chooses “Want to keep a surprise gift a secret” as the, ehem, discrete scenario to illustrate their solution to this user requirement.

Mobile is already starting to make the deskbound web a better place. Software engineer Darin Fisher is quoted: “We also knew there was a team at Google working on Android and we asked them, ‘Why did you guys use Webkit?’” So when it came to something as fundamental as the choice of a rendering engine, in a company self-proclaimed to “live on the Internet”, it turned out to be the mobile team that had the inside track. I’ve long believed that the PC-based web experience has lots to gain from applying some of the discipline of mobile.

… and finally a nostalgic aside: seeing Scott McCloud’s technical explanation of the principles behind Chrome reminded me of Donald Alcock’s delightfully hand-drawn and lettered “Illustrating Basic” which helped me get to grips with my BBC Micro as a boy. I’m determined my own Cbeebies-generation children should also have some exposure to programming languages, and make periodic attempts to divert them from iPlayer and AdventureQuest to Scratch!


The mobile web: today, asparagus; tomorrow, the world

July 26, 2008

asparagus by Muffet on Flickr

Carlo Longino on Mobhappy and Tarek Abu-Esber at Mobile Messaging 2.0 both asked this week “When Will The Mobile Web Be Mass Market?” – a question prompted by the declaration from Nielsen Mobile that we’ve now reached critical mass. According to Nielsen, 12.9% of the UK population used the mobile internet in Q1 2008.

Now obviously I’m biased but I reckon many marketers would trade their grandmothers for a piece of a product touching one in eight consumers less than 10 years on from launch. Only by comparison to its Brobdingnagian parents, mobile telephony and fixed internet, could the mobile web be described as small. It has every chance of meeting then exceeding their growth in the future.

But while we debate the vagueries of what it means to be mass market, I thought it worth pointing out one small but very real notch on the new arrival’s height chart. At 12.9%, more Britons now use the mobile internet than eat asparagus (12.4%, apparently). And it won’t even make your wee smell funny, I promise.


In the future, people will think it strange…

May 25, 2008

… that the internet was ever tethered to wall sockets and floor boxes.

Now obviously the participants in a Mobile Internet Portal Strategies conference are a self-selecting bunch of enthusiasts, but last week there was a distinct sense of confidence that our moment has arrived.

People who’ve spent the best part of a decade expounding the unique benefits of the mobile internet – ubiquity, identity, location, authentication, micro-billing and so on – only to be met with blank looks from their fixed net counterparts, now see the prospect of mass adoption just around the corner.

Some even go so far as to say that the fixed web we know today will come to be seen as an historical anomaly. Why “optimise” for home and office, Windows and Mac, IE and Firefox – such a narrow subset of contexts, computing devices and browsers – when there’s a whole big wide world out there? Some evidence here.

Ludo and computer

Thanks once again to Ludo for providing a cautionary image to illustrate this post. Satisfyingly, I realised this picture of my son using our home PC was taken on my mobile phone and uploaded to Flickr using Shozu – paper wraps stone!

Updates 29/05/2008:

Update 25/02/2009: An all-time fave quote from Tomi Ahonen’s Communities Dominate post – “the “picture radio” (television) was not the same as radio; so too the “mobile internet” is NOT the same as the real PC based legacy internet.”


Mobile video use case #3

August 30, 2007

So I’m on the train home after a day in London and my phone beeps.

It’s a video message of Fabian riding his bike without stabilisers.

“I don’t know who I’m most proud of,” I tell Caroline later, “him for riding a bike or you for sending a video message.”

“Don’t patronise me,” says Caroline.


Paper – Scissors – Phone

April 23, 2007

Maybe it’s just me, but as we enter the latest phase of convergence with more and more big web properties moving onto mobile, I’ve noticed a trend for work in progress to be developed and presented mainly on PC screens.

In my (possibly mythical) golden age, presentations and design reviews were stacked full of phones in all shapes and sizes. Now stuff seems to come to me in neatly zipped PDFs and Powerpoint docs, which immediately place the work into the wrong context. They introduce implicit assumptions that were set in stone in the old days of the deskbound internet. The web’s moving on – but sadly many of the ways we design it are not.

So I started wondering: could we have a mobile design process which deliberately avoided deliverables on the PC screen? You can, if you must, use a desktop or laptop as a tool (Mitchell or Webb is up to you, it’s so irrelevant :-) What matters is that the design is presented in more appropriate media. It goes like this…

Paper wraps phone: The big visual canvas of a web page can hide a multitude of sins in site strategy and structure, but on mobile they’ll be painfully laid bare. So spend some time getting straight the objectives of the mobile interface, underpinned by the things you know about your users, their relevant needs, and their existing use of mobile. Write it down in complete sentences, you know, the things they taught you at school with a subject, a verb and an object. Banish any preconceptions about the context of use – for example, 27% of mobile internet-enabled phone users in a Pew Survey had used it in the home. Sketch out the information architecture and user flows on big sheets of paper. Then get out the scissors…

Scissors cut paper. Chop up the sitemap, give the resulting scraps a shuffle and see how a user will experience your work. Yes, mobile really lends itself to paper prototyping. As the small, handheld interface takes shape, how about mocking it up on small, handheld pieces of paper? Take a stack of index cards or PostIt notes and use one per scene on the mobile screen. Or to simulate the act of scrolling, cut a card with a hole in the middle to mask off all but a screenful of content at a time. I saw this trick used really effectively in early stages usability testing on our mobile portal a few years ago. It makes for a more realistic low fi test, and gives the designers an insight into the tunnel view that users have of their mobile interface. Then it’s time to hit the handset…

Phone blunts scissors. As soon as possible, get it mocked up on a mobile device. With XHTML and Flash Lite it’s much easier than it used to be, and immediately helps you get a feel for certain issues: Which buttons will be the main controls? How will the user enter text? How quickly can they scroll up and down the screen. Critically, get the design up and running on a few different kinds of phone that represent the spread of devices your users will have. This is not something that comes naturally to web designers for whom these things come down to narrow choices of screensize and IE/Firefox version, but it’s worth the hassle. If you don’t have all the phones yourself, beg or borrow them from friends, family or colleagues. If you’re doing the work for a big corporate or telco, ask them about access to the target devices. And if it’s a consumer application, make sure you don’t inadvertently introduce a bias towards business devices, which may well have bigger screens and more capabilities than those of your target users.

Now step outside. Stand in broad daylight on a busy street corner, preferably in a slightly dodgy area of town, and most likely realise that the fontsize needs to be even bigger than you thought. And if the fonts are bigger, than means fewer lines of text, which means revisiting those flows. Paper wraps phone once again in our iterative process :)

What do you think? Who is doing mobile design like this already? Who is doing it even better?

—————

Update – 5 September 2008: Rachel Glaves at Adaptive path tells how she likes to print stuff out to make it real – Designing for Gestures – Lessons From Print