The Cooper Journal: Entries about Mobile

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Dear Mr. Jobs, I have some ideas about how to improve your phone

by Dave Cronin on July 28, 2009 | Comments (45)

Everyone knows that the iPhone is pretty great. The vast majority of my clients offer it up as their first example when I ask them, "What products on the market that represent the kind of experience you want to deliver?"

I mostly really like mine. But I've got to say there are a couple things about it that really bug me. Right up there after the fact there's no one-gesture way of switching between different email inboxes is the way the little red notifications circles work with the phone.

It's a bit confusing, plus requires unnecessary work

Whenever someone calls me, I don't answer, and the caller leaves a voicemail, a "2" is displayed in the little red circle over the Phone icon on the Home screen like this:

Maybe I'm kind of a simpleton, but doesn't that kind of make it seem like I've missed two calls? Or that I've got two voicemails?

And that isn't the worst of it. As confusing as that is, after using it for a while, I now mostly remember how it works (and even if I don't, it doesn't really cause me any real inconvenience.)

The really irritating part is when I go to the phone application, there are now two new red dots — one over Recent and one over Voicemail, like this:

Every single time, after I go listen to the voicemail, I have to click over to Recent to make that red dot with the number in it go away. Of course I know I missed the call, I've already listened to the voicemail. Why do I have to actively get rid of this extra dot?

You might be thinking "Relax, idiot. This isn't Ms. Pac Man. You don't have eat all the red dots." But I kind of do, don't I? Otherwise, the red dot starts to become useless. This might be fine with all your customers who bought an iPhone to replace their Razr, and those who don't have expectations of their phone as a productivity tool. But my mobile is actually a pretty important part of the way I manage my work and more importantly, my attention.

What if we changed things around just a bit?

Now, I don't want you to think that I'm just a hapless complainer. I have a couple ideas for how you can improve things. You can have them for free. (Though if you decide to use one of them, and felt like sending me a new 3GS or Cinema Display or something, that'd be cool.)

The easiest fix is to just change the logic so that for any missed call, you only display one circle. If they leave a message, it's over Voicemail; if they don't, it's over Recent. (Which works for the transition between when it's just a missed call, and when they've left a message. The number just switches from Recent to Voicemail when a message is left.)

But it still kind of bugs me that a given phone call can be represented in two different places. It seems a lot simpler to have a single list of calls to scan through when I pick up my phone after a meeting. Maybe it could look something like this:

It would work like a combination of Recent and Voicemail...

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Stratus Air: A Cooper concept project

by The Editors on July 13, 2009 | Comments (4)

When we saw the topic of this year's I.D. Magazine Annual Design Review concept category, we thought it would be fun to put together an entry. As frequent travelers, we were particularly inspired by the brief: design a graphic, object, or environment that would improve the experience of air travel.

We thought our approach was a good mix of practicality and inspiration; a premium loyalty service enabled by helpful bits of technology that would ease the pain and smooth the turbulence of business travel. Did we expect to win? Absolutely. Even though the judges didn’t share our enthusiasm, we’re happy with what we came up with, and we wanted to share it with you.

We present Stratus Air.


(To view at full screen HD, click the little icon with 4 diagonal arrows next to the Vimeo logo.)

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A reminder about system conventions

by Chris Noessel on May 13, 2009 | Comments (1)

I'm a Facebook user. I'm also an iPhone user. I'm also a bit lazy about updates. So having the Facebook app on the iPhone seems like a good idea. But there's one interface element in the application that frustrates me and makes me prone to not want to use it at all.

If you use your iPhone to email, you're used to sending it using the SEND control in the upper right hand corner of a message. It's a good place to be for right-handed people, as it's easy for your right thumb to jump right there. I send emails all the time from my phone, so I'm really used to this behavior.

Apple iPhone email

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Doing research right at kajeet

by Jenea Hayes on April 1, 2009 | Comments (4)

There comes a time in any parent’s life when she has the face the inevitable: Her child’s first cell phone. That time has come at last for me, and I confess I have been dreading it. What if she buys 50 ring tones? What if she calls China? What if she sends a prank photo to a friend and ends up going to jail and having to register as a sex offender for life? (That’s right, I’m a parent: I can go from “my kid might overspend my money” to “my kid might go to jail” in ten seconds flat.)

It was with utter delight, therefore, that I stumbled across kajeet, a cell phone service for ‘tweens and their parents. What sets kajeet apart is not their phones (they don’t make any), or their network (they’re essentially a Sprint reseller), but the service. With kajeet, parents can fine-tune what their kids can and can’t do, and who pays for what. You can set up separate wallets for the parents and the kid, such that the parents can pay for phone calls to Mom and Dad, but the kid has to pay for calls to friends or goodies like ringtones and wallpaper. You can set up times of day for certain activities, like only emergency phone calls during school hours. You can even track the location of your kid’s phone using its built-in GPS and online tracking tools.

When I discovered kajeet, I was in parental heaven. The service was so exquisitely tuned to my needs that I started to get professionally curious. What was the process that had led to this product?

The kajeet origin story goes something like this: Three dads saw a need, and created a company. Now, that’s a great start, but there had to be more to that story. They must have done their homework. So to learn more I spoke with kajeet’s SVP of Corporate and Business Development, Carol Politi.

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Beyond the touch screen

by Michael Voege on February 3, 2009 | Comments (0)

Since Apple's introduction of the iPhone, it seems like everyone is excited at the possibility of implementing a touch screen, and why not? There are a lot of benefits to touch-screen interfaces: Extreme flexibility in visual and interaction design allows products and applications to be tailored for specific needs and audiences to target markets; less reliance on hardware controls means significant savings in mechanical cost; larger screens allow more opportunities for richness in states and animations; greater flexibility also means the possibility to reduce waste in the creation of longer-lasting devices with upgradable OS's and software.

But with the flexibility of touch-screen interfaces come drawbacks. Typing is slower and less accurate than on a physical keyboard, and many functions require more taps than those tied to hardware controls. (Compare the number of taps required to access a single email on a Treo to the same action on an iPhone). There is tremendous opportunity to investigate how physical controls can be used in conjunction with touch screens in terms of on-device positioning, state functionality and force sensitivity behaviors to achieve an optimized balance in the end user experience.

To better understand these opportunities, I did a quick survey of some current and future products with this question in mind: How can hardware controls on portable devices integrate with touch screens to advance the current user experience?

Recent advances

There has been a great deal of progress made to improve usability, extend functionality and introduce more tactile feedback mechanisms to the touch interface experience:

  • Gyroscopic sensors for display format orientation and gaming
  • Proximity, light, motion sensing
  • Texture and material simulations
  • 3D simulation
  • Multi finger input technology
  • Audible and visual feedback for confirmation
  • Customizable functional key vibration
  • Physically moving displays to simulate a mechanical switch action

Reckoning with limitations

Information density still remains a major challenge in the design of portable touch interfaces. The human hand and fingers just don’t come in smaller sizes, so controls and functions must remain relatively large. At the same time, one wonders if older users even see the small on-screen buttons and icons or read font sizes smaller than 12 point. Is this a feasible platform for them or do they need specially-designed phones?


Nokia 5800 Xpressmusic

Physical navigation tools can help here. We know the stylus from prior PDAs; it was used for navigation, drawing, and text recognition. Not quite a portable device but the sketching pen displays offer a range of physical inputs such as trackpads, softkeys, pen pressure and angle sensitivity.

Nokia has added a stylus-like device, the Plektrum, to its 5800 Xpressmusic phone. (What's next? Finger puppet navigation?) The primary drawback with a stylus is that two hands are necessary to operate the device; in addition, many younger people perceive a stylus to be uncool, according to research that I've performed in the past.

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Economizer: A Cooper service concept

by The Editors on December 15, 2008 | Comments (12)

People are looking for ways to economize in these uncertain times. We can all see the evidence of environmental crisis brewing alongside the economic downturn, and it's easy to feel powerless in the face of such global forces. With politicians and businesses seeking avenues to a sustainable future, Cooper wondered how design might help individuals cut costs while also encouraging behavior that was environmentally responsible.

This all started when Environmental Defense approached Cooper, asking us to imagine new ways to make it easier for people to save resources. We performed research throughout the Bay Area, then collaborated with Environmental Defense to model our findings and identify design opportunities. From this point of inspiration, we continued on our own, crafting a quick eco-friendly concept: Economizer, a service that helps consumers save money while making sustainable choices. The service consists of a core set of internet-aware services with optional components such as hardware data collectors, social networking applications, and dedicated smart phone interfaces.



Economizer: Scenario 1 on Vimeo
(Watch this video in fullscreen mode by clicking the icon in the lower right of the player.)

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Discoverability

by Chris Noessel on August 27, 2008 | Comments (2)

Hey iPhone users, did you know that you have access to special diacritical characters? Neither did I. The bloggers at iSmashphone had to point it out to me in their entry 12 iPhone Tricks You Might Not Have Known.

The way you do it is to press and hold the base character, and the line of diacritical characters appears above. Slide your finger to the correct one and lift up, and now you can properly spell the word háček.

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The Drawing Board: Episode One

by The Editors on August 12, 2008 | Comments (8)

Here at Cooper, we find that looking at the world from the perspective of users and their goals makes us notice a lot of bad interactions in our daily lives. Being solution-minded designers, we can’t help but pick up a whiteboard marker to scribble out a better idea. (Just ask our partners and friends—we really can’t help ourselves).

This sort of thing makes a fun thought exercise, so we thought we’d share it with you as a series of narrated slide shows we’ve called “The Drawing Board.” These aren’t meant to be slick, highly-produced demos—just some ideas we’ve thrown up on the board to stimulate thought and discussion. So…enjoy. Discuss. Design.


Taking the Call on Vimeo

 

What do you think? Join the conversation in Comments

Important visual design principles for interface design

by Nick Myers on July 23, 2008 | Comments (2)

Now that everyone at Cooper has committed to writing a more frequent Journal, I’ve found myself reading a lot more blogs. That’s not to say that I wasn’t happily browsing and sponging before, but I’ve been really consumed by other people’s opinions lately. For instance, Ryan Singer of 37 Signals pointed to an interesting UI discussion just a few weeks ago. The discussion began in the comment area of a screenshot posted to Flickr, and it related to an iPhone application called Triplog/1040 by Stevens Creek Software; I've pasted the photo below.

The screenshot received a great deal of negative criticism. The customer reviews at the iTunes store have been equally negative, and the average rating is currently 1 ½ stars out of 5. (Not great if you’re looking to earn revenue on your application and there are several competitors challenging you).

So what to do about it? Well, I *could* critique the screen with additional constructive thoughts but I feel like Steve, the designer, has received enough suggestions and probably is not looking for more feedback. (If my work had received that kind of attention I think I might quit and become a barista). Instead, I’ll highlight a few visual design principles that this conversation sparked in my mind.

First impressions count
Just like you gain an instant impression when you meet a person for the first time, the same is true for interfaces. Called the Aesthetic-Usability Effect in Universal Principles of Design, this principle highlights the important role that visual design plays when designing products:

The Aesthetic-Usability Effect describes a phenomenon in which people perceive more-aesthetic designs as easier to use than less-aesthetic designs — whether they are or not ... Aesthetic designs are more effective at fostering positive attitudes than unaesthetic designs, and make people more tolerant of design problems.

The discussion about the Triplog software has been all about how unusable it looks despite the application not being available at the time to use. That’s not to say there aren’t usability flaws but a visual design with more organization and the right prioritization would go a long way to improving the perceived usability of the application.

Dense doesn’t have to be ugly but it does require you to be smarter
Much criticism of the Triplog interface was about the screen being too cluttered. But as Steve pointed out, his users need to view all of that information at the same time. I'm not challenging whether information should be removed but am reminded that for screens with high information density it is more important to use visual design techniques to organize the structure and flow of content as well as prioritize the most important information in a way that’s easily scannable.

Looking at a dense interface is like listening in a restaurant. When the restaurant is quiet it’s easy to hear the person you’re dining with but if the restaurant is busy and there’s a lot of background noise then it takes a lot more effort to hear and understand what the person sitting opposite is saying. You can do it but it takes a lot more work and isn’t as much fun.

Dense interfaces should have a clear visual hierarchy with a maximum four or five levels of distinction. Dense screens should be designed so that similar interface elements share attributes such as size, shape and color or proximity. Dense information should be organized so that elements are aligned to an underlying grid, which aids scanning. Finally, dense screens should contain minimal gratuitous noise that doesn’t support the user interaction.

Be different if you want to be remembered
Several people offered constructive ideas in the discussion. Some even went as far as to quickly mock up how they would design the interface (see here and here). Some resulted in screen designs that looked very similar to Apple’s UI guidelines for the iPhone.

I recognize that these mock-ups were done extremely quickly, but the alternatives run the risk of being too generic to be memorable, looking too much like an iPhone utility and not enough like a unique, useful, and original application. I’m the first to recommend standard UI best practices, but standards need not get in the way of establishing a brand. (Some commenters even preferred the bright blue background in Steve’s design to the more familiar iPhone UI, perhaps because it is unique and memorable).

It’s an exciting time to be in visual interface design
Okay, this may not be a principle, but it’s worth mentioning. There are all kinds of new digital products with interfaces that are changing the world we live in, and it’s exciting to see, discuss, and participate in this movement. Apple’s iPhone is one great example. New technologies require new thoughtful design. Now I just need to figure out what iPhone app I’m going to design and sell on iTunes.

 

What do you think? Join the conversation in Comments

Do U SMS? Text Messaging is Not the Hassle it Once Was

by Doug LeMoine on March 1, 2003 | Comments (0)

Few modes of communication burden the user with as much interaction hassle as text messaging on mobile phones. Without help from word-prediction assistants, the word "Hello" requires 13 button-presses, not including an additional 5 to get from the start screen to the messaging app. Nevertheless, the clear benefits of short text message services (SMS) have lured untold millions into uncomfortable, not to say unsatisfying, partnerships with their mobile phones.

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Notable Product: How Nokia´s 8290 Does Something Right

by Doug LeMoine on January 1, 2003 | Comments (0)

Most people buy mobile phones because they want to be able to make phone calls anywhere, anytime. All the other stuff that's crammed into phones—calculators, game players, text-messaging capability—represents incomplete solutions for problems that are better served by devices dedicated to those needs. If I want to play a game on the go, I won't buy a Nokia 8290.

Still, phones offer a lot of sophisticated functionality to support specific mobile phone needs. Users need a way to quickly change ring-tones, ring volume, and message alert tones—so phone manufacturers allow you to tweak these so that one's phone can behave appropriately as one moves from the construction site to the movie theater.

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The Second-Order Effects of Wireless

by Alan Cooper on April 1, 2001 | Comments (1)

Even though "wireless" is the hot buzzword on the lips of every high-technologist, the effects of the technology hold far more interest than does the technology itself.

Wireless freedom is intriguing: It isn't hard to imagine a world of perpetually perambulating people with cell phones clamped to their ears and styli firmly gripped in their fingers doing at the cinema or the next table over at Il Fornaio what they could formerly do only at their desks.

But this flexibility to work where you want is just the first order of change wrought by these new tools. Far more interesting are the second-order effects - those unintended consequences of a new technology which often have a more powerful impact on society than the more obvious first-order changes.

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