Archive for the 'Observations' Category


IPTV USER INTERFACE, COPYRIGHT PUNCHCUT

ADOBE MAX 2009, LOS ANGELES - Christian Robertson, Design Director at Punchcut will present “Design Considerations for Contextually Aware Solutions” at Adobe MAX 2009 in Los Angeles. He will speak alongside Ali Ivmark, Design Manager on the Adobe XD team. They will discuss the design process for successfully creating multi-screen user experiences that adapt to changing contexts of use. They will include key process, prototyping and publishing insights for designing mobile and multi-screen user interfaces.

Session Title: Design Considerations for Contextually Aware Solutions
Presentation Time: 3:30pm Wednesday, October 7, 2009; Room: 510
Attendees can register for the session with the Adobe MAX Scheduler.

Joe Pemberton

Don’t Call it a Phone

The August issue of Communication Arts includes the feature “Don’t Call it a Phone“, which highlights emerging mobile trends. Columnist Sam MacMillan sought input from Punchcut’s deep mobile experience in informing the direction of the piece.

SELECT QUOTES

“Mobile is not a device, it’s a lifestyle. Life is mobile, media is mobile; your mobile is the ultimate social networking tool. The information and the tools built into the virtual world of mobile provide the ideal way to meet up in the real world.” — Jared Benson, Executive Creative Director, Punchcut

“[clients] are increasingly asking for embedded social networking aspects across device experiences. Our handset and carrier customers want to give users ubiquitous access to the people users care about. Users want to see their address book paired with location, so they can view their friends in the context of who is nearby.” — Joe Pemberton, Brand and Marketing Director, Punchcut

“We begin by asking, ‘How can we use a mobile device to help us connect in the real world? What contexts do we include, and what tasks do we want to perform?’ Consider how social networking can be combined with a mobile handset to supplement the physical experience of shopping. The mobile phone can enhance real experience by including maps to find friends …The virtual device adds to the experience.” — Shilpa Shah, Associate Director of Interaction Design, Punchcut

ABOUT COMMUNICATION ARTS

The magazine is in its 40th year and has a very strong reputation in the visual design and marketing communications fields and boasts a worldwide distribution of 60M.

The user interface designers at Cisco have an excellent example of ways mobile applications are enhancing user experiences. Rather than merely replicate the desktop Webex experience on a smartphone, they’ve addressed the unique ways a mobile device can extend application functionality; accounting for the impressive strengths and the inherent weaknesses of the mobile device.

Watch this piece demonstrating Cisco’s Webex app for enterprise iPhone users.

This is what you get when you add a compass to a data and GPS-enabled handheld device that has a camera – an extremely useful concoction of sci-fi proportions. Leave it to Yelp to deploy this type of AR to the iPhone first.

I’m not sure why Mashable is calling this an Easter Egg. Probably because “shake-to-activate-super-cool-feature” is not intuitive to discover at all. (I’m also not sure why Mashable suggests Yelp snuck this one past Apple.)

Puzzles abound. Nonetheless, enjoy the video.

It’s that time of year when SXSW Interactive puts all the approved talk submissions up for public vote. We hope you’ll take a moment and vote for these mobile and device user experience sessions. Voting ends September 4th.

1 // “Convergence: Already Here, and Gosh It’s a Mess!
Speaker: Gabriel White, Punchcut
Convergence is here and it’s a big mess. People are using services and media within hacked-together ecosystems; systems without neat connections or beautiful symmetries. Punchcut will share the user insights and design principles needed to create applications and services that integrate into emerging digital lifestyles and convergent ecosystems.

2 // “It’s Slow, Ugly and Not What I Designed: How to Ship Good Design
Speakers: Patricia Slechta & Christian Robertson, Punchcut

Has your user experience ever been lost in translation? You see the mobile device in the marketplace and you hardly recognize it? Punchcut will share insights and explore organizational principles that bridge design and the go-to-market reality. We will discuss ways to prevent user experiences from being lost in translation.
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Ifan Chou

Carnival of the Mobilists #184

The Carnival of the Mobilists aims to showcase some of the best mobile-focused blog posts from the mobile blogging community and Punchcut is delighted to host edition #184 here at Idlemode. Our team has authored several articles featured in past Carnival editions, but if you don’t know us, we’re a San Francisco-based UI design company focused on strategy, user experience design and development for the digital lifestyle.

Contributions this week cover a breadth of topics from Tomi Ahonen, Dennis Bournique, Judy Breck, Tam Hanna, Volker Hirsch, Holly Kolman, Sanjeet Matharu, C. Enrique Ortiz, Howard Rheingold, and Peggy Anne Salz. Continue Reading »

Christian Robertson

Seven Reasons why Fireworks Works for UI Design

Editorial note: File under user interface design tools.

I have been advocating Fireworks as the best tool for screen design since Fireworks 3. However, somehow a good portion of the industry is still stuck with a photo editing tool. Here are seven reasons why Fireworks works for screen design.
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Andy Gilliland

Why Motion (Design) Matters

Every animal has a primary sense that it relies on more than its other senses. You can usually tell what an animal’s main sensory reliance is based on how large that main sensory organ is on their body. Take a look at a cat’s skull and how much of it is taken up by the eye sockets. Look at a dog’s snout; a bat’s ears. An animal’s core sense is built up in order to give it the best possible chance of survival. Humans are visual animals, and we rely most heavily on our sense of sight to survive.
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In March this year Boxee announced the Boxee remote app for iPhone. Now TechCrunch is reporting on the new Remote app for iPhone with gestural support. Watch the video, it’s pretty impressive for it’s intuitiveness. Notice how the user is not required to look at the mobile device to use this. The lack of cues on the screen may be a problem for new users, but users are encouraged to keep their eyes on the television, where they should be focused.

Of course this remote doesn’t ship with the set top box. The remote requires a smartphone, something more and more people are carrying — for AppleTV of course, an iPhone or iPod Touch are required. We’re delighted to see a mobile device embraced this way in a living room context, but don’t look to Apple to make an Android/Symbian/Palm/WinMo/etc version any time soon.

Notes:
1) Last year we wrote a perspective on designing for convergence. Check it out: The Mobile Phone As Universal Remote.

2) There are plenty of apps that are designed to control a Mac remotely from your iPhone. Justin swears by Air Mouse Pro ($5.99).

Shilpa Shah

Designing Meaningful Real-world Experiences

Editor’s note: This article was written for and originally published on Adobe’s XD blog, Inspire.

“Human beings need to touch, feel, show, share, and new technologies tend to cut them from such fundamental needs. It finally made an impact, and this is probably one of the main reasons behind the tiredness and rejection of technology you start to get from early adopters.” – Laurent Haug, The Early Adopters Crisis

The mobile landscape is finally changing. With smartphone penetration at 20%, the phone’s promise as a mini portable computer is being realized and we are increasingly using phones to virtually connect, often choosing text instead of voice; Facebook or Twitter over email. But, as our virtual interactions increase, a greater value is concurrently being placed on our real, physical connections. The most compelling applications will be those which infuse the virtual realm into our physical environment, creating synergies for tangible experiences and exchanges.

In the UK, postcard sales have risen by 30%. In 2007 Billboard reported a similar growth in vinyl record sales citing listeners desired a “warmer, richer” sound. Ranging from conference presentations at TED to a national Dentyne marketing campaign to “Make Face Time”, more and more people are “yearning for tangibility” according to the New York Times. Throughout history we are prone to backlash against our current realities. The grass is always greener somewhere else and nostalgia causes us to long for a seemingly happier, and in this case, more physically connected past. The answer is not to move away from technology, but rather to accept the current social challenge and design experiences which, as Renny Gleeson states, “make us more human, not less.”

How do we design meaningful tangible experiences? While I champion much of the philosophy behind MIT Media Lab and other related schools of thought, the results are still too farfetched to really meet our current social physical needs on a large scale. The answer isn’t to embed ordinary objects with technology, but rather to design our devices to encourage us to engage with our physical environments and each other. Contrary to many tangible media projects, the mobile phone is clearly identifiable as a technical device and it’s potential as a shared object has yet to be fully realized. Simple examples like pointing the phone outward to show someone a photo immediately creates a shared context resulting in a gratifying physical exchange. How can we push our existing personal devices to reach a whole new social level?

Let’s start with 5 principles we can follow. Like Adam Greenfield said in Everyware, “these principles are necessary but not sufficient: they constitute not an end, but a beginning.”

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