Post of the Month Nomination

I’m back from California to some good news (more on the trip later.) My recent post “Casual Mobile Snacks for Everyone” has been nominated as post of the month on Carnival of Mobilists. It’s 7am on the west coast and so far I seem to be in the lead by quite a few votes :-) If you enjoyed the post a few weeks back—be sure to vote for me!

While I was in San Jose, I was contacted by an Italian group who is also making ‘mobile snacks’ (they’re even using the same term which is quite serendipitous.) Their current focus seems to be music and culture. I haven’t had a chance to try their applications yet but there are several available for download on their site.

And thanks a bunch to Rudy at M-Trends for the nomination :-)

Carnival of the Mobilists #33

Carnival of the MobilistsThis week’s Carnival of the Mobilists (#33) is hosted by Rudy de Waele of mTrends. For those of you who don’t know Rudy, he recently helped launch Mobile Monday Barcelona which has a smashing series of presenters lined up for its inaugural meeting on July 3rd.

This week’s carnival features yours truly (this is actually my second week on the Carnival—I was very bad last week and plumb forgot to reciprocate the post :-) as well as an interesting Flash Lite-related post by Tom Soft “Another Flash from a J2ME Developer’s Perspective.”

This is a great issue actually—tons of interesting and diverse links so don’t miss it.

Casual Mobile Snacks for Everyone

Juniper Research has just released a white paper (PDF) on future trends and market opportunities in mobile gaming.

The casual games sector is going to be the market driver, even though it may not be at the leading edge of mobile games technology. Casual games make most use of the inherent advantages of the mobile platform. People want to fill ‘dead time’ with easy to use, but fun games. This is the same in just about every culture.

This is hardly news. Casual games, content and entertainment are ideal to fill those ‘in-between-moments’ you spend with your devices. Dave Gosen, CEO of I-Play calls it “snacking

“mobile gaming is a snack, console gaming is a 3-course meal. They are a different user experience”.

At Vidfest last week, I overheard Pierre-Paul Trepanier, Director of Marketing for Nintendo Canada explain that with Brain Age, they’re starting to see a shift in game and device buying patterns. While it’s impossible to tell the age group that’s actually purchasing the game (is it gift? personal purchase? etc.) what they have been able to track is the overall contents of purchases.

So far, they’ve found that most people seem to be buying Brain Age along with a Nintendo DS—which would indicate that some of them are maybe not already gamers. Or at the very least, are new to the DS (or possibly—handheld gaming) market.

A Cingular webcast I sat in on yesterday listed the top 5 casual game genres as

  • Arcade/Puzzle (32.1%),
  • Casino (20.7%), Card (19.1%),
  • Retro Arcade (14.2%), and
  • Strategy (12.2%.)

(Top 5 Mobile Game Genres by Country: % of Average Monthly Downloaders, quarter ended Jan 2006, via Cingular “Introduction to Downloadables”)

This is all well and good and certainly would indicate that the casual game market will grow; but I think the term ‘casual game’ may be a bit narrow.

Let’s forget games for a moment and talk about play.

Think back to your typical ‘break-time’ at school, as a child. Twenty kids scattered around the room. Some are alone—reading, building stuff, sorting stuff, examining stuff, breaking stuff, staring out the window, contemplating the pattern in the weave of the carpet. All good stuff.

Others are in small groups—maybe 2-4 kids—doing very much the same thing—just together in some way. Even there, differences emerge. Some participants are passive. Others prefer to lead the interaction or instruct others.

Then you have the kids who roam or browse around the room. Call it low attention span or call it curiosity. (Does it really matter?)

Now look around the office during break time. Are adults really that different? And do our current casual ‘games’ offer something for all these different types of ‘users?’ (nasty impersonal word btw…must stop using it…)

Do current mobile games allow for quiet time, playful time, competitive time, learning time, contemplative time, silly time..?

We have a unique opportunity with mobile devices in that they can be insanely personal and private while being incredibly social and contextual (presence, location etc.) They can offer small moments of quiet play or learning—no peers, no pressure—or small moments of highly networked interaction and competition. Not to mention hybrids of the two.

I think we’re currently just scratching the surface.

Play...?

Photo credits:

‘old pic| traffic’ by miss_pupik on Flickr, licensed Creative Commons Attribution 2.0

‘Karen plays as Luigi’ by drag on Flickr, licensed Creative Commons Attribution 2.0

Mobile Interaction Terminology 101

This is probably one of those totally geeky things to worry about but what exactly do we call a directional key-press on a handset?

So you have your typical navi-pad—except not all navi-pads are typical and not all are actually ‘pads.’

My Nokia 6600 has a little 5-way (left/right/up/down + click) joystick, as does my E60. My Sony Ericsson 800i has a navi-pad + something that looks like a directional joystick but can only be clicked. Meanwhile the 6680 has a more traditional navi-pad looking thing. The Razr we just gave away to a friend had a flat, shiny, space-aged looking touch pad looking thingy.

So when creating instructions, read-me’s (or even just talking to people around the office) what exactly do you call a ‘left’, ‘right’, ‘up’, ‘down’ or ‘simple (non-directional)’ key-press?

  • Click (“click left to navigate/click to start “—seems the most intuitively familiar but should we just assume that ‘mouse-like’ terminology is the most suitable?)
  • Press (“press left to navigate/press to start “—seems like something you’d do with your finger on a touch-screen rather than via a set of keys)
  • Push (“push up or down to navigate/push to begin”—sounds ok with a joystick, seems silly on a navi-pad, also sounds a tad strenuous)
  • Move (“move left to navigate/move to start:)—hmmm…’move to start’ seems just plain wrong but ‘move left/right/up/down’ has a certain ring to it (consistency would be nice though :-)

A collection of recent Flash Lite examples I have handy:

  • The Nokia S60 casual tutorial application says “Click to Start”
  • Whack Attack by DRD (now Moket) says “Press Start to Begin”
  • The MXDU conference guide by Moket says “Press Select to Access Menu”
  • Blue Sky North uses a collection of visual cues
    • PresiDance has a big red flashing “Start” button, then flashing arrows pointing left or right with the word “Select”,
    • LogJam has a downward pointing arrow with the word “Play” (which strangely responds not to a ‘down click’ but a simple ‘click’. Screen two offers the instructions “move left or right to balance on the log…”
  • We use visual cues (mostly…)

I’m personally leaning towards the big flashing visual cues—that and the word ‘click.’

Does anyone have any non-english examples? Is there this much variation in French, Japanese, Arabic…? (Does anyone but me care? :-) )

June’s Best Mobile Industry Podcasts

I’ve run into a bunch of good mobile-related podcasts and web-casts this month. Many are part of a series and have RSS feeds so I thought i’d pass them on.

  • Voice of S60 interview with Charlie Schick of Nokia Lifeblog and Series 60 fame (this is a great interview—lots of arcane information about the making of S60 and the inner workings of Nokia plus Charlie’s always great fun to talk to)
  • Podcast Network’s Mobile Media Show interview with Russell Buckley from AdMob (way more than just a mobile ad network—this is a neat service)
  • Mobile Monday Silicon Valley presentations courtesy of Nodemode.
    • Dave Adams from Mobile Research discusses status and trends of the handset landscape.
    • Dave, architect at Nokia talks about the Nokia browser based on WebCore, the same core in OSX’s Safari browser.
    • Chris Hoffman, an engineering director at the Mozilla Foundation talks about their Minimo mobile browser. Currently available for Windows CE devices.
  • Mobile Monday London presentations in mp3, mov and 3Gp formats
    • June 2006 – Mobile Enterprise (Symbian, Bluetrail, Red Oxygen, 3G Doctor and others)
    • May 2006 – User Experience hosted at Surfkitchen (SurfKitchen, Ikivo, Instrata, Intelli-call)
    • April 2006 – Mobile Web 2.0 (AMF Ventures, AOL, and a panel including Cognima, Vodaphone and others)
    • March 2006 – Demo Night (Cognima, Discovery Networks, E-Bay, IncrediblInc!, iTAGG, m-spatial, Skype, Volantis)
    • February 2006 – Mobile Payments (Google, Luup, Vodafone, Reporo)

Hmmm, if the above list isn’t a sales pitch for Mobile Monday i’m not sure what is :-)

Oh, and I have to include this one even though it’s pretty old…

  • Tom Hume’s entertaining ‘Web Everywhere‘ presentation from Deconstruct 2005 (an alternate view of the mobile web, walled gardens, digital divide etc.)

Enjoy!

Alex, Pig, GSM and the Digital Divide

One of the topics I find the most fascinating in mobile was again in the news yesterday with the imminent arrival of the 2 billion-th GSM subscriber—mostly due to astronomically high subscriber numbers in emerging markets.

“While it took just 12 years for the industry to reach the first billion connections. The second billion has been achieved in just two and a half years boosted by the phenomenal take up of mobile in emerging markets such as China, India, Africa and Latin America, which accounted for 82% of the second billion subscribers” (via Digital Lifestyles)

While in Helsinki last month, I had the opportunity to play with some of Nokia’s ‘ultra-low cost handsets’—specifically designed for emerging markets. Often referred to as the “sub $40 phone”, some recent models retail as high as $100 but all are meant to be ultra-durable (rubberized finish to combat dust, high battery life), practical (alarm clock, FM radio, speakerphone) yet fashion and lifestyle oriented (MP3 player, removable covers etc.)

Marketed with taglines like “Now Everyone Can Phone” and “For the Business of Life”, these are the handsets that enable business, learning and communication for millions of families, students and businesses in emerging markets. Like Alex—a friend of ours from Thailand.

Alex lives on the island of Phuket. The income levels in Phuket are statistically high for Thailand but much of this is disproportionate due to the high number of local and expat professionals running resorts and tourism businesses on the island. By contrast, there is also a high, unofficial population of Burmese labourers as well as a Thai itinerant workers who pour in from the north to work in tourism during the busy season, or construction during the low season.

Alex lives with his brother (nicknamed Pig—I don’t think we ever found out his real name) along with their sister, her baby and occasional assorted relatives in a one room apartment in Phuket town. It was a simple whitewahsed fan-cooled concrete structure. The rent was about 3000 baht per month ($100) and it really was the most basic of accommodation. Alex owned an old two-stroke Suzuki motorbike while his brother drove an old tuk-tuk style truck (not the colourful two stroke tuk-tuks you see in Bangkok but the country version that resembles a tiny utility truck.) With these vehicles, cheap business cards, and two cell-phones they made their living offering day trips or rides to tourists. Alex also had a hotmail address but he mostly used it to keep in touch with the occasional repeat client, emailing them in advance of a yearly trip, or contacting people with specific times and dates.

One could argue that transportation was the main definer of his ability to earn income, but without the ability to keep in contact with customers, call them to schedule a pick-up spot, or call ahead to find out how busy a tourist attraction was, he likely would not have earned nearly as much as he did. And he wasn’t earning much.

By comparison, many of his competitors had to rely on phone rental booths (ie. lady sitting by the side of the road with a notebook, pen and handful of prepaid phones; renting them out by the minute) or pay fixed-line phones (often independent as well but harder to find and more difficult to operate.) One could argue though that it was the availabilty and portability of technology in general—not just the mobile phone—that made the biggest difference to all of them as illustrated in this quote from Dean Bubley a few weeks back on Forum Oxford..

“I heard a great anecdote from an aid-worker in Zambia. She said that the really cool kids don’t want a mobile—they want a USB memory stick on a chain round their necks.”

So this is a fascinating area and there’s lots of great information out there if you’re interested in learning more.

Mobile Tomorrow

I read an interesting white paper from TechSmith entitled UX 2.0: Any User, Any Time, Any Channel.

The premise was this: Web 2.0 is allowing users to create their own experiences. They can use APIs (and API-based UIs and services) to choose what they see and interact with, or mix and mash it to create an experience of their choice. This creates a problem—how do you build for, and anticipate user’s actions when you don’t really know what data or widget they will be interacting with?

This got me thinking about the future of mobile design—especially using fairly rapid and iterative-friendly development tools/platforms like Flash Lite and Maxdox.

(But first, a look at where we came from)

The Desktop

In some ways, designing for the desktop was dead easy. Development times were typically long (lots of time to plan and test), most of the products were applications (lots of functional requirements but relatively easy to test “Can the user easily find and use the print button—or can’t he? Does he get the expected result to his actions? “) Users typically only had two input mechanisms (a mouse and a keyboard) and screens were large—accommodating a seemingly endless number of dialogues and controls. Very soon, we began to figure out the language and means of desktop interaction…

  • the window/tabbed window
  • the dialogue box, check box, radio button, input field
  • the drop down/jump menu
  • the actions: click, double-click, drag, highlight, scroll
  • the toolbar(s) (stacked, floating, or docked)

Sure there’s been evolution (the Macromedia’s stacked menu interface, 3DS Max’ endlessly multi-layered scrolling pane, and Microsoft’s next release of Office are good examples) but, a decade onwards, the overall interaction for the user is still pretty consistent. You almost never come across an application that asks you to only navigate using the letter ‘f’, quadruple-click to select, or overrides a whole bunch of keys for custom interactions.

Enter mobile devices

On your typical handset we now have…

  • a small screen
  • a device that’s typically operated with one hand/thumb only
  • a wide—yet restrictive—number of keys
    and controls

    • 2-4 (?) soft keys (some customizable, others not)
    • a (5 way) navi-pad
    • the occasional custom key
    • the occasional jog dial
    • a fairly standard set of numerical keys

Pretty different, yet historically, the mobile development process has actually been fairly similar to that of desktop apps.:

  • relatively long development time (C, J2ME)
  • lots of planning and testing
  • develop mostly applications or games (vs content)
  • carrier and OEM standards meant even more testing
  • upside: after all that time, testing and money—you hopefully had something pretty usable
  • downside: you likely had little patience for true experimentation in choice of content, user interface design or functionality (too risky, too high cost)

Now enter rapid development tools for mobile devices. They have many advantages…

  • easy and quick to prototype
  • freedom to experiment with completely different forms of interaction
  • freedom to make mistakes and correct them based on user input
  • freedom to develop content or products with more organic functional requirements and interfaces

as well as disadvantages…

  • freedom to come up with and release bizarre unusable interfaces
  • freedom to barely create an interface at all
  • freedom to hijack standard keys for unusual purposes
  • freedom to define new audiences or completely forget you have one
  • freedom to have an audience of one and not really care
  • freedom not to test, document or provide support :-)

In other words, it’s kind-of about re-mixing and user-generated content all over again. (Except I hate the term ‘generated.’ It brings to mind cold impersonal data rather than the type of playfulness, creativity and intent that is required to make something special and personal.) A better example of what i’m getting at…

A few months back an Australian educator told me that certain districts had purchased copies of Flash to begin incorporating mobile content creation into their technology curriculum. Faced with a small blank canvas, a navi-pad and a couple of keys—what will the mobile designers of tomorrow create? What rules will they break? Will they do things we corporate folks have been too scared to do?

What ways will they incorporate location, context and personalization into what they create? And what will they choose to create for an audience of peers?

Whatever it is, it’s bound to be interesting…

I dream of the day when users will tend to their interfaces like to a collection of beautiful, nimble, integrated, task-focused widgets.

I dream of the day when our mobile networked tools will take full advantage of our playfully messy world-making capabilities.

I dream of the day when our little screens will cease to be aquariums for our data and truly become seamless conduits to our world of relationships with people, with information, with things.”

(via this brilliant post by Freegorifero)

Reading List – Generation M, Cultural Mobility, Convergence etc..

Some neat stuff i’ve been reading…

Wireless Works: Exploring New Brand Connections

A great research paper from the folks at the BBDO Proximity Lab.

“People truly treasure their mobile phones. They are reassured by them. They feel loved and secure when they have them and lonely and anxious when they do not. And they see their mobiles as another way in which to express their unique selves. They do this by changing their ringtones to the latest music, their screen saver to a picture of their partner or best friend and adding details to the outside of the phone.”

Just follow the somewhat hidden link on the right to request a copy. They have a great blog as well.

Introducing Generation M

Recent research from M:Metrics on mobile subscriber demographics.

“Mobile subscribers aged 13-24 are most likely to use mobile applications, but content companies should not ignore older subscribers who account for 70 percent of users.”

Consumers and Convergence: Challenges and opportunities in meeting next generation customer needs

Recent research from KPMG on cultural differences in consumer habits and interests relative to mobile devices and services.

“Daily commutes, for example, can spell opportunity for mobile providers who can offer services that promise entertainment or personal productivity during transport-bound downtimes (not to mention costs, when such usage pushes peak network capacities). Every day nearly half of the Asian consumers surveyed spend over an hour each way shuttling to and from their workplaces, as compared to 36 percent of European respondents and 33 percent of North American respondents (refer to Exhibit 7). To add to this “downtime” phenomenon, Asian respondents tend overwhelmingly (47 percent) to rely upon public transportation for these commutes. This percentage far exceeds those found in Europe (22 percent) or North America (8 percent).”

The location of this PDF keeps changing but you can find it easily enough through Google if it disappears again.

Distraction: Being Human in the Digital Age

I have this book on order so can’t totally vouch for it but it’s published by the folks at Futuretext “a publishing company specialising in mobility, digital convergence and other emerging technologies” (also the people behind Forum Oxford) and looks quite good.

What People Carry and Why by Jan Chipchase (Powerpoint)

Short but thoughtful presentation (2MB) by Jan Chipchase of Nokia Research. If you’re not familiar with Jan, do visit his blog. And if anyone knows Jan—try to convince him to (convince Nokia, to) release his photography under a Creative Commons license!

Personal, Portable, Pedestrian by Mimi Ito

Mimi is a cultural anthropologist who studies new media use in Japan and the United States. I’ve only read excerpts of this book but have it on order. There’s also a good podcast with Mimi on the Australian Mobile Media Show from the Podcast Network.

Insights into Asia: Same Technologies, Different Attitudes and Reasons for Use, Genevieve Bell for Intel

I ran into this neat PDF abstract from Intel a few days ago. It’s part of a larger Cultural Mobilities research project and has several associated PDFs that sadly can be a bit hard to find due to out of date links.

“What if you built a wireless router—like we do—for the home like we have. That wireless router is actually designed to send a signal to the average American home, of a free-standing dwelling with three to six rooms. It’s configured in a particular way for a particular footprint. We don’t think about that, because why would you? It’s built for a home. You take that same wireless router and put it in a flat in Singapore, which is 450 square feet in a multifamily high-rise, highdensity dwelling?. You are suddenly broadcasting to your flat, the next flat, the next flat, the next flat, and the flat across the street. Anyone in Singapore who has a wireless router or a wireless Ethernet card in their computer will tell you that they can open up their computer in their flat and get seven or eight IP addresses, none of which are their own.”

More links coming soon…