Provides guidance for designing and developing mobile applications. Also covers the basics of phone, voice, multi-modal, and we-based PDA applications. Discusses the latest technologies and market trends. DNLM: Mobile computing.
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1 Designing Applications for 3G Mobile Devices.- 1.1 Introduction.- 1.2 The Designer’s Role.- 1.3 Understanding the Industry.- 1.4 Understanding the User.- 1.4.1 Consumer Characteristics.- 1.4.2 Consumer Devices.- 1.4.3 Demographic Segmentation.- 1.5 Understanding the Technology.- 1.5.1 Applications and Media Overview.- 1.5.2 The Application Environment.- 1.5.3 Symbian OS.- 1.5.4 Brew.- 1.5.5 Java.- 1.5.6 Browser as an Application Environment.- 1.5.7 Conclusion.- 1.6 Understanding Devices.- 1.6.1 Designing for Local Applications.- 1.6.2 Interaction Models.- 1.6.3 Selection.- 1.6.4 Device Interaction Models.- 1.6.5 Scrolling.- 1.6.6 Text Input Methods.- 1.7 User Interface Elements.- 1.8 When and What to Use (Markup, Native OS, or Messaging).- 1.8.1 Case Study: Games, Information Applications, Messaging Applications.- 1.9 Tips.- 1.10 Outtakes from Usability Testing.- 1.10.1 Issue: Navigation.- 1.10.2 Issue: Cost.- 1.10.3 Issue: Login and Password.- 1.10.4 Issue: Localization of Terms and Abbreviations.- 1.10.5 Issue: Help.- 1.11 References.- 1.11.1 Industry.- 1.11.2 Market Research.- 1.11.3 ISP.- 1.11.4 Service Providers.- 1.11.5 Operator Requirements Documents.- 1.11.6 Environments.- 1.11.7 Device Manufacturers.- 2 Designing Voice Applications.- 2.1 Introduction.- 2.1.1 Some Background on Speech Technology.- 2.1.2 Caller Satisfaction with Speech Systems.- 2.1.3 How Speech Recognition Works.- 2.1.4 The Elements of a Voice User Interface.- 2.1.5 Design and Development of Speech Applications.- 2.2 Requirements Definition.- 2.3 High-Level Design.- 2.4 Detailed Design.- 2.5 Production.- 2.6 Tuning and Validation.- 2.7 Case Studies.- 2.7.1 Overview.- 2.7.2 Bell Canada.- 2.7.3 Avon.- 2.8 Guidelines.- 2.8.1 What Are the General Process Guidelines We Can Extract from These Two Case Studies?.- 2.8.2 What Design Guidelines Are Particular to the Mobile User?.- 2.9 References.- 3 Designing J2ME™ Applications: MIDP and UI Design.- 3.1 Introduction.- 3.2 J2ME Platform Architecture.- 3.2.1 Configurations.- 3.2.2 Profiles.- 3.2.3 Optional Packages.- 3.3 MIDP Overview.- 3.3.1 MIDP Features.- 3.3.2 MIDP Device Requirements.- 3.4 MIDP Application Overview.- 3.4.1 Consumer Characteristics.- 3.4.2 Characteristics of Consumer Products.- 3.5 Creating a MIDP Application.- 3.6 Using Abstract Commands.- 3.6.1 Parts of an Abstract Command.- 3.6.2 Paired Commands.- 3.7 Using MIDP User Interface Components.- 3.7.1 High-Level User Interface Components.- 3.7.2 Low-Level User Interface Components.- 3.8 Handling Deployment and Usage Issues.- 3.8.1 Presentation Issues.- 3.8.2 Size Issues.- 3.9 Conclusion.- 4 Designing Multimodal Applications.- 4.1 Introduction.- 4.2 Motivation: Multimodal Interaction Use Cases.- 4.2.1 Use Case 1: Multimoda1 Map.- 4.2.2 Use Case 2: Multimoda1 Voicemail with a Smartphone.- 4.3 Discussion of Interaction Modes.- 4.3.1 Graphical User Interface.- 4.3.2 Voice User Interface.- 4.4 Contextual Information as an Input Modality.- 4.5 Degrees of Multimodality.- 4.6 Multimoda1 Synchronization: What Makes Multimodality Work?.- 4.7 Solutions for Voice and Graphical Interfaces.- 4.8 Design of Multimoda1 Applications for Mobile Devices.- 4.8.1 Design for the Audience.- 4.8.2 Social Implications of Multimodal Interfaces.- 4.8.3 Design for Context.- 4.8.4 Separation of Concerns.- 4.9 Internationalization and Localization.- 4.10 Usability.- 4.11 Design Artifacts.- 4.12 Testing Mu1timodal Applications.- 4.12.1 Testing Strategies for Multimodal Designs.- 4.12.2 Multimodal Testing Environments.- 4.13 Tutorial Example: Designing and Implementing a Multimodal Color Chooser.- 4.13.1 Using SALT.- 4.14 Summary.- 4.15 References.- 5 Heuristics for Designing Mobile Applications.- 5.1 Introduction.- 5.2 Summary of the Heuristics.- 5.3 Heuristics in Detail.- 5.3.1 Heuristic 1: There Is a Need.- 5.3.2 Heuristic 2: Every Pixel Counts.- 5.3.3 Heuristic 3: Every Round Trip Counts.- 5.3.4 Heuristic 4: Employ Feature Shedding.- 5.3.5 Heuristic 5: Keep Your Navigation Model Simple and Clear.- 5.3.6 Heuristic 6: Think Modular.- 5.3.7 Heuristic 7: Minimize Data Entry.- 5.3.8 Heuristic 8: Allow for Desktop-Based Customization.- 5.3.9 Heuristic 9: Fight the Hype.- 5.3.10 Heuristic 10: Basic VI Principles Still Apply.- 5.4 Conclusions.- 6 A Development Process for Advanced User Interfaces of Wireless Mobile Devices.- 6.1 Introduction.- 6.2 Project Details.- 6.2.1 Project Participants.- 6.2.2 Project Dates.- 6.2.3 Design and Development Process.- 6.3 Solution Details.- 6.3.1 Design Concepts Based on User Observation.- 6.3.2 Wireless Device Usage Space: An Analytical Framework.- 6.3.3 Wireless Devices: The First Truly “Personal” Computer.- 6.3.4 The Promise of Mobile Computing.- 6.3.5 Two Design Philosophies: Specialized Use vs. Does Everything.- 6.3.6 The Design Concept Catalogue.- 6.3.7 Input and Output Limitations.- 6.4 Post-Project Results.- 6.5 Acknowledgements.- 6.6 References.
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