AP UX Week '07: Going Mobile: How to Choose Target Platforms and Devices

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[Live blogged from Adaptive Path UX Week 2007. Going Mobile: How to Choose Target Platforms and Devices by Barbara Ballard]

Mobile platforms:

  • native apps (UIQ, Symbian, ARM, Palm, Windows Mobile)
  • messaging apps (SMS, MMS, etc.)
  • web (iMode, WML, XHTML Basic, XHTML MP, ECMAScript)
  • app multi (Java, Flash Lite, mojax, BREW, SVG)

So how do we decide what to do? Use needs-based thinking. Start with a class of technology based on application and user needs. Choose the specifics based on market, distribution, and internal needs.

Mobile needs come from users and context. Remember that a mobile device is always carried. It is a fashion statement, it is a part of who you are but this has many implications from the size of the screen to the input mechanism. The device might be away from connectivity.

Pick something you are working on and keep that in mind throughout to help evaluate platforms. Think about:

  • reliability of data access
  • interaction flow
  • interaction richness
  • glance-ability of data

Your target market will define the device you choose. Business users carry smart phones and consumers mostly carry "feature phones." In africa you will see people carrying smartphones powered by Symbian and Windows. These people tend to use these devices instead of computers.

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