« Welcome to the Experience Design team blog | Main | Shifting Perspective »
June 29, 2005
Our foray into mobile.
Writing the first entry in a blog is a challenge. In the case of what is essentially a corporate blog the challenge is compounded by various political considerations. What can I reveal about our current projects? What can I say about our past projects? Can I praise / trash our / other products? Do people even know who we are, or more importantly care about what we have to say?
I decided to post a note about mobile development, how our design evolved from the desktop to mobile, and some basic lessons we learned.
First a disclaimer about the team – we can sometimes appear overly skeptical or downright cynical. The truth is we strive to be pragmatic and utilitarian. We approach projects with caution, spend a lot of time discussing real frustrations with existing product implementations, and work to improve the experience in a coherent and determined way. We are more comfortable with “advancing� rather than “revolutionizing� the user experience.
It is an attitude Apple embraced only recently when they began using their design and engineering prowess to improve the experience of an existing product such as an MP3 player (and created the iPod) instead of inventing an entirely new one like the PowerMac G4 Cube. Their recent approach to product design is something I would like to blog about separately in the future.
My work in the last 6-9 months has almost entirely been in mobile. Flash is an impressive development platform on the desktop, but on mobile devices its unique capabilities make it an amazing platform. So amazing in fact, that we sometimes don’t even know what to do with it. This is why XD became involved.
It could have been our lack of prior mobile experience or baggage from our protracted involvement in planning and design of Flex and Breeze products, but our first mobile application looked roughly like this:

Figure 1.1 Early Designs
I think it was both. We spent nearly year developing neat, organized, and scalable container / UI component systems for Flex, and for the purposes of that product we were successful. We had a unique, rich, skinnable “Halo� set of components and behaviors with its hallmark green glow. We developed a relatively flexible “container� design with style-able properties. Armed with these assets it was easy to design (but very likely harder to build) an elegant application for virtually any task.

Figure 1.2 Flex Container Styles
After building several applications using this system (including Breeze Live), when faced with our first mobile project our inclination was to do a simple port. I made creating "Halo Lite" one of my first priorities, and designed a tiny set of UI components that we shipped with Flash Lite SDK.

Figure 1.3 Halo Lite for Mobile
We thought that mobile applications are basically just desktop applications with tiny buttons, and we were wrong. After tackling several “real� mobile projects we determined that visual design for mobile phones vastly differs from other platforms in two important ways:
Space is precious. Container chrome and borders waste screen real estate that could be content.
There is no cursor. Buttons and scrollbars are relatively useless and selection focus is the single most important design element (often dictating the design of the entire application).
This is a phone. The most important function of this device is making and receiving calls.
It may sound obvious but the full impact of these limitations is only realized when faced with actually having to build a mobile application. And it will take a lot of work to develop a system that overcomes these in a elegant manner. Below is a recent example of some of our thinking:

Figure 1.4 Recent Designs
We avoid chrome unless it could help or possibly substitute branding. Our scrollbars are minimal since their purpose is strictly orientation. Content is primary and visually engaging. Affordance is minimal with focus pronounced and consistent.
This is the first of many posts about mobile design and development. In the coming months we are likely to dissect specific projects in depth.
by Andrew Borovsky
Senior UI Designer, XD Team
Posted by aborovsky at June 29, 2005 05:00 PM
Comments
Good first post on a great topic.
There are tons of sites online with information about design for the web and print, but I would imagine designing for mobile apps is more challenging given the restricted screen realestate and information you need to provide for the user.
As I delve into FlashLite I'm wondering:
Do you usually design AROUND the information to display, or do you approach both at the same time? Also, would you say effective UX for mobile is (info display/design): 50/50, 60/40, 75/25? It seems in your later examples that it is mostly info, with some design afterthought.
Thanks in advance.
Posted by: Jason Pippin at June 30, 2005 07:26 PM
thanks for you comments jason.
to answer your questions. i think it fair to say that in all of our work we strive to let the content drive the UI.
you mention design as an "afterthought" and i would disagree with that. the idea was "how can we make the content BE the design" and thus free more space for more content.
we are testing other ideas like "is it possible to use content to SKIN the UI?".
you've touched on a great topic that most of our entries will undoubtedly keep coming back to.
Posted by: Andrew Borovsky at June 30, 2005 11:07 PM
A very nice first post, Andrew, I'm looking forward to reading the other ones :)
I've found that with mobile applications, another important factor is anticipating the user's physical\environmental context for the app. eg. It's hard to design an app indoors under perfect ambient lighting if it is to be used primarily outdoors in direct sunlight, etc.
I definitely believe that the challenges involved in mobile development (even the ones imposed by the current FlashLite) are actually opportunities for creative thinking (as the Flash community is displaying with steady trickle of sample apps that have been popping up.)
Posted by: aral at July 1, 2005 01:33 AM
This is a great read and good to get an insight on your thoughts. Because of the multitude of phones out there I actually think users are quite open to different ways of doing things. Take series 60, its such a conservative interface and such a simplistic design. It works really well for an OS because there is such a variety of info to deal with and consistency is key. However I think users want to break out of that when it comes to applications, they want the whole experience to be different to the phone OS. and with FL we can blend the UI with content in so many interesting ways. Looking forward to reading more.
Posted by: Nick Gerig at July 1, 2005 02:18 AM
Great post, Andrew. I remember seeing some of the XD team's work in Bangalore this year, at the MAX 2005 Conference. It's amazing stuff, and really fascinating, in my opinion. I can't wait to buy a Series 60 and get into it myself.
Posted by: Francis at July 1, 2005 04:39 AM
Indeed a nice post. I believe that, UI is very important thing for a mobile application. There is a large scope for UI designer, interaction designers and Usability experts.
I think, for two similar mobile applications (say calculator), UI can play a differentiating factor.
Application with more usable and better UI would be popular.
Keep posting such posts...
-abdul
Posted by: Abdul Qabiz at July 1, 2005 01:34 PM
If this is the first post I can imagine next ones :)
Great post.
I think that for many flash developers who try to develop for mobile devices, one of the major difficulty is to create a UI.
Looking forward to reading more
All the best
marco
Posted by: Marco Casario at July 2, 2005 04:31 AM
Good Start Andrew,
Waiting to read more ;)
Regards,
Arul
Posted by: Arul at July 5, 2005 05:44 AM
Hi,
It's really great to read someone else's take on designing for flashlite. I've spent the last year and a half designing apps/games and it can get pretty frustrating sometimes trying cram everything into 176x208 pixels!
Thanks for the show and tell - more please!
Graham
Posted by: graham blake at July 5, 2005 06:25 AM
Your approach to mobile apps (as shown in "Figure 1.4 Recent Designs") somehow reminds me of Dashboard Widgets... :-)
Awesome posting. Thank you.
Posted by: Christophe at July 5, 2005 09:29 AM
mobile + flash = i'm buying... this clunky java-based interface i'm using irritates me to death. good work, all of you.
Posted by: hifi at July 5, 2005 02:22 PM
good job,
i was really missing such thing :D
// chall3ng3r //
Posted by: chall3ng3r at July 5, 2005 04:46 PM
Hi to all,
Congratulations for this awesome read Andrew.
Related to this topic, my font designs are designed for the mobile media design industry.
My name is Miguel Hernández, handpainted bitmap typography designer from Ultrafonts and Atomic Media american font foundries.
I am selling Ultrafonts Truetype Grayscale Technology feature font designs:
http://typophile.com/system/files?file=Ultrafonts%20for%20Sale.gif
The fonts are a total of 6. For more details regarding to Exlusive Greyscale ttf smooth font features please visit:
http://www.ultrafonts.com
The Offers will be open for all the 6 fonts in one price. The fonts for sale include both greyscale patent technology and the fonts for your full comercial use. Use this blog to share your comments about this sale.
Offers and Questions:
Typographic Foundries, Mobile and Technology companies and other interesed parties, please contact to this email: screenfonts@hotmail.com
Best Regards,
Miguel Hernández.
Posted by: Miguel Hernández at July 5, 2005 06:27 PM
Designing UI for anything but the desktop is an interesting challenge.
Television, console game, mobile devices, etc.
I love reading about the challenges and overcoming these kind of hurdles - great, great post! I can't tell you how many times people ask me to port desktop apps to mobile devices and want things in the design to remain the same. It just doesn't work.
I look forward to many more posts. Thank you.
Posted by: eric.dolecki at July 6, 2005 07:31 AM
Thanks for your post Andrew.
It was interesting to see how your designs progressed as you came to understand the limitations of the mobile space.
I have to admit, though they are pretty to look at, I'm a little bit scared by some of your designs. As a designer in this space, I need you to explain what physical affordances are given to the user of the device you were designing for. This is very important because if the device is built around a five-way with dual soft keys (this is what it looks like from your designs) it will be a completely different architecture / design then that of a touch screen with a stylus. It is very important for all designers in this space to understand these interaction models and how they influence design.
Furthermore, Aral's comment really struck me in a bad way. I have spent a lot of time implementing system / application architecture that is exactly opposite from what he/she is talking about.
Arals's comment:
However I think users want to break out of that when it comes to applications, they want the whole experience to be different to the phone OS. and with FL we can blend the UI with content in so many interesting ways. Looking forward to reading more.
I believe this is incorrect. A users entire experience with any device is based around musle memory. If you as a software designer think your application is so important as to change the interaction in your app to be completely different then the interaction within the entire OS, you will be breaking the users muscle memory of how they use the device and therefore making the user learn something completely foreign / new to them. This will render your killer app as a pain in the butt to use! Bottom line, your killer app will suck, and 95% of the users will not want to re-teach themselves your new interaction model.
Designers need to abide by the architectural constaints of a UI (OS) and build their applications around this model. A well designed application that is based on the rest of the OS's architecture is easy for users familiar with the device to use and adapt to. Remember this is not a desktop compter we are talking about here.
Some food for thought. Thanks for all the posts.
Posted by: wallyballs at July 20, 2005 01:44 PM
I have been a UI designer in the desktop space for years and although mobile devices are unigue to some degree in the challenges they pose, I am struck by the how similar goals are for effective UI design no matter what the space.
1)Advance rather that revolutionize is really just another way of saying surrender your design ego to the needs of the user, a primary usability tenent. I agree with Eric, current conventions need to be leveraged whenever possible, change is good but new designs should strive to feel familiar not just compelling.
2)Content should be the focus of any device designed to deliver it. The new designs (fig 1.4) presented were definately focused on the content and I am intrigued by the concept of having the content skin the UI. These current designs however are hard to parse as the levels of contrast and color saturation are all high and the text does not pull quite as much focus as the images.
3)Good UI design is modular and seeks to create a flexible container through which a range of content can flow. I definately see this occurring in the recent designs (fig 1.4) - Although I think there is too much integration of text and image to be truly scanable. The use of scrims and levels of opacity may one way to create different levels of perception for either image or text.
I am facinated by the direction Mobil UI is going in and would love to get more info - any recommendations for organizations/URLS/books etc... would be greatly appreciated.
Thanks (Andrew) for sharing your process - it is a tough call to make when we are all so caught up in propriatorial interests.
Posted by: Ruth Tannert at August 18, 2005 07:42 AM