The number of available WML pages is growing at an extraordinary pace In January 2000 approximately 25000 WML pages were available, and by September 2000 this number had grown to 4.4 million So the end users have many choices to find the information they want. They choose among other things, that they find easy to use. WML- based web sites provide usage sensitive services If customers find it too difficult to use , they can readily to find user friendly site. Usable products and services can achieve an 80 percent increase in revenue because usability influences customer buying decisions Web site Design: Computer Terminals versus mobile terminals User interface design for display on a computer terminal is very different from for display on a mobile terminal for several reasons: The device is different The network is different The user is different The device is different Websites are designed to be shown on desktop computers that have highly capable displays These computer monitors can display millions of colors 1600 pixels wide by 1200 pixels high Websites have highly capable input devices (such as mouse or track ball) which enable any group of pixels on the web page and select them. WAP designed for use wide variety of mobile terminals, from pagers to PDAs Some handsets have text only displays 4 lines and 12 character per line Mobile terminals are less capable with pointing devices
The network is different- web sites designed with an internet connection speed from 28.8 kilobits/sec to more than 1 megabit/sec Mobile data speed from 100 bits /sec to 14.4 kilobits /sec The user is different- mobile user may not have desk top computing experience Applications need to enable user to complete the tasks quickly and efficiently The interface should be different- designing applications for display on a mobile terminal is very different from computer terminals Websites cannot carried directly from internet to mobile The normal implementation of a WAP scenario looks like this
Designing a usable WAP site Usability has many aspects- refers to how easy to learn the user interface by the user Refers to how efficient, flexible, and powerful the user interface is to use for expert users Human factor- is a discipline dedicated to improving the many components that define usability Human factors professionals design products that people use and the environments Usability is a fundamental feature of any mobile internet service
Designing usability early into the process requires at least two things: An overall development process that is focused on the end user and employs structured usability techniques Knowledge and application of known user interface design principles and guidelines Easy to use sites will aid in attracting and keeping customers Structured usability methods The following characteristics of user interface can signal problems with usability: designed by software people, not human- computer interaction specialists developed by strict top down, functional decomposition not developed to meet written, measurable usability specification not prototyped as it was being developed not developed means of an iterative refinement process . not empirically evaluated The same characteristics apply to almost all user interfaces, including WAP user interfaces Designing and developing internet services is a fast moving business Service providers that constantly evaluate their applications, adapt to the trends. A far easier and faster technique is to adapt your service to make it more usable in the design or prototype stages.
The Design Team A multidisciplinary team should be established to handle the design of the mobile internet application. No one individual or department will have the necessary skills to design a usable interface. The design team should include members with skills such as development, writing, human factors, usability assessment, visual design, task analysis, and business processes. It should also include representative users. These users will help maintain a user centered design focus
The design process
The design process design process contain a number of phases Phase 1. Define Phase 2. Design Phase 3. Prototype Phase 4. Test Phase 5: Iterative Phase 1: Define In this phase, the service is defined, and the requirement are gathered. Service definition gathering design affecting pieces of information The design affecting pieces of information include following items User profile Task analysis Platform capabilities and constraints For designing WML- based services User profile know your user more valuable and easier to use for the target population A user profile is a description of the target population couched in terms of the characteristics Creating the profile involves gathering data about the user skills, knowledge, and background Partial user Profile Data summary
Users of the mobile Internet tend to share several Characteristics: They are unlikely to have training on your service so keep your application intuitive (sensitive)-aware They are impatient- so enable value to come out as quickly as possible Most buy phones for phone calls- so do not expect them to be adapt at using mobile internet services They are busy doing other things-so do not expect them to spend time for learning how to use your application They will forgot or avoid complex navigation - so keep your navigation scheme simple Task Analysis how users perform tasks that are relevant to the application u are designing It involves understanding which methods are used, why they are important, how the information flows, what the user does, and what can be automated The effective task analysis is carried out by watching users perform those tasks that are relevant to your application and documenting what they do. Alternatively, customer interviews, focus groups, surveys, and so on can be used. Some questions that should be answered through a task analysis include the following What tasks do users perform? What tasks are most critical? What steps are taken to perform tasks? What are users goals for performing tasks? How frequently do users perform tasks? What tools are used to complete tasks? What output is generated from user tasks? Phase 2: Design Mobile internet is very different from the wired Internet. The device is different, the network is different, and the users are different. Application Design Goals - Designers of successful wireless applications will break away from those wire line perceptions: People use browsers to browse, or casually search the Internet for information Finding value requires effort, takes time and us usually impersonal (unfriendly) Content is broadly scoped and often static People expect unlimited access and free content Be targeted valuable information to a wireless user Be fast - quickly find the information Be personal Be simple Be urgent Be timely Adapt to the way people work Use the web to do your users work for them Guide users to the appropriate content- menus should take the form of a hierarchical, branching tree structure With each Menu level, menu items can be organized in several ways: Alphabetically Temporally According to the magnitude (small,medium,large) Consistently (if the items appear in multiple places, keep the order the same) According to frequency of use Personalize your Application customizes the application for the end user Know Your User Use the information collected in the definition phase about your target audience to accomplish the following goals: Target the information you present Adapt your application to the way your customers work Present information that is relevant to a mobile user Reduce key strokes- every key click reduces potential user number base of an application by 50 percent The following methods can be used to reduce keystrokes: Personalize your application Provide value at every level
Optimize navigation to the most important content Keep the content targeted Allow users to select from lists Take users directly to the information Generate and test multiple competing designs- generate several designs and then evaluate them with end users The most effective design combines two or more competing designs Reduce screen clutter (confusion, disorder) Follow known design guidelines Transcoders to automatically convert HTML-based Web sites to WML-based web sites Phase 3: Prototype Prototypes serve many important functions and are the critical part of the development process They provide an effective tool for communicating design Also enable designers to better visualize design, task flow.
Phase 4: Test To find out before release whether your customers can actually use your application Usability testing involves giving your application to representative users Usability test process can take place in instrumented laboratories with hidden cameras, one way mirrors, intercom systems, observation rooms and sophisticated recording equipment Allow the users to perform tasks on their own. Avoid hints or help Try to provide only general hints finally give full guideline Phase 5:Iterate An iteration refers to Refinement of the services definition and design, resulting in an updated prototype and a subsequent usability test to identify new issues Iterative design enables testing to occur different stages User Interface Design Guidelines Guidelines for wide range of user interfaces, including WML-based user interfaces General design Guide lines-Top 10 guidelines by Lund(1997) 1. Know thy user , and YOU are not thy user- reiterates the important of understanding the user It appears simple on the surface, but in practice it is difficult to implement Allow the users to watch interviews of the users and observe them at work Designers should maintain an early and continual focus on the users. As developer of a product , you have more knowledge about the system, its design, and the subject matter to be an average user Focus on end users rather than on yourself and the members of your company.
2. Things that look the same should act the same. Consistency, consistency, consistency user to carry knowledge about how your interface works from one part of the system to another, so reducing how much users must learn to use your system easily and effectively 3. The information for the decision needs to be there when the decision is made provide users with all of the relevant information you have to aid them in making the decisions required by your system 4. Prevent errors when possible. When it is not possible to prevent errors, error messages should actually mean something to the user and tell him or her how to fix the problem 5. Everyone makes mistakes, so every mistake should be fixable allow users to recover from errors 6. Dont overload the users buffers - Minimize the need for a mighty(powerful) memory 7. Keep it simple 8. Every action should have a reaction. 9. The user should always know what is happening the user should always know what the system is doing - if the system requires a long time to complete a task, it should provide status messages to the user 10. The more you do something, the easier it should be to do your interface should be easy to remember
Variability of WAP Devices supports to wide variety of devices Wap devices have much smaller displays, less capable input devices, and relatively limited cpu memory Also operate over a network with less connection stability, and less predictable (expected) availability WAP devices classified into 3 categories: Two-way pagers limited graphics capabilities, limited cpu & memory Phones- text based display, limited display and memory Personal digital assistants support text and graphics improved input mechanism-keyboard, pointer
Variability of WAP Browsers WML gives browsers a great deal of flexibility
WML design Guidelines 1. Allow the users to complete their tasks quickly 2. Keep your application as simple as possible 3. Whenever possible, avoid requiring users to enter text 4. Reduce keystrokes 5. Design for smaller phones; there will be more of them, and they are among the most constrained 6. Avoid unwrapped lines 7. Do not expect the browser menu on devices with phone.com browsers to be easy to use 8. Avoid complicated screens 9. If a list constrains (restrict) more than two or three items, ensure that it is obvious to the user that scrolling is required 10. Allow users full control over items that they receive via push notification 11. If a card is referenced by or contains a menu , consider adding a title that informs the user where they are within your application 12. For searching be permissive with user entered text 13. For searching give users access to full results and provide a means for narrowing a large result list 14. Provide help for all application screens and in a step wise fashion