Snakes on a phone

The new version of Python for s60 is available, and looks to have a metric shed-load of interesting new capabilities:

The new version includes support for the following new features:

* 2D Graphics, Images, and Full-screen applications
* Camera and Screenshot API
* Contacts and Calendar API
* Sound recording and playback
* Access to System info, such as IMEI number, disk space, free memory, etc.
* Rich text display (fonts, colors, styles)
* Support for Scalable UI
* Expanded key events
* Telephone dialing
* ZIP module

Version 1.2 continues to include features from the 1.0 release, such as:

* Networking support for GPRS and Bluetooth
* On-device and remote Python console
* Support for native GUI widgets
* SMS sending
* Application build tool for packaging stand-alone application installers
* Compatible with all Series 60 1st and 2nd Edition devices

Aside from being able to make nice UIs with it – now that you can make stand-alone application installers, hopefully we’ll see a lot more innovation on s60 using this.

Inaugural Mobile Monday London: November 7th…

UPDATE
———-
If you have arrived here by searching for MoMoLondon, let me be completely clear, this is not the site of MoMoLondon!

If you are planning on going to Mobile Monday London,

  1. please do go and join the group/mailing list at http://groups.yahoo.com/group/momolondon/
  2. Visit and bookmark the nascent official site: www.mobilemonday.org.uk
  3. Make sure you PRE-REGISTER on the mailing list

———-

I’ve just been on a conference call with the group that are starting up the London ‘branch’ of the Mobile Monday events. If you’re not familiar with them, then they have been running ideas, debate and networking events about mobile technology, business and culture around the world for a few years.

The first London Mobile Monday (or, MomoLondon) will take place on the 7th November at Vodafone’s offices on the Strand in central London from 6pm. N.B. YOU WILL NEED TO PRE-REGISTER FOR SECURITY REASONS! Visit the MoMoLondon Yahoo Group for details.

The theme was tentatively set as “Connecting the physical and digital world” – with topics such as location-based services, optical code reading and some others to be agreed.

One of the messages that came out loud and clear from those participating on the planning call was that it should be idea-rich and powerpoint-light.

Yay!

Also, it was stressed that what interested most people was to move forward the thinking as a whole at the intersection of business, technology and user-experience.

One other idea that was strongly supported was trying to get academic and industry research in the mix – so that we finally can move on from the “Joe arrives in a new city and wants to find his nearest pizza” use cases…

Personally, I’d like to see the definition of the mobile discussion stretch outside of just cellular – to personal media players, connected game decks (anyone from Sony London Studio still reading??) and ubiquitous computing.

From a very selfish viewpoint, I’d like a monthly event about mobile tech, design, business and culture that I looked forward to, so, I’ve tried to mail a few folk I know who work on designing user-experience for mobile to get them roped in, and hopefully posting here, cast the net a little wider and get more user-research and design folk involved.

Here are the details of the group if you’d like to join:
http://groups.yahoo.com/group/momolondon/

The main driving purpose is of course to get together those in working on mobile digital stuff to talk, drink, swap ideas and have a laugh. Please do pass this on to people you work with if they would be interested, and hopefully see you soon at one of the MoMoLondons…

Hume channels Huizinga

Carlo Longino on Gizmodo posts an article with a title very close to my heart, The Casual Games Revolution. It features extensive quotage from Tom Hume of Future Platforms, including this ludic beauty:

“The other thing to consider is that play is a very natural thing for any mammal,” Hume says. “We all play, where it’s hopscotch, bingo, scratchcards or CounterStrike. My cats are casual gamers.”

Which has left me feline like a game of something…

Sorry.

Hmm

.flickr-photo { border: solid 2px #000000; }
.flickr-yourcomment { }
.flickr-frame { text-align: left; padding: 3px; }
.flickr-caption { font-size: 0.8em; margin-top: 0px; }

Rather than a Rokr (and you have money to burn, can’t wait for n91, live in Japan)- how about Chris‘s idea of sticking a Nano on the back of the Talby? Probably still thinner that the Rokr.

Depressing quote of the day for anyone working in mobile experience design from Engadget:

1:27pm – Garriques [President of Motorola’s mobile phone division] on the ROKR: “It’s a great ARPU story.”

Sheesh.

—-
UPDATE: Peterme asks what “ARPU” is. I apologise – it’s jargon, much used in the cellphone industry, for “Average Revenue Per User” – the grail is finding applications and services that drive it skyward, and mobile music is seen by a lot of the industry as one of those.

Berrybites

From John Hagel’s site:

“JSB and I have been exposed to the dark side of … new technology. JSB has even coined a name for it – he calls it ‘Berrybite”, merging Blackberry with soundbite.

Both JSB and I have had experiences where documents we sent were read by people on a Blackberry or Treo. They weren’t long documents – basically the equivalent of two or three pages of text. The recipients were initially highly critical of the material. But, when we pressed them to read the documents again, they came back after reading them more carefully on a PC or in print form and apologized for their initial reactions. They said the material was excellent and they didn’t really understand why they had such a negative initial reaction.

Well, we think we know why initial reactions were so negative. The Blackberry or Treo is not conducive to a careful read – it encourages skimming. It also encourages people to find a quick way to capture what is in the document and then move on to the next message. As a result, people tend to try to fit these documents into familiar categories based on some key words rather than thinking deeply about the topic and absorbing new perspectives. It also doesn’t help that documents on these devices are typically accessed in environments with lots of distractions – meeting rooms, airports, automobiles, etc. – making it difficult to concentrate on the message at hand.”

Both Foe and myself were discussing this a while ago – she had a client who’s organisation was addicted to their crackberries; and in Nokia a lot of the management use communicators more than laptops due to their schedules. We have both experienced firsthand exactly what John Hagel and JSB (John Seely-Brown?) describe above.

Aside from the oft-mentioned ‘Constant Partial Attention’ that the thumbwheel fruit-machine fosters – Blackberries and other mobile email systems (anecdotally at least) seem to encourage ‘Seagull’-style management, a display of communication and ‘progress’ where in reality there is little.

Berrybites aren’t confined to work or email either – I remember Michael Kieslinger and Molly Steenson’s presentation to Etech 2004 about a group of SMS users arranging a social occasion. A plan was mooted by an individual to the group – something like 120 texts and 2 hours later – nothing about that original plan had changed.

As a non-Blackberry/push email user I have a morbid fascination with what their usage does to people and projects. Has the organisational atom of thought in corporations shrunk from a Powerpoint bullet to Berrybite?

We have a long history of studying the effects our intertwined tools and media have on the way we act and interact, but perhaps because what we call ’email’ pours seamlessly from container to container we imagine we don’t have to modify anything about our behaviour – that nothing about our relationship with that media has changed other than we can receive it anywhere.

First to solve this might not get rich, but they might have a less stressful life.

“Napkin Sketch” Nokia ad

.flickr-photo { border: solid 2px #000000; }
.flickr-yourcomment { }
.flickr-frame { text-align: left; padding: 3px; }
.flickr-caption { font-size: 0.8em; margin-top: 0px; }



"Napkin Sketch" Nokia ad, originally uploaded by blackbeltjones.

Pleasantly surprised by these new adverts of ours.

Gone are the cheesy grinning yoof models gleefully living the ‘mobile lifestyle’, and instead we have a languidly expressive line sketching the form of the new phone.

It’s the archetypal ‘back of the envelope’ sketch that captures the essence of the design, communicates it to another with casual power.

I like that the ad is not covered with ‘features’, ‘benefits’, acronyms or tech specs either. It’s confident enough to say the clear, simple design of this object will sell it to you, or not.

The fact that this can now be the primary image in the advert also shows the iconic status of the clamshell as the shape of mobile telephony in the popular mind.

Which is going to be an interesting challenge for all the mobile device manufacturers when they want to innovate beyond that – not just Nokia.


p.s. I hate those pompous “disclosure” lines that people use when writing about companies they work for, but as you may know, I work for Nokia, and usually I hate their adverts, so was prompted to write this, the views here stated may not be those of my employers, yadda, yadda.

Repair culture

.flickr-photo { border: solid 2px #000000; }
.flickr-yourcomment { }
.flickr-frame { text-align: left; padding: 3px; }
.flickr-caption { font-size: 0.8em; margin-top: 0px; }

Jan Chipchase, a colleague of mine in user-research at Nokia has started a new blog called ‘Future Perfect’, wherein he posts snippets of his experiences travelling the globe studying the use of technology.

Jan has a great eye for the unexpected detail in the everyday, which makes him fantastic to work with as a designer, and will be fabulous to read has his blog develops.

From this post on the culture of mobile phone repair shops in India (where he took the excellent photo above):

“a lot of the hyperbole surrounding western hacker culture makes me smile compared to what these guys are doing day in day out.”

Where (are the people) 2.0

Liz’s notes on the recent O’Reilly Where 2.0 conference, even though she says they are sketchy, give a lot of food for thought (and they are funny, but it probably helps if you can imagine Liz recounting them, arms-a-waving) – I’m looking forward to her promised post-4th-of-July reflections.

Overall, it sounds like it was a fascinating carpet-mindbombing of the state-of-the-art of geographical technology and it’s effects on business and society. Wish I’d seen Nathan Eagle, and Kevin Slavin in particular.

One line in her notes will be thought about (and probably written about) much more by me:

“as always, they [O’Reilly] think that the difference between the desires of early and late adopters is one of size, not kind”

Crossing the Chasm was first published 14 years ago. Pre-web, pre-mobile. And yet the tech industry is still set in it’s belief that the mainstream will inevitably, steadily, globally – follow the alpha-geek early adopter. Surely it’s about time the Valley’s “Whig” telling of technological progress is tempered with the wiggly nature of human desire.

Prototyping mobile applications with Flash Lite

Quite a long post this, and it might state an awful lot of obvious things, but that’s the reason I have this place – if I state the obvious to myself it helps me think what’s next – sometimes. So bear with me while I walk you through one of this weeks personal ‘a-ha’ moments

Yesterday, had the final presentation from Fjord, who’ve been working on a prototype for us. The proto looked good and did the job, but the real eye-opener for me was when Olof and Jonathan, both part of the Fjord team (along with Celia), went through what they had learned from trying to push the capabilities of Flash Lite in producing the demo.

It’s early in Flash Lite’s life, and it obviously has vast potential for creating very compelling services and user-interfaces on mobile devices, but it needs to mature a little first. I’m not going to speculate here on what it’s future potential as a content or experience platform for mobile might be, however, I think it is safe to say it is already a really game-changing tool for rapidly prototyping mobile user-experiences, for a few reasons I can think of:

Freed from functional specs (alone)
As Jason Fried says ‘there’s nothing functional about a functional spec’ – often with designing mobile user-experiences, the functional spec is the key boundary object shared between the designers, the developers, the engineers and the marketers. It’s often unfortunately a lousy, stodgy way to work – with the spec being something that one imagines might be definitive, but in fact too often allows for ‘creative reinterpretation’ and compromise, whilst at the same time managing to be constricting and inertia-inducing.

Having an interaction design rapidly prototyped in Flash Lite as an additional boundary object means that everyone in the team will grok the user-experience you’re trying to create and the benefits you’re trying to provide. And not only grok it, but if you’ve done a good job – be excited about it, hopefully.

The relative cost of creating a series of Flash Lite protos to do this within a development team is tiny when balanced against the disaster of finding out too late that the specs, wireframes or whatever else have been misintepreted.

Design, test, redesign, test, redesign again etc
Obviously the reason it’s a disaster is that coding is costly in terms of skilled people’s time. I’ll continue stating the obvious by saying coding is damn hard.

I can’t do much beyond

10 "foe is cool"
20 goto 10

And I have tons of respect for people who can. Unfortunately, their time is often best spent, well, coding – at least in the eyes of those who employ them to deliver solid software for mobile devices on time.

This doesn’t leave a lot of their time free to collaboratively ‘sketch’ in software the sorts of disposable prototypes necessary to iterate and test a service effectively and quickly – as perhaps those involved in developing “web2.0” services are becoming used to. Also, in my experience, once stuff turns into code, it has a tendency in any organisation to start to calcify into a finished thing.

Often, paper prototypes or other abstractions can be used to push the experience design along before committing to code – but having a tool like Flash Lite means that you can get to a more concrete, less abstract test of the experience, without spending too much time.

If you don’t polish the visual aspects, keeping it at a ‘wireframe’-like level of detail – then you almost have an ‘animatic’ of the experience that you can put in the hands of a prospective end-user; which also you can quickly pull apart, reconfigure and test again. This should result in iterative improvements to the design which you can then take to the next level – coding.

It’s different when it’s in your hand
Which is the rather innuendo-laden point underlying both of those above. While both paper-prototypes of web/laptop/pc based software or services can give good results in testing and wireframes/screen-flows can make for a good abstract of a user-experience to build to – I think for mobile services they fall down as a measure of the experience.

The handset is – just that – a hand-bourne device that projects into your world, and the service you are designing with it, rather than the experience of even say a 12″ laptop, where you project yourself through the proscenium of the screeninto that user-illusion.

The interactions with the device, the UI and the service are both embodied and situated – whether it’s the embodied muscle memory one employs while thumbing frequently used commands on the device, the socially situated context of use of mobile devices or the plain fact that they are most often used while multitasking one’s way through a visually and aurally distracting world. These factors have a profound effect on our interactions with the device interface – in other words – it’s different when it’s in your hands.

Having a Flash Lite animatic on the device itself makes for a remarkably different evaluation of a candidate design by users and sponsors than the equivalent wireframes or even a flash mockup on a pc screen; and as described previously, the meagre bucks that are spent getting that bang are well worth it.

There are some beefs with Flash Lite that Olof and Jonathan pointed out – it chokes sometimes when doing complicated things, if you want to simulate an even slightly complex app then you have to do some scripting gymnastics tomaintain things like state across the movie and the text handling from the device keyboard is less than optimal.

I’m sure that Macromedia/Adobe will straighten this out in subsequent releases for s60.

I think it will be worth trying a simularly process with the newly-extended Python for s60 to understand it’s strengths and weaknesses for ‘sketching software’ for mobile devices.

Python might be suited to a ‘second-round’ level of design iteration, where you start to flesh out experience more and geet closer to a finished design for final development.

Of course, using a scripting language, even a high-level one like Python takes us back to the problem of coder time and attention that I mentioned above.

As Russell Beattie has pointed out – the experience of the mobile web is lagging that of the tethered significantly for many reasons – but I strongly believe from what I’ve learnt from Fjord and this project that Flash Lite is one of the promising tools for prototyping our way forward, at least on the user-experience side.

Gridlockd, Cities and Slow Games

Gridlockd by Mohit SantRam of NYU ITP sounds fascinating:

…an urban game where participants within one of four teams compete to capture grid positions in a half hour. the team with the most points wins! This project is meant to display how semacodes, cameraphones, ad-hoc groups, and social dynamics are effected under time pressure.

It’s going to be one of these fun ‘big games’ which create lots of spectacle, but looking at the core gameplay: capture grid positions… I wonder if it wouldn’t be more satisfying as a slower, more strategic game played over a much much longer timeframe.

As our own Greg Costikyan has said – latency in the mobile network makes it very hard to create real-time games. In Gridlockd – they are using walkie-talkie functionality to enable this – the phone is not the communications channel – it is a mobile networked computer for recognising physical/location data…

So why not play to the strengths of asynchronous communications instead, and harness an entirely different, more casual, less spectacular form of play.

I’m imagining a kind of urban location-based reversi that two people could play over a long time span – kind of like a play-by-mail game, but play-by-city…

This game would still using semacodes/QR-codes/NFC for the game grid positions. Janne Jalkanen has demonstrated how easy it is to create NFC/web services for presence – perhaps it would be possible to very quickly create such a game. Perhaps there could be some grid positions that were in coffee-shops where the players could meet and discuss the moves.

Of course, there are only some urban locations where the image of the city would match with the image of the game board. Manhattan and other big grid-structured US cities seem more ideal for urban games than European cities?

Matt Locke, a few years ago, wrote about slow-networks in cities a few years ago, using ‘public caches’ – bluetooth or IR connected public digital stores – what are the opportunities for slow-networks city-gaming?