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	<title>DesignCaffeine &#187; iPhone</title>
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		<title>Design Patterns for Mobile Faceted Search: Part II</title>
		<link>http://www.designcaffeine.com/2010/articles/354/</link>
		<comments>http://www.designcaffeine.com/2010/articles/354/#comments</comments>
		<pubDate>Sat, 05 Jun 2010 01:27:45 +0000</pubDate>
		<dc:creator>Greg Nudelman</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Search Matters]]></category>
		<category><![CDATA[Search Results]]></category>
		<category><![CDATA[UX Design]]></category>

		<guid isPermaLink="false">http://www.designcaffeine.com/?p=354</guid>
		<description><![CDATA[Originally Published on UXMatters.com May 3, 2010 ⇒
In Part I of “Design Patterns for Mobile Faceted  Search,” I looked at the challenges and opportunities of mobile faceted  search. 		To address the well-known challenge of limited screen real estate on 		mobile devices, I covered the Four Corners, Modal Overlay, Watermark, 		and Full-Page Refinement Options [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Read this article on UXMatters (Opens in a New Window)" href="http://www.uxmatters.com/mt/archives/2010/05/design-patterns-for-mobile-faceted-search-part-ii.php" target="_blank">Originally Published on UXMatters.com May 3, 2010 ⇒</a></p>
<p>In <a title="Part I" href="http://www.uxmatters.com/mt/archives/2010/04/design-patterns-for-mobile-faceted-search-part-i.php">Part I</a> of “Design Patterns for Mobile Faceted  Search,” I looked at the challenges and opportunities of mobile faceted  search. 		To address the well-known challenge of limited screen real estate on 		mobile devices, I covered the Four Corners, Modal Overlay, Watermark, 		and Full-Page Refinement Options design patterns, which maximize the 		real estate available for search results on a mobile device. This 		month’s column covers strategies for making people more aware of the  filtering options that are available to them, as well as  methods of  improving 		 transitions between the various states a user encounters in a search 		user interface.<br />
<span id="more-354"></span></p>
<h2>Teaser Mobile Design Pattern</h2>
<p>Teasers are nothing new on  mobile phones. Most mobile user  interfaces 	implement this pattern in some manner or another. Consider, for  example, 	the Yelp iPhone application, shown in Figure 1.</p>
<p>Figure 1—Teaser design pattern in  Yelp’s mobile app</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/05/images/figure1_yelp_iphone.jpg" alt="Teaser in Yelp app" width="320" height="460" /></p>
<p>Yelp displays five complete search results, 	plus a teaser at the bottom of the page that shows a partial view of  the 	next result set. The Teaser design pattern is very useful in showing  that 	there are more search results below the fold. As I mentioned in a  previous column, “<a title="Choosing the Right Search Results Page Layout: Make the Most of  Your Width" href="http://www.uxmatters.com/mt/archives/2009/03/choosing-the-right-search-results-page-layout-make-the-most-of-your-width.php">Choosing 	the Right Search Results Page Layout: Make the Most of Your Width</a>,”  my 	usability testing has shown that Amazon is an absolute master of this 	pattern. Regardless of a screen’s resolution, they <em>always</em> display 	partial product descriptions and pictures just above the fold. Showing 	part of what is at the fold is a very effective means of inviting  visitors 	to scroll down and see more content.</p>
<p>Recently, when Microsoft came out with Windows 7  Mobile, they 	extended the Teaser pattern well beyond just showing the availability  of 	search results below the fold. In Figure 2, an excellent 	video from Luke Wroblewski’s 	blog entry “Windows Phone: User Interface Teases &amp; Transitions”	 effectively 	demonstrates this concept. As you can see, Windows 7 Mobile shows there  is 	more content   available on the left, right,  above, <em>and</em> below  what’s 	currently visible on the screen.</p>
<p>Figure 2—Teasers and transitions in 	Windows 7 Mobile (Compiled by Luke Wroblewski)</p>
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<p>In its implementation of the Teaser pattern, Windows 7  Mobile 	uses lots of very obvious cues, including screen titles that are cut  off 	in midword, partially visible screen widgets, image fragments, and  abundant 	use of animated transitions.</p>
<p>A <em>teaser</em> is a specific application of the more 	general design principle: <em>fixing imperfection</em>, in which a  design immediately 	engages people by having them fix something that is intentionally not  quite 	right with a user interface or object. In the process of fixing an  imperfection, 	people learn the user interface’s 	interaction model. Studies have shown that this process of fixing  imperfection, 	or seeking symmetry, is very natural to humans and quite immersive,  even 	to the point of alleviating anxiety and pain in burn trauma.</p>
<p>The problem some may see with the   Windows 7 Mobile  design 	is that people cannot win at this particular game of fixing  imperfection. 	There is absolutely no way to fix the user interface to simultaneously  show 	<em>all</em> of a title, widget, or image that exceeds the size of the  screen. 	It’s 	kind of like a blanket that is intentionally made too small: if you  cover 	your legs, your chest is exposed; pull the blanket up to your chin and  your 	legs get cold. As UX designers, we often seek a kind of minimalistic,  authentic 	beauty and symmetry in our designs, so some  designers might find this 	kind of user interface profoundly disturbing. However, one cannot argue  against 	the effectiveness of this design approach.</p>
<p>The wireframe shown in Figure 	3 takes advantage of the Teaser design pattern to show a partial view  of 	some faceted search filters on the right and, thus, expand the  available 	virtual screen real estate.</p>
<p>Figure 3—Teaser design pattern  facilitates the discovery of faceted search 	filters</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/05/images/figure3_teasers_wireframe.png" alt="Wireframe showing Teaser pattern" width="473" height="383" /></p>
<p>The search results are on the left  in this wireframe;  filters, 	on the right. Following a basic convention of mobile 	user interfaces, buttons on the right let people drill down deeper into  the 	application’s information 	architecture (IA) space, while tapping buttons on the left moves them  closer 	to the top of the IA or to the home page. In this example of what  Microsoft 	calls <em>panoramic 	applications</em>, 	the mobile device acts as a sort of viewfinder that displays only a  small 	part of a much larger virtual space.</p>
<p>The Teaser design pattern very effectively  facilitates 	discovery through its use of partially exposed screen elements—in my 	example, faceted search results filters. This pattern 	also enables people to make rapid transitions from looking at search  results 	to narrowing down the search results, so it is highly suitable for  applications 	in which it is advantageous for people to discover a set of filters  quickly 	and use them often.</p>
<h2>Basic/Advanced Parallel Architecture Pattern</h2>
<p>Another good design pattern for efficient discovery and use of  filters is 	the Basic/Advanced Parallel Architecture design pattern, depicted in  Figure 	4. This design pattern is especially effective in applications that  offer 	a fixed set of filters—for instance, booking air travel.</p>
<p>Figure 4—Basic/Advanced Parallel  Architecture design pattern</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/05/images/figure4_parallel_wireframe.png" alt="Basic/Advanced Parallel Architecture" width="473" height="691" /></p>
<p>The idea behind the Basic/Advanced Parallel  Architecture design 	pattern is that there are two modes of interacting with filters: basic  and advanced. 	The <em>basic mode</em> lets customers easily engage 	with your application and dramatically shortens their learning curve.  However, 	people who want an <em>advanced mode</em> of filtering can easily  obtain this 	functionality—in 	the example shown in Figure 4, by returning to the filter page and  tapping 	the <strong>Advanced Search</strong> tab.</p>
<p>The <em>parallel architecture</em> part of this pattern 	comes in when a customer needs to adjust the filter values. For  customers 	who started their query from the <strong>Basic Search</strong> tab,  tapping 	<strong>Back</strong> returns them to that tab. For customers who  started from 	the <strong>Advanced Search</strong> tab, tapping <strong>Back</strong> returns 	them to that tab, where they can adjust the expanded set of filters.  While 	the relationships between these three contexts—Basic 	Search, Advanced Search, and Search Results—are a bit difficult to  explain, 	they offer a very natural interaction model that most people have found  very 	intuitive to use during testing.</p>
<p>The Basic/Advanced Parallel Architecture 	design pattern offers the added advantage of a flatter architecture.  Instead 	of an advanced mode that requires people to go deeper into an  application’s 	IA, the advanced flow sits in parallel with the basic flow, so both are  equally 	accessible with a single tap.</p>
<p>It is important to note that, in both cases, the search  results 	page has a persistent status bar across the top of the screen,  displaying 	an entire search query, <em>plus</em> any applied filters. Recall that a  persistent status 	bar was one of the features I described in Part I of “<a title="Design Patterns for Mobile Faceted Search." href="http://www.uxmatters.com/mt/archives/2010/04/design-patterns-for-mobile-faceted-search-part-i.php">Design 	Patterns for Mobile Faceted Search.</a>”</p>
<p>One application that successfully implements the  Basic/Advanced 	Parallel Architecture design pattern is the Thirsty Pocket 	iPhone app, shown in Figure 5.</p>
<p>Figure 5—Basic/Advanced Parallel  Architecture design pattern in Thirsty Pocket</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/05/images/figure5_thirsty_pocket.png" alt="Thirsty Pocket" width="473" height="841" /></p>
<p>Notice that, instead of labeling this feature <strong>Advanced</strong>, 		Thirsty Pocket uses the label <strong>More Search Options</strong>. In  Thirsty 		Pocket, the purpose of the advanced search page is to provide options 		for searching outside the device’s current 	GPS location, as well as narrowing a search by price. Most people would  <em>not</em> use 	the location filter, and the price filter might, in fact, severely  limit 	the effectiveness of search by too frequently narrowing a search to  zero search 	results. The price filter is a great example of the “ejector 		seat lever” Alan 		Cooper so eloquently describes in his book <em>About Face 3</em>. 	Therefore, this price filter is best hidden on a separate page. 	In the Thirsty Pocket app, the label <strong>More Search Options</strong> describes the purpose 	of the advanced search page perfectly and has the added bonus of being  less 	intimidating.</p>
<p>In another variation on the Basic/Advanced Parallel  Architecture 		design pattern,  instead of <strong>Basic Search</strong> and 		<strong>Advanced Search</strong> tabs, Thirsty Pocket presents two  buttons 		on its home page: a prominent <strong>Search Near Me</strong> button  for  basic 		search and a de-emphasized <strong>More Search Options</strong> button  for 		 advanced search options. Tapping <strong>More Search Options</strong> lets 		 you set filters, then tap <strong>Advanced Search</strong> to see the  filtered 		 search results. Nevertheless, the Thirsty Pocket 		user interface still preserves the essential features of this pattern, 		 because tapping  <strong>Modify Search</strong> on the search  results page 		 takes you back to the appropriate search page—basic 		or advanced—depending 	on how you initiated a search.</p>
<h2>In Conclusion</h2>
<p>A lot of people have asked me about these design patterns and the  best ways 	to use them. Thank you all for your questions. Unfortunately, the  answer 	would go well beyond the scope of even a two-part article. The best  recommendation 	I can make is that you learn as many design patterns as possible;  understand 	why these patterns have emerged, what customer and business goals they  support, 	and what limitations they have. Then, once you understand the unique 	goals of your own customers and business leaders, you can either choose 	the right design pattern or combination of patterns or develop your own  design 	patterns that fit the task at hand. Our understanding of user  interfaces is 	still evolving—and 	for mobile design, still in its infancy. Mobile design patterns and  paradigms 	are just beginning to emerge, but they represent the beginning of  something 	magnificent.<a title="Top" href="http://www.uxmatters.com/mt/archives/2010/05/design-patterns-for-mobile-faceted-search-part-ii.php#top"><img src="http://www.uxmatters.com/images/ux-bug.gif" alt="" width="18" height="18" /></a></p>
<h4>References</h4>
<p>Bucolo, Sam et al. “The Design of a Tangible  Interaction Device to Alleviate 	Anxiety and Pain in Pediatric Burns Patients.” <em>CHI ’06 Extended  Abstracts 	on Human Factors in Computing Systems</em>, Montreal, Quebec, Canada,  April 22–27, 	2006.</p>
<p>Cooper, Alan, Robert Reimann, and David Cronin. <em>About  			Face 3: The Essentials of Interaction Design.</em> 3rd ed.  Indianapolis, IN: 	John Wiley &amp; Sons, Inc., 2007.</p>
<p>Nudelman, Greg. “<a title="Design Caffeine for Search and Browse UI" href="http://www.slideshare.net/gnudelman/design-caffeine-for-search-and-browse-ui-iasummit2010">Design Caffeine for  Search and Browse UI</a>.”<a title="Design Caffeine for Search and Browse UI" href="http://www.slideshare.net/gnudelman/design-caffeine-for-search-and-browse-ui-iasummit2010"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> <em>Information 	Architecture Summit 2010</em>, Phoenix, Arizona, April 9–11, 2010.  Retrieved April 30, 2010.</p>
<p>—— “<a title="Design Patterns for Mobile Faceted Search" href="http://www.uxmatters.com/mt/archives/2010/05/mt/archives/2010/04/design-patterns-for-mobile-faceted-search-part-i.php">Design 		Patterns for Mobile Faceted Search</a>.” <em>UXmatters</em>, March 8,  2010. Retrieved 	April 30, 2010.</p>
<p>—— “<a title="Experience Design for a Viral Mobile Community" href="http://www.slideshare.net/gnudelman/experience-design-for-a-viral-mobile-community">Experience  Design for a Viral Mobile Community</a>.”<a title="Experience Design for a Viral Mobile Community" href="http://www.slideshare.net/gnudelman/experience-design-for-a-viral-mobile-community"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> <em>Net 	Squared Conference</em>, San Jose, CA, May 2009. Retrieved April 30,  2010.</p>
<p>—— “<a title="Choosing the Right Search Results Page Layout: Make the Most of  Your Width" href="http://www.uxmatters.com/mt/archives/2009/03/choosing-the-right-search-results-page-layout-make-the-most-of-your-width.php">Choosing 		the Right Search Results Page Layout: Make the Most of Your Width</a>.”  	<em>UXmatters</em>, March 9, 2009. Retrieved April 30, 2010.</p>
<p>Wroblewski, Luke. “<a title="Windows Phone: User  Interface Teases &amp; Transitions" href="http://www.lukew.com/ff/entry.asp?1003">Windows Phone: User Interface  Teases &amp; Transitions</a>.”<a title="Windows Phone: User  Interface Teases &amp; Transitions" href="http://www.lukew.com/ff/entry.asp?1003"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> <em>LukeW Ideation +  Design</em>, February 17, 2010. Retrieved April 30, 2010.</p>
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			<wfw:commentRss>http://www.designcaffeine.com/2010/articles/354/feed/</wfw:commentRss>
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		</item>
		<item>
		<title>Design Patterns for Mobile Faceted Search: Part I</title>
		<link>http://www.designcaffeine.com/2010/articles/348/</link>
		<comments>http://www.designcaffeine.com/2010/articles/348/#comments</comments>
		<pubDate>Thu, 22 Apr 2010 18:24:03 +0000</pubDate>
		<dc:creator>Greg Nudelman</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Article]]></category>
		<category><![CDATA[Finding]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iPhone App]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Search Matters]]></category>
		<category><![CDATA[Search Results]]></category>
		<category><![CDATA[UX Design]]></category>

		<guid isPermaLink="false">http://www.designcaffeine.com/?p=348</guid>
		<description><![CDATA[Originally Published on UXMatters.com April 5, 2010 ⇒
In my previous Search Matters column, “Mobile  Finding: Turning Limitations into Opportunity,” I discussed how  mobile 		search user experiences differ from those on the Web. In this and my 		next column, I’ll look specifically at the challenges and  opportunities 		of mobile faceted search. This column [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Read this article on UXMatters (Opens in a New Window)" href="http://www.uxmatters.com/mt/archives/2010/04/design-patterns-for-mobile-faceted-search-part-i.php" target="_blank">Originally Published on UXMatters.com April 5, 2010 ⇒</a></p>
<p>In my previous <em>Search Matters</em> column, “<a title="Mobile Finding: Turning Limitations into Opportunity" href="http://www.designcaffeine.com/2010/search-matters/337/">Mobile  Finding: Turning Limitations into Opportunity</a>,” I discussed how  mobile 		search user experiences differ from those on the Web. In this and my 		next column, I’ll look specifically at the challenges and  opportunities 		of mobile faceted search. This column covers design patterns for  maximizing 		the real estate available for search results, while the next will  cover strategies 	for making people aware of filtering options.</p>
<p>Faceted search is extremely helpful for certain kinds  of finding—particularly for ecommerce apps. Unfortunately, the designers  of mobile applications do <em>not</em> have established user interface  paradigms they can follow or abundant screen real estate for presenting  facets and filters in a separate area on the left or at the top of a  screen. To implement faceted search on mobile devices, we 	need to get creative rather than following established Web design  patterns. 	Join me in exploring the Four Corners, Modal Overlay, Watermark, and  Refinement Options design patterns for mobile devices. Following these  patterns can 	move us one step closer to making faceted search a usable reality on  mobile 	devices.<br />
<span id="more-348"></span></p>
<p>But first, let’s take a look at the challenges of  designing 	mobile faceted search, which include navigational elements that use up  precious 	screen real estate, limited search-refinement options, and the general  lack 	of an iterative refinement flow.</p>
<h2>Mobile Faceted Search Challenges</h2>
<p>Recall that one of the mobile applications I discussed in my last  column was 	Amazon’s iPhone app. Figure 1 shows its search results screen.</p>
<p>Figure 1—Faceted search in Amazon’s  iPhone app</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/04/images/figure_1_amazon_mobile.png" alt="Faceted search in Amazon’s iPhone app" width="473" height="327" /></p>
<p>On the Web, Amazon’s faceted search is nothing short of 	gold standard, so comparing their Web faceted-search experience to that  of 	their iPhone app is instructive. Looking at the Amazon iPhone 	app in Figure 1, the first 	thing to note is the amount of screen real estate Amazon has devoted to  things 	other than search results. Their fairly standard iPhone page layout has  a 	navigation bar at the top and a tab bar at the bottom, which together  take 	up about 74 pixels. In all, Amazon has permanently devoted almost 22%  of 	their precious screen real estate to navigation and other features. As a  consequence, 	they can display <em>only</em> three search 	results at a time. And Amazon is actually fairly frugal with its screen  real 	estate—at 	least in comparison to other mobile ecommerce applications.</p>
<p>Another interesting issue is that the user’s keyword  query—in 		this case, <em>green 	lantern</em>—does <em>not</em> appear in its entirety in the  application’s navigation bar—both 	because the user interface displays the query in a really large font  and 	because the query text has to compete with a large search refinement  button 	that is also  on the navigation bar. With the screen‘s limited real  estate, 	the query gets cut off, allowing only <em>green…</em> to appear there.</p>
<p>Last, but not least, the only search refinement Amazon 		presents to customers is <strong>By Category</strong>—a button that  takes 		a customer to a different category-selection screen. While <em>category</em> is 		definitely one of the most useful and frequently applied facets,  offering 		category selection alone hardly compares to the rich array of  search-refinement 		options that is available on Amazon’s Web site, as shown in Figure 2. 		Conspicuously absent are various sorting options, as well as filtering 		by price.</p>
<p>Figure 2—Search on Amazon’s Web site  presents many refinement options</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/04/images/figure_2_amazon_web.png" alt="Search on Amazon's Web site" width="467" height="360" /></p>
<p>However, in these screenshots, you cannot see one of  the most important and 	striking differences between search on the Web and on mobile devices,  which 	you can understand <em>only</em> in terms of the app’s  search-refinement flow. Figure 	3 illustrates the differences between Amazon’s Web and mobile  search-refinement 	flows.</p>
<p>Figure 3—The differences between the  Web and mobile search-refinement flows</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/04/images/figure_3_amazon_flows.png" alt="Differences between Web and mobile" width="460" height="160" /></p>
<p>On the Web, Amazon’s search supports progressive,  faceted search refinement 	and exploration as one of its primary goals for the search process. As  Peter 	Morville said in his brilliant book, <em>Search Patterns</em>, “Faceted 	navigation 	… helps us learn. Search becomes an iterative, interactive experience 	where what we find changes what we seek.” For example, on the Web, a  customer 	who starts with the keyword query <em>Nike</em> can narrow down the  search results 	by category (Shoes), additional keywords (<em>Nike Air</em>), product  type (Cross 	Training), and size (12).</p>
<p>In contrast, Amazon’s iPhone app does <em>not</em> preserve search 	refinement as part of its finding flow. The customer who starts with  the 	keyword query <em>Nike</em>, then refines the results <strong>By  Category</strong> (Shoes) 	is unable to refine the results further. If a customer attempts to  refine 	a query by adding more keywords (<em>Nike Air</em>), the app removes  the customer’s 	prior category selection (Shoes), doing a completely new search for the  query <em>Nike Air</em> and searching <em>all</em> categories. This  behavior has the 	unfortunate effect of interrupting the flow of step-wise exploration  and 	discovery that is central to the faceted search experience. Obviously,  there 	is a real need for better patterns for the step-wise narrowing,  expanding, 	and refining of faceted search results on mobile devices.</p>
<p>Mobile faceted search needs to balance customers’ needs 	to both refine results and maintain their search-refinement flows  against 	the limited screen real estate and fat-finger issues. We must  especially 	guard against introducing false simple-mindedness in the name of <em>simplicity</em>. 	Simplicity is a great goal, but as John Maeda said in his masterful  book, 	<em>The Laws of Simplicity</em>, “Some 	things can never be made simple.” Using the words of Albert Einstein, 	we have to strive to make the most of the tools available to us and  make 	user interfaces “as simple as possible, 	but not simpler.” The four design patterns that follow make the most of 	the available screen real estate, while providing intuitive and useful  search-results 	refinement capabilities and improving the mobile faceted-search  experience.</p>
<h2>Four Corners and Modal Overlay Patterns</h2>
<p>As I described in my column “<a title="Search Results Satori: Balancing Pogosticking and Page  Relevance" href="http://www.uxmatters.com/mt/archives/2009/06/search-results-satori-balancing-pogosticking-and-page-relevance.php">Search 		Results Satori: Balancing Pogosticking and Page Relevance</a>,”  maximizing 		the number of results on a search results screen is key to improving  information 		scent and overall finding efficiency. One of the most successful  design patterns 		for maximizing the use of screen real estate is the Four Corners  pattern, shown 	in Figure 4.</p>
<p>Figure 4—Four Corners and Modal  Overlay patterns</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/04/images/figure_4_four_corners.jpg" alt="Four Corners and Modal Overlay patterns" width="473" height="332" /></p>
<p>The Four Corners pattern devotes almost the entire  mobile screen to search 	results. Users can display particular functions by tapping the  semitransparent 	corners, which provide access to filters, the home page, and two  additional 	menus. This pattern includes a thin, persistent status bar across the  top of the screen, which displays an entire search query, <em>plus</em> any  applied filters, 	rather than just the few characters Amazon Mobile displays in a large  font. 	Displaying an entire query is highly beneficial, given users’ mobile  context 	of use and the frequent interruptions inherent in the mobile finding  experience.</p>
<p>Although the design pattern is called <em>Four Corners</em> and 		triangles are the most effective shape for the corners, they don’t  necessarily have to be triangles. 	Other alternatives include semitransparent buttons or floating icons.  However, 	for transparent buttons, it’s best to keep icons simple and avoid text 	labels.</p>
<p>Another pattern that works really well with Four  Corners 		is the Modal Overlay pattern, shown on the right in Figure 4. A modal 	overlay can display various search-refinement options such as filtering  and 	sorting. As I wrote in “<a title="The Mystery of Filtering by Sorting" href="http://www.uxmatters.com/mt/archives/2009/07/the-mystery-of-filtering-by-sorting.php">The 	Mystery of Filtering by Sorting</a>,” it is <em>not</em> necessary to  place 	filtering and sorting in two different areas of a screen. Most people  have, 	at best, just a vague idea of the differences between the two features.  This 	is particularly true for the mobile experience, where screen real  estate 	is at a premium and minimizing the number of taps necessary to  achieving 	a goal is key.</p>
<p>The Four Corners and Modal Overlay patterns work  particularly well in combination. 	In Figure 4, each user interaction on the modal overlay refines the  search results 	interactively. This dynamic interaction model works great, because  users can 	always see where they are and what filters they have applied, and they  have 	easy access to further refinement options, all without ever leaving the  context 	of the search results screen.</p>
<p>Some touch phones—like the iPhone—do not provide 	an API (Application Programming Interface) for modal overlays, but  instead 	deliver content one screen at a time, with transitions between screens.  On 	such devices, you’ll need to fake modal 	overlays. You can achieve this effect by rendering the <em>same</em> search 	results on a new screen—this time with a slightly darkened  background—with 	a modal overlay over the results. When displaying this new screen, an  application 	should minimize any transition to help to preserve 	the illusion of maintaining the search results context.</p>
<h2>Watermark Pattern with the Full-Page Refinement Options  Pattern</h2>
<p>The latest generation of smartphones—including the Apple iPhone, Palm 	Pre, and Google Android—provides designers with a whole bevy of novel 	interaction models. Some of the ways in which people must interact with  new 	smartphones may not be obvious to them, because they may not match  their 	existing mental models or the affordances of devices with which they’re 	familiar. Nevertheless, once people discover these interactions, they  seem 	surprisingly intuitive and fun, and people do <em>not</em> easily  forget them.</p>
<p>In 	mobile computer games, it is common practice to teach players by  allowing 	them to manipulate their mobile devices through various gestures,  including 	tilting, turning, and shaking them—or even using a device’s  accelerometer 	to mimic the way one would use a magic wand: 	“Incendio!”</p>
<p>Figure 5—Fun ways of employing the  iPhone’s accelerometer in the <a title="Harry Potter game" href="http://www.wired.com/geekdad/2009/11/review-harry-potter-spells-iphone-app-is-magical-if-imperfect/">Harry 	Potter game</a><a title="Harry Potter game" href="http://www.wired.com/geekdad/2009/11/review-harry-potter-spells-iphone-app-is-magical-if-imperfect/"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a></p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/04/images/figure_5_harry_potter2.jpg" alt="Harry Potter game uses iPhone accelerometer" width="320" height="480" /></p>
<p>In ecommerce applications, customers’ object in  interacting 	with a mobile device is <em>not</em> typically entertainment, but the  efficient 	acquisition of goods, services, or information—so necessity typically 	shortens their learning curve. If we want people to be able to perform a 	nonstandard interaction to use a device’s 	essential features, the interaction must be fairly obvious—and it must 	<em>not</em> require them to read instructions they would perceive as 	obnoxious or distracting. This is where careful use of the Watermark  design 	pattern can be especially powerful.</p>
<p>A <em>watermark</em> is a transparent 	outline that appears either over or behind the primary content on a  screen. 	In some ways, a watermark is similar to a splash screen, but it is  considerably 	less distracting because watermarks let users see the content on the  screen 	at the same time. Figure 6 shows two variations of the Watermark  pattern, 	plus a full-screen example of a Refinement Options pattern.</p>
<p>Figure 6—Two variations of the  Watermark pattern and a Refinement Options 	pattern</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/04/images/figure_6_splash_screen.jpg" alt="Variations of Watermark and Refinement Options patterns" width="473" height="656" /></p>
<p>The two examples of the Watermark pattern, shown in  Figure 6, 	demonstrate a circular swiping gesture and a shaking gesture on 	a multitouch device. In both cases, 	once a user launches an application, each watermark appears just once  or 	twice, gently dissolving to let the user view the screen’s 	main content. Watermarks can  also use animation—for 	example, to demonstrate the motion of the circular swipe by displaying  one 	arrow at a time on the screen. However, animation greatly increases a  watermark’s 	visibility, so you should use it with care. Circular swiping emulates  the 	motion of digging into a pile of puzzle pieces to find the right one,  while 	shaking recalls the action of shaking up small, loose objects in a bag  or 	a box.</p>
<p>In each case, the idea behind the watermark is to  educate or 	remind people about the gesture or interaction that is necessary to  view 	a screen containing additional search-refinement features. Once people  decide 	to dig in further or shake up their search results, the application  displays 	a full screen of refinement options, as shown at the bottom of Figure  6. 	This screen provides an example of the Refinement Options pattern.  Again, the 	thin, persistent status bar across the top of the screen shows the  query. Together 	with the watermark, this helps maximize the real estate the screen can  devote 	to search results, while making exploration intuitive.</p>
<p>With a full screen of refinement options, a user can  view four 	or five of the most popular values for each of the facets and select a  facet 	value with a single tap. This is almost like having the entire array of  refinement 	options on a typical faceted search results Web page. Having the search  box 	integrated into the refinement options page also re-enforces the idea  of 	applying search query terms and facets together as a set, just as they  are 	on a Web page. Together, these patterns let us duplicate the intuitive  and 	efficient step-wise refinement and expansion flow our customers expect  from 	a faceted search results page on an ecommerce site. Using a scrollable  screen 	of facets rather than a 	modal overlay like that shown in Figure 4 allows us to devote the full 	screen width to the search results, sprucing them up with icons for  popular 	refinement options and letting customers refine the results with fewer  taps.</p>
<p>Does this mean presenting a full page of refinement  options 	is better than a modal overlay? Not at all. A modal overlay displays  its 	refinement options within the context of the search results, while  displaying 	a separate results-refinement screen, along with its associated  transition, 	yanks customers out of the search-results context and presents what  some 	people might think is an overwhelming variety of refinement options.</p>
<p>When discussing design patterns, avoid getting caught  up in 	judging one pattern to be better than another. Each pattern is useful  in 	specific contexts and applications and for particular purposes and  types 	of customers. Design patterns are like a language we can use to  communicate 	with our customers. It helps to have a vocabulary of patterns that is  as 	complete and varied as possible, as well as to use each pattern  appropriately 	to communicate your design message with clarity and precision.<a title="Top" href="http://www.uxmatters.com/mt/archives/2010/04/design-patterns-for-mobile-faceted-search-part-i.php#top"><img src="http://www.uxmatters.com/images/ux-bug.gif" alt="" width="18" height="18" /></a></p>
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		<title>Designing Mobile Search: Turning Limitations into Opportunities</title>
		<link>http://www.designcaffeine.com/2010/articles/337/</link>
		<comments>http://www.designcaffeine.com/2010/articles/337/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 05:46:32 +0000</pubDate>
		<dc:creator>Greg Nudelman</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Finding]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[iPhone App]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Search Matters]]></category>
		<category><![CDATA[Search Results]]></category>
		<category><![CDATA[ThirstyPocket]]></category>
		<category><![CDATA[Usability]]></category>
		<category><![CDATA[UX Design]]></category>

		<guid isPermaLink="false">http://www.designcaffeine.com/?p=337</guid>
		<description><![CDATA[Originally Published on UXmatters.com March 8, 2010 ⇒
Thinking of porting your Web finding experience to iPhone, Android, or Windows 	Mobile? Just forget about the fact that these devices are basically full-featured 	computers with tiny screens. Having gone through this  design exercise 	a few times, I have realized that designing a great mobile finding experience [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Read this article on UXmatters (Opens in a New Window)" href="http://www.uxmatters.com/mt/archives/2010/03/designing-mobile-search-turning-limitations-into-opportunities.php" target="_blank">Originally Published on UXmatters.com March 8, 2010 ⇒</a></p>
<p>Thinking of porting your Web finding experience to iPhone, Android, or Windows 	Mobile? Just forget about the fact that these devices are basically full-featured 	computers with tiny screens. Having gone through this  design exercise 	a few times, I have realized that designing a great mobile finding experience 	requires a way of thinking that is quite different from our typical approach 	to designing search for Web or desktop applications. To put it simply, designing 	a mobile finding experience requires thinking in terms of turning limitations 	into opportunities. In this column, I’ll discuss some of the limitations 	of mobile platforms, as well as the opportunities they afford, and share 	a few design ideas that might come in handy for your own projects.<br />
<span id="more-337"></span></p>
<h2>Understanding Mobile Platforms</h2>
<p>One of the challenges of mobile application design is understanding  both the 	capabilities <em>and</em> limitations of each platform. Let’s use the 	iPhone finding experience as an example. On the plus side, the iPhone  has 	a high-resolution screen, Multi-Touch controls, accelerometer,  persistent 	data storage, cool video transitions, push content delivery, GPS, and a  device 	ID. The benefits of these features have been pretty much beaten to  death 	in advertisements, so I will <em>not</em> discuss them here. On the  other hand, 	the problem constraints and limitations of mobile devices are much more  interesting. I have found few sources that discuss these in detail, so  in this column, 	I’ll attempt to describe the most important challenges of designing for  the new generation of smartphones—at least as they pertain to finding:</p>
<ul>
<li>the difficulty of typing</li>
<li>the small amount of screen real estate</li>
<li>awkward touch controls</li>
<li>the so-called <em>fat-finger problem</em></li>
</ul>
<h3>The Difficulty of Typing</h3>
<p>Searching requires users to type a search string, and typing on a  mobile 	phone is  difficult—partly because of the size of the device. In a 	July 2009 blog post on <em>Alertbox</em>, Jakob Nielsen called the  mobile experience “miserable” 	and reported, “Text entry is particularly slow and littered with typos, 	even on devices with dedicated mini-keyboards.”</p>
<p>For many users, touch 	devices like the iPhone exacerbate this problem. Their 	screens display a virtual keyboard and other buttons. One issue with  touch 	devices   is poor visibility, because a user’s fingers 	must, by necessity, cover buttons on the screen when a user is pushing  them. 	Thus, when pushing a button on a virtual keyboard, a user’s 	hand obscures his view of the keyboard.</p>
<p>The lack of tactile response on touch 	devices presents a particular problem when a user is  multitasking—whether 	riding in taxi, using public transportation, or walking down a city  street. 	On <em>any</em> mobile device, it’s very difficult to type when a  person is crammed 	into a bus or subway car and being jostled around. A user’s desire to 	avoid typing becomes a necessity when using a mobile device while 	driving.</p>
<p>Another challenge users encounter when searching on  smartphones is that they’re 	likely to lose anything they’ve laboriously typed into a search box if a  device 	receives an incoming phone call, because mobile applications cannot  block phone 	functions. Nor should an application, however useful, be able to  prevent a user 	from receiving incoming calls.</p>
<h3>The Small Amount of Screen Real Estate</h3>
<p>Mobile screens are, by necessity, small, because a mobile device has  to fit 	into a person’s pocket or purse. The small size of mobile screens  limits 	the number of controls and the amount of content that can appear on  them. 	In that <em>Alertbox</em> post 	I mentioned earlier, Jakob Nielsen reported, “Unsurprisingly, the  bigger 	the screen, the better the user experience.” According to Nielsen,  users’ success 	rates with touch phones like the iPhone are about double their success  rates 	with feature phones.</p>
<h3>Awkward Touch Controls</h3>
<p>One of the consequences of mobile devices’ having smaller screens and 	controls that users must manipulate through touch interfaces is that  some 	controls no longer look like their Web and desktop counterparts. For  example, 	rather than the usual drop-down list or set of option buttons, the  selection 	control on an iPhone is instead a spinning control called a <em>picker</em>, 	shown in Figure 1.</p>
<p>Figure 1—Three pickers in the Urban  Spoon iPhone app</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/03/images/figure_1_urbanspoon.jpg" alt="Pickers in the Urban Spoon iPhone app" width="320" height="460" /></p>
<p>A picker that a user can quickly manipulate with a  finger eats up precious 	real estate, so it’s not possible to show users much outside the  picker. Large 	pickers also place limitations on how users can filter search results  on mobile 	devices. Similar size restrictions exist for <em>all</em> of an  application’s touch controls.</p>
<h3>The Fat-Finger Problem</h3>
<p>The high-resolution screens on better mobile devices—like the iPhone,  Android, 	and Palm Pre—can accommodate fairly high information density.  Unfortunately, 	at the same time, touchscreens <em>limit</em> the on-screen density of  controls that 	users can accurately manipulate with a finger. Thus, placing multiple  controls 	close together on a touchscreen mobile device presents difficulties.  This challenge 	is known as the <em>fat-finger problem</em>.</p>
<p>Typically, an iPhone touchscreen can comfortably  support a maximum 	 of only three to five clickable buttons or tabs across a screen. More  than 	this leads to frequent frustrations due to users’ inadvertently  pressing 	the wrong control. While five controls across a screen is the absolute  limit 	for relatively frustration-free mobile computing for people with  relatively 	small fingers, I highly recommend a limit of four or fewer controls. Of  course, 	if one control is bigger than the others, you’ll 	have to reduce the overall number of controls accordingly. For example,  Figure 	2 shows the Yelp mobile application, which has only three controls  across 	the navigation bar at top of the screen, but four controls across tab  bar 	at the bottom.</p>
<p>Figure 2—Yelp iPhone app</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/03/images/figure_2_yelp.png" alt="Yelp iPhone app" width="327" height="490" /></p>
<p>Because Yelp’s search box takes up a large part of the  navigation 	bar, the designers had to reduce the overall number of controls to  three 	to ensure users’ wouldn’t 	press the wrong controls with their fingers too often.</p>
<h2>Understanding User Experience within a Mobile Context of Use</h2>
<p>The challenge in designing mobile applications is the need to  accommodate 	the design constraints and usability challenges mobile devices impose,  while 	focusing on users’ goals within a mobile context of use. Simply 	duplicating the functionality of a Web application—while trying to work 	around the mobile design challenges I’ve described—<em>always</em> results 	in a subpar mobile application. It’s not enough to think: <em>How 	can I duplicate our Web application’s user experience within the  limitations 	of the mobile platform?</em> Instead, it’s better to start from  scratch, focusing 	on <em>What experience would work best for mobile users?</em> Putting  users’ goals 	first allows a design team to concentrate on the new opportunities a  mobile 	application presents rather than seeing the challenges of mobile simply  as 	barriers to implementing a Web application’s existing functionality.</p>
<p>Next, I’ll present some ideas about how to approach the 	design of finding experiences for mobile devices in a way that lends  itself 	to taking full advantage of their capabilities within a 	mobile context of use. These ideas by no means represent an exhaustive  catalog 	of all possibilities. I merely want to provide a few examples that may  inspire 	further exploration as part of your own finding projects.</p>
<h3>Preloading Pertinent Search Results</h3>
<p>As I discussed earlier, typing on mobile devices is difficult. Plus, a  phone 	call, a text message, or an opportunity to take a picture is likely to  interrupt 	a user’s finding experience at least once. Saving a user’s previous 	searches is an obvious and simple way of re-engaging users in a finding  task 	and provides useful context when an application first opens.</p>
<p>Unlike Web applications, 	native mobile applications are persistent, so it’s easy to cache their 	search results. Cached results load quickly, users’ re-engagement is  immediate, 	and there is little to compete for a user’s attention—that is, at 	least until another phone call comes in. Some mobile device APIs even  enable 	native applications to detect whether a phone call interrupted a user’s 	previous session or the user exited an application normally and  determine 	how much time has elapsed since a user last opened the application.  These 	capabilities present interesting possibilities for fine-tuning an  application’s 	welcome-back screen to re-immerse users in their previous tasks or  offer 	pertinent new content and present new possibilities for interaction.</p>
<h3>Providing Local Results</h3>
<p>On mobile devices that support GPS, Wi-Fi, or other location-tracking  mechanisms, 	you can determine the current location of  another person who is using a 	mobile device, allowing applications to offer location-aware services.  Mobile 	applications with search capabilities can serve highly relevant, fresh  results 	that perfectly match a user’s 	current mobile context. For example, Loopt is just one of a whole cadre  of 	social networking mobile applications that allow users to track the  locations 	of their friends who are currently nearby and exchange messages with  them, 	get coupons from local merchants, and discover neighborhood happenings, 	as Figure 3 shows.</p>
<p>Figure 3—Local search results in the 	Loopt iPhone app</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/03/images/figure_3_loopt2.png" alt="Local search results in Loopt iPhone app" width="320" height="977" /></p>
<h3>Offering a Value-Added Interpretation of the Real World</h3>
<p>Using mobile devices for sense-making in the real world offers one of  the 	most intriguing possibilities for mobile applications. Luke Wroblewski  described 	some interesting possibilities, including augmented reality  applications, 	in his <em>Smashing Magazine</em> article “Enhancing User Interaction 	with First Person User Interface.”</p>
<p>When it comes to finding, however, 	the Amazon Mobile iPhone app offers the <strong>Amazon Remembers</strong> feature, which is 	a forerunner of many exciting things to come. Amazon Mobile lets  customers 	take pictures of any real world items and add them to their lists of  things 	to remember. Once a user uploads a photo, Amazon figures out what the  item 	is and, if there is a corresponding item available for sale on Amazon,  displays 	that item and sends the customer an email alert, encouraging her to  purchase 	the item. Customers often get a response in a matter of minutes, but  the 	search can take up to 24 hours. This application lays a solid  foundation for 	the idea of a mobile Internet of objects that I described in one of my  previous 	columns, “<a title="Brave New World of Visual Browsing" href="http://www.uxmatters.com/mt/archives/2009/08/brave-new-world-of-visual-browsing.php">Brave 	New World of Visual Browsing</a>.”</p>
<h3>Providing Various Sorting Options</h3>
<p>As I previously mentioned in my column “<a title="The Mystery of Filtering by Sorting" href="http://www.uxmatters.com/mt/archives/2009/07/the-mystery-of-filtering-by-sorting.php">The 		Mystery of Filtering by Sorting</a>,” 	sorting options are an excellent way of opening up an ecommerce site’s 	inventory for browsing. One of the best ways of doing this is to  provide 	two or more buttons on a search results screen that allow multiple ways  of 	dissecting an inventory, without ever failing to serve <em>some</em> results. 	By using sorting options together with geolocation, customers can even  avoid 	having to type in 	<em>any</em> query at all. As Figure 4 shows, the ThirstyPocket iPhone  app lets 	customers simply press the <strong>Search Nearest</strong> or <strong>Search  	Newest</strong> button to see 	a sample of local results without having to type anything in the search  box.</p>
<p>Figure 4—ThirstyPocket iPhone app</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/03/images/figure_4_thirstyPocket.jpg" alt="ThirstyPocket iPhone app" width="320" height="480" /></p>
<p>Of course, a customer can always type keywords in a  search box 	to narrow down the results. As I explained in my <a title="presentation" href="http://www.slideshare.net/gnudelman/experience-design-for-a-viral-mobile-community">presentation</a><a title="presentation" href="http://www.slideshare.net/gnudelman/experience-design-for-a-viral-mobile-community"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> at 	the Net Squared Conference in May 2009, using this design pattern lets  customers 	engage with an inventory of items or content immediately, then invest  the 	effort of typing in keywords once they have caught the scent of  something 	that interests them or to refine the search results further. Of course,  given 	the fat-finger problem and a mobile device’s limited screen real 	estate, we can’t provide more 	than three to five sort options on the screen at one time. However, as  the 	ThirstyPocket example shows, even a couple of sort options is often  enough 	for customers to begin exploring.</p>
<h3>Considering Custom Controls</h3>
<p>One consequence of mobile devices’ having a smaller screen is <em>not</em> having 	the space to create a navigation bar of filters, facets, or categories  on 	the left, providing a key to the properties by which a user can  effectively 	narrow down a result set. Consider, for example, the all-important  category 	filter. If an application were to use the standard iPhone picker, shown  in 	Figure 1, it would obscure most of the search results on the screen.  Various 	applications deal with this challenge in different ways. Some mobile  applications 	have created custom category-filter controls—like those in Amazon  Mobile, 	shown in Figure 5.</p>
<p>Figure 5—Custom category-filter  controls in Amazon Mobile</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/03/images/figure_5_amazon_categories2.png" alt="Amazon Mobile category filters" width="474" height="340" /></p>
<p>Clicking <strong>By Category</strong> takes a customer  to a different, full-sized screen on 	which he can select a category. The ThirstyPocket application, shown in  Figure 	4, uses the same principle for its custom category selector, with an  added twist: 	the visual design of the category selector is reminiscent of the  familiar drop-down 	list, taking full advantage of customers’ existing mental model and  helping 	them understand what behavior to expect.</p>
<h2>Changing Search Paradigms</h2>
<p>Because of the unique mix of constraints and opportunities that  mobile application 	design presents, this design space is rich with possibilities for  changing 	the existing paradigms for search and finding. Consider speech  recognition, 	for example. While, on the desktop, speech recognition does not yet  enjoy 	widespread popularity and use, mobile represents an entirely different  context—where 	speech recognition can offer an ideal solution. Not interpreting a  spoken 	word correctly on a mobile device might not be quite as big a deal as  it 	is on the desktop, because the accuracy of speech recognition may  actually 	approach, if not exceed, that of typing on a mobile phone’s awkward  mini-keyboard. 	Combine speech recognition with the use of an accelerometer and  magnetometer, 	allowing gestural input, and you have the Google Mobile search  application 	for the iPhone, shown in Figures 6 and 7.</p>
<p>Figure 6—Google Mobile iPhone app</p>
<p><img src="http://www.uxmatters.com/mt/archives/2010/03/images/figure_6_google_mobile.png" alt="Google Mobile iPhone app" width="320" height="480" /></p>
<p>Figure 7—Google Mobile Voice Search  on the iPhone</p>
<p><object width="474" height="380" alt="Google Mobile Voice Search on the  iPhone"><param name="movie" value="http://www.youtube.com/v/y3z7Tw1K17A&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><embed type="application/x-shockwave-flash" width="474" height="380" src="http://www.youtube.com/v/y3z7Tw1K17A&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>The iPhone application Google Mobile recognizes the  		gesture of a person’s swinging the phone up to his ear to know when to 	record a search command. When the user speaks, the search engine  accepts 		and interprets his voice commands, then serves up search results. This 		user interface implements what is literally a game-changing design  paradigm, 		because its designers have taken the time to truly consider the mobile 		context of use and map natural interactions like speech and gestures 		to mobile device functions. As Peter Morville said in his book <em>Search  		Patterns</em>, “We 		simply raise our phones to our ears and speak our search, relying on 		Google Mobile to derive what we want from who we are, where we stand, 		and what we say…. Like placing your hands under a tap to turn on the 		water, this is the type of smart design that ‘dissolves in behavior’.”</p>
<p>When it comes to designing for a mobile context, we are 		just starting to scratch the surface. As Tom Chi of <em>OK/Cancel</em> famously quipped 		in his interview with Luke Wroblewski, “A well defined-and exciting  problem (and its associated constraints) 	is the catalyst that makes design go.” When we stop thinking about the 	limitations of mobile platforms and, instead, truly focus on the user  goals 	we are working to support, we might just find those limitations turning  into 	opportunities for redefining how people find, remember, and discover  things 	in their world.<a title="Top" href="http://www.uxmatters.com/mt/archives/2010/03/designing-mobile-search-turning-limitations-into-opportunities.php#top"><img src="http://www.uxmatters.com/images/ux-bug.gif" alt="" width="18" height="18" /></a></p>
<h4>References</h4>
<p>Morville, Peter. <em>Search Patterns</em>.  Sebastopol, 	CA: O’Reilly, 2010.</p>
<p>Nielsen, Jakob. “<a title="Mobile  Usability" href="http://www.useit.com/alertbox/mobile-usability.html">Mobile 		Usability</a>.”<a title="Mobile  Usability" href="http://www.useit.com/alertbox/mobile-usability.html"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> <em>Alertbox</em>, July  20, 2009. 	Retrieved February 27, 2010.</p>
<p>Wroblewski, Luke. “<a title="Enhancing User Interaction With First Person User Interface" href="http://www.smashingmagazine.com/2009/09/21/enhancing-user-interaction-with-first-person-user-interface/">Enhancing  User Interaction With First Person User Interface</a>.”<a title="Enhancing User Interaction With First Person User Interface" href="http://www.smashingmagazine.com/2009/09/21/enhancing-user-interaction-with-first-person-user-interface/"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> <em>Smashing Magazine</em>, September 21, 2009. Retrieved February 27,  2010.</p>
<p>Wroblewski, Luke. “<a title="Defining the  Problem: Q&amp;A with Tom Chi" href="http://www.lukew.com/ff/entry.asp?336">Defining 	the Problem: Q&amp;A with Tom Chi</a>.”<a title="Defining the  Problem: Q&amp;A with Tom Chi" href="http://www.lukew.com/ff/entry.asp?336"><img src="http://www.uxmatters.com/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> <em>Functioning Form</em>,  April 27, 2006. Retrieved February 27, 2010.</p>
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		<title>Experience Design for a Viral Mobile Community</title>
		<link>http://www.designcaffeine.com/2010/presentations/256/</link>
		<comments>http://www.designcaffeine.com/2010/presentations/256/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 06:43:01 +0000</pubDate>
		<dc:creator>Greg Nudelman</dc:creator>
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		<description><![CDATA[Presented at the Net Squared Conference May 2009, in San Jose, CA

 See the presentation on Slideshare ⇒
ThirstyPocket used iPhone application design to foster social change by creating a platform for viral neighborhood commerce, which brings people together and encourages community interaction.  We will demonstrate buying and selling flows and discuss specific user experience design [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Presented at the Net Squared Conference May 2009, in San Jose, CA<br />
</strong></p>
<p><a href="https://www.netsquared.org/"> <img id="logo" class="alignleft" title="NetSquared Logo" src="https://www.netsquared.org/sites/all/themes/net2v2/images/net2-logo.gif" alt="NetSquared Logo" width="211" height="141" /></a><a title="See it on Slideshare (Opens in a New Window)" href="http://www.slideshare.net/gnudelman/experience-design-for-a-viral-mobile-community" target="_blank"><strong>See the presentation on Slideshare ⇒</strong></a></p>
<p>ThirstyPocket used iPhone application design to foster social change by creating a platform for viral neighborhood commerce, which brings people together and encourages community interaction.  We will demonstrate buying and selling flows and discuss specific user experience design strategies and insights that were used to improve upon existing e-commerce offerings.</p>
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		<title>Brave New World of Visual Browsing</title>
		<link>http://www.designcaffeine.com/2010/articles/210/</link>
		<comments>http://www.designcaffeine.com/2010/articles/210/#comments</comments>
		<pubDate>Tue, 19 Jan 2010 20:55:25 +0000</pubDate>
		<dc:creator>Greg Nudelman</dc:creator>
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		<description><![CDATA[Co-written with Ahmed Riaz ⇒
Originally published on UXMatters.com August 3, 2009 ⇒
When the Web began, pages were mostly text, but today, everywhere we look, it seems like image content is taking over the Web. The ubiquitous use of digital cameras and improvements in the picture quality of mobile phone cameras has likely helped this phenomenon [...]]]></description>
			<content:encoded><![CDATA[<p><a title="Visit AhmedRiaz.com (Opens in a New Window)" href="http://ahmedriaz.com/mind/" target="_blank">Co-written with Ahmed Riaz ⇒<br />
</a><a title="Read this article on UXMatters (Opens in a New Window)" href="http://www.uxmatters.com/mt/archives/2009/08/brave-new-world-of-visual-browsing.php" target="_blank">Originally published on UXMatters.com August 3, 2009 ⇒</a></p>
<p>When the Web began, pages were mostly text, but today, everywhere we look, it seems like image content is taking over the Web. The ubiquitous use of digital cameras and improvements in the picture quality of mobile phone cameras has likely helped this phenomenon along. The shift toward content that is primarily visual introduces new challenges and opportunities for developing intuitive and powerful user interfaces for browsing, searching, and filtering visual content. To help me cover this important topic, I’ve asked Ahmed Riaz—Interaction Designer at eBay and physical interaction design enthusiast—to contribute his insights and ideas.<span id="more-210"></span></p>
<h2>Introducing Visual Browsing</h2>
<p>What, you may ask, is visual browsing? Loosely defined, <em>visual browsing</em> user interfaces are those that let people navigate visual content—that is, search for content using pictures. We will discuss four types of visual browsing:</p>
<ol>
<li>browsing images or photos using text attributes or tags—for example, on Google Images and Flickr</li>
<li>using images in queries to describe attributes that are hard to describe with text—as on Like.com and Zappos</li>
<li>using images to facilitate wayfinding and navigation in the real world—such as on Google Maps and Photosynth</li>
<li>collecting and browsing images on mobile devices—like on RedLaser and NeoReader</li>
</ol>
<p>Each of these approaches to visual browsing supports different goals for searchers and introduces its own unique challenges, design directions, and best practices, which we’ll explore next.</p>
<h2>Browsing Images Using Text Attributes or Tags</h2>
<p>While there are many image-centric sites, the majority of the Web’s image content is on either Google Images or Flickr. No discussion of visual browsing would be complete without mentioning these two sites. When it comes to <em>finding</em> images that are published somewhere on the Web, Google Images is the site most people go to. Google uses a proprietary algorithm to assign keywords describing each image, then index and rank <em>all</em> of the images in their enormous database. They also capture a thumbnail of each image and store it along with the source URL.</p>
<p>While Google Images is undeniably a very useful site, it exemplifies some of the challenges of automated image finding. The primary mechanism for finding images is a text-only query, which perfectly demonstrates the impedance mismatch that exists between text and image content. Because <em>no</em> single keyword can adequately describe <em>all</em> of the pixels that make up an image—and, most of the time, the keywords that surround an image on a page provide an incomplete description at best—Google Images interprets search queries very loosely. Typically, it interprets multiple keywords using an OR instead of the usual and expected AND operator. As a consequence, it omits some keywords from the query <em>without</em> letting the searcher know explicitly what is happening.</p>
<p>On the one hand, because Google Images interprets search queries in a such a loose fashion, it rarely returns zero search results. On the other hand, image searches sometimes give us strange and unpredictable results, while making it challenging to understand what went wrong with our queries and how to adjust them to find the images we’re really looking for. Figure 1 shows an example—the search results for <em>Africa Thailand elbow Indian</em>.</p>
<p>Figure 1—Google Images search results for <em>Africa Thailand elbow Indian</em></p>
<p><img src="http://www.uxmatters.com/mt/archives/2009/08/images/figure_1_google_images.png" alt="Google Images search results" width="466" height="486" /></p>
<p>Judging from the search results, Google Images seems to have omitted keywords randomly from   the query, <em>without</em> indicating to the searcher it has done so. Of course, one could argue that getting such poor results for a query is an example of garbage in/garbage out. However, we think this example demonstrates that the keywords Google takes from the surrounding content on a Web page—and possibly some Web pages that link to it—do <em>not</em> always match an image. While an image may <em>technically</em> be located at the intersection of <em>Africa, Thailand, elbow,</em> and <em>Indian,</em> this by <em>no</em> means guarantees that the image would actually <em>show</em> Indian warriors demonstrating the perfect Mai Thai elbow-strike technique on the plains of the Serengeti.</p>
<p>Plus, a computer-generated index usually makes <em>no</em> distinction between the different possible meanings of an image’s surrounding keywords—for example, a search engine can’t tell when an image appears in juxtaposition to text to add humor. Nor do automated indexing engines handle images well when they have purposes other than providing content—such as images that add visual appeal or bling or those for marketing or advertising. Such image content is, at best, orthogonal to its surrounding text.</p>
<p>Image search filters that are based on text are, at the moment, <em>not</em> particularly robust. For example, Figure 2 shows Google Images search results for <em>iPhone</em> with some filters applied. As you can see, the resulting images have <em>little</em> to do with the iPhone.</p>
<p>Figure 2—Google Images filtered search results for <em>iPhone</em></p>
<p><img src="http://www.uxmatters.com/mt/archives/2009/08/images/figure_2_google_images_iphone.png" alt="Search results for iPhone" width="472" height="532" /></p>
<p>As a photo-hosting site, Flickr enjoys the distinct advantage of having <em>people</em> rather than computers look at, interpret, and tag the images they create and view. Users can search for images by their tags. While Flickr is <em>not</em> a perfect image-searching system, it provides an entirely subjective, human-driven method of interpreting and describing images. Why is that valuable?</p>
<p>According to Jung’s conception of the <em>collective unconscious,</em> we can assume <em>all</em> individuals experience the same universal, archetypal patterns. These archetypes influence our innate psychic predispositions and aptitudes, as well as our basic patterns of human behavior and responses to life experience. Likewise, at the root of <em>all</em> folksonomies is the inherent assumption that people—when we look at them collectively—tend to respond in similar ways when presented with the same stimuli. Simply put, people looking for images of cats would be quite happy to find the images that a multitude of other people have taken the time to tag with the word <em>cat</em>.</p>
<p>As Gene Smith describes in his book, <em>Tagging: People-Powered Metadata for the Social Web,</em> folksonomies and tagging usually work quite well—in most cases, nicely resolving the kinds of issues that occur in Google Images due to auto-indexing, which we described earlier. Unfortunately, the <em>human</em> element also introduces its own quirks along the way. Take a look at the example of a Flickr image shown in Figure 3.</p>
<p>Figure 3—One of the most interesting Flicker images tagged with <em>iPhone</em></p>
<p><img src="http://www.uxmatters.com/mt/archives/2009/08/images/figure_3_flickr.png" alt="Flickr images tagged with iPhone" width="468" height="555" /></p>
<p>Among almost 2 million Flickr images tagged <em>iPhone</em>, Flickr considers this image one of the most interesting, with 785 favorites and 37 comments. As you can see at the bottom of the page, one of the problems with having a community-driven popularity algorithm is that some people post nonsense comments just to be able to say they’ve added a comment to a popular item.</p>
<p>Another problem has to do with tags that are strictly personal. For example, tags like <em>GOAL:EXPLORE!</em> and <em>hawaalrayyanfav</em> have meaning <em>only</em> to the person who actually tagged the item—and little or nothing to the population at large. On the other hand, adding tags like <em>funny</em> and <em>humor</em> is actually quite useful, because computers don’t recognize humor at all. In fact, humor is the aspect of image description where algorithm-based search results fail most spectacularly. We’ll talk more about folksonomies, controlled vocabularies, and searching for tags in future columns. For now, we’ll just say that <em>neither</em> way of finding images—through text tags or associated surrounding text—is perfect, and there is a great deal of room for improvement, perhaps through combining both search approaches, using a single algorithm and a user interface that does <em>not</em> yet exist.</p>
<h2>Using Images in Queries</h2>
<p>We think one of the most intriguing aspects of visual browsing user interfaces has to do with the mismatch between images and the text algorithms or people use to describe them. They highlight the inherent limitations of finding and managing images through text-based queries. Typically, a person sees an object, determines what to call it, then tries a few keyword searches based on that interpretation. Adding a photo to a query lets a searcher bypass the interpretation step and just let the computer <em>see</em> what the query is about.</p>
<p>On the Web, one of the more successful examples of image-based search is the shopping site Like.com, which lets searchers use images as part of their queries to describe the attributes of items that are difficult, if not impossible, to describe precisely using text alone.</p>
<p>While Like.com has some issues when it comes to presenting good entry points into their enormous inventory for people who like to browse, once you find an item you’re interested in, the search engine is absolutely <em>phenomenal</em> at picking up visually similar items. For example, Figure 4 shows the results for an image-based search that is based on a picture of a striped shirt. The algorithm is smart enough to explore useful and popular degrees of freedom, deviating from the starting image, while keeping the <em>zeitgeist</em> of the original image intact.</p>
<p>Figure 4—Like.com image-based search results</p>
<p><img src="http://www.uxmatters.com/mt/archives/2009/08/images/figure_4_like_com_v2.png" alt="Like.com image-based search results" width="473" height="184" /></p>
<p>In addition to doing a great job of exploring the possible degrees of freedom from the original image, the system lets shoppers fine-tune their queries to match a specific part of an image by zooming in on the part they’re interested in. This is very similar to selecting part of an image on Flicker and tagging <em>only</em> that part of the image. For example, a user could tag a person in an image as <em>friend</em> and a snake in the image as <em>giant anaconda,</em> while naming the entire image <em>The last-known picture of Billy</em>—hopefully adding the tag <em>humor</em>, while he is at it. As images become more ubiquitous on the Web—and generate evermore layers of meaning—being able to select and annotate only part of an image will become more and more important in a visual browsing user interface.</p>
<p>The Like.com search algorithm can relax different attributes, including color, pattern, and shape, as well combine image searching with text attributes, demonstrating the potential of image-based searching and browsing.</p>
<p>While government sources can neither confirm nor deny this, the Department of Homeland Security is allegedly interested in image-based search technologies, mainly in regard to facial recognition. However, as Munjal Shah, CEO and Cofounder of Riya told the audience at the MIT/Stanford Venture Lab’s <a title="Next Generation Search Symposium" href="http://www.vlab.org/article.html?aid=121">Next Generation Search Symposium</a> in 2007, commercial-grade facial recognition technology is <em>not</em> quite there yet. Such search algorithms can generally recognize which part of an image is a human face and venture a fairly accurate guess at a person’s gender, but recognizing a specific face requires matching the precise expression and angle of the face in a photograph with the sample, which can often be difficult. Despite these limitations, the potential of image-based search technology is enormous.</p>
<p>Does a user interface need to have a true visual-search algorithm to perform image-based search? Although technology helps, it does not afford the <em>only</em> way of performing a visual browse. One alternative is to have a human being tag items, using abstract visual attributes—such as a range of icons or outlines of shapes, using limited screen real estate—that, in turn, would let customers describe their visual queries. This kind of a pseudo-image-based search could, for example, successfully complement the existing <em>people who shopped for X, also shopped for Y </em>metrics-based algorithm.</p>
<h2>Using Images for Navigating in the Real World</h2>
<p>By now, most people are familiar with  street view in Google Maps, which is pictured in Figure 5.</p>
<p>Figure 5—Google Maps street view</p>
<p><img src="http://www.uxmatters.com/mt/archives/2009/08/images/figure_5_google_maps.png" alt="Google Maps street view" width="474" height="339" /></p>
<p>Using this phenomenal technology is <em>almost</em> like being there, with virtual-reality controls for navigating through nearly continuous photos of real space. Google Maps is an excellent example of automated sense-making of images, using precise GPS coordinates. Visual browsing controls let users walk, turn around, and jump through real space, using virtual projection. However, as anyone who has looked up their street and their house can tell you, these pictures are frozen in time. Some people can even tell you when the Google Maps picture of their house was taken, because a friend’s car was captured in the satellite photo.</p>
<p>In contrast—or perhaps as a complement to Google Maps—Photosynth, Microsoft’s new acquisition, uses crowd-sourced photographs to construct and let users navigate through 3D street-level space. It can also add the fourth dimension of navigating through time, letting users cross-reference multiple images. The feel of the interaction evokes looking into vignettes and being able to shift your point of view through space and time. One of the best examples available of this new capability is the <a title="Photosynth of the Obama inauguration" href="http://edition.cnn.com/SPECIALS/2009/44.president/inauguration/themoment/">Photosynth of the Obama inauguration</a><a title="Photosynth of the Obama inauguration" href="http://edition.cnn.com/SPECIALS/2009/44.president/inauguration/themoment/"><img src="http://www.uxmatters.com/mt/archives/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> shown in Figure 6.</p>
<p>Figure 6—Photosynth of President Obama’s inauguration</p>
<p><img src="http://www.uxmatters.com/mt/archives/2009/08/images/figure_6_photosynth.png" alt="Photosynth of the Obama inauguration" width="474" height="261" /></p>
<p>What is <em>really</em> interesting about this emerging technology is that it sidesteps—quite literally—the issue of a finite density of information within a single photograph. With systems like this, we are moving into a world where—rather than relying on just keywords and tags—we can use deep image analysis to sort and restructure sets of images and make sense of what we are looking at. The computer can truly <em>see</em> a real 3D space.</p>
<h2>Collecting and Browsing Images on Mobile Devices</h2>
<p>Using images as input for searches on a hand-held device is reminiscent of using barcode readers to enter inventory counts into a computer. Historically, barcode recognition required the use of a specialized device that was available only to governments and larger businesses. However, recent developments in mobile technology are rapidly changing this paradigm. An increasing number of mobile phone applications like RedLaser, LifeScan, and NeoReader, which is shown in Figure 7, now let customers snap photos of barcodes, using their mobile phones, then immediately use the photos as input for a search algorithm.</p>
<p>Figure 7—NeoReader iPhone application</p>
<p><img src="http://www.uxmatters.com/mt/archives/2009/08/images/figure_7_neoreader.png" alt="Neoreader" width="400" height="323" /></p>
<p>Another tool called Semapedia offers an interesting way of using mobile barcode recognition. Semapedia makes it possible to tag any item in the physical world with a barcode that contains a link to the appropriate Wikipedia Web page. A person can use a mobile phone with the free NeoReader application to read the link’s URL and navigate to the Web page providing Wikipedia content about the object or place a person is looking at. Figure 8 shows a historical site that is tagged with a barcode linking it to a Wikipedia page.</p>
<p>Figure 8—Historical site tagged with a Semapedia barcode</p>
<p><img src="http://www.uxmatters.com/mt/archives/2009/08/images/figure_8_historical_site.png" alt="Semapedia barcode" width="474" height="355" /></p>
<p>Another example of the capability of mobile barcode-recognition technology comes from the Suntory Company in Japan, which tagged their beer cans with a special 2D barcode. Scanning this barcode with the application NeoReader takes a consumer to a mobile Web site that lets visitors register to offset 100g of CO2 emissions once per day and get tips on mitigating their own greenhouse gas emissions.</p>
<p>Both of these examples demonstrate that we are moving ever faster toward a world that is populated by smart objects, which Bruce Sterling dubbed <em>spimes</em>. We can track spimes’ history of use and interact with them through the mesh of real and virtual worlds that pervasive RFID and GPS tracking create. Mobile picture search is certainly emerging as the input device of choice for connecting the real and the virtual worlds to create the Internet of Objects.</p>
<p>Peter Morville, in his book <em>Ambient Findability,</em> talks about the sensory overload, trust issues, and bad decisions that are sure to result from our interactions with the Internet of Objects. However, it is hard to elude the siren’s call of such technology. It is now <em>almost</em> possible to use technology similar to that of Like.com to analyze every image and frame of video a mobile phone captures and tag them with text, GPS coordinates, time, and author. At the same time, it <em>is</em> possible to cross-reference each image with other images of the same place or similar things, along with <em>all</em> the tags, content, and links an entire world of users has added to this collection of images. The technology to collect all of these images in a massive 3D collage that users can navigate along a time axis, Photosynth-style, is also just around the corner.</p>
<p>Interactions of this kind make it possible to establish a unique and natural connection between the real world and the Internet computing cloud. The key is the added meaning the computer provides, based on its understanding and interpretation of the content of an image. Imagine, for example, taking a picture of a CD cover with your mobile phone’s camera and sharing it with your friends to learn what they think about the music; using the same picture to get more information about the artist on the Web—for example, pictures, videos of recent concerts, and a biography; finding out where you can buy the CD at the best price online; or using GPS to find coupons to purchase the CD from a local merchant. Imagine being able to do <em>all</em> of this with only a few screen taps and <em>without</em> typing a single character, while listening to a sampling of the CD’s tracks, playing through headphones connected to your mobile phone.</p>
<p>We are just starting to scratch the surface of these types of massively distributed, image-based, human-to-mobile interactions. Although image-processing speeds are getting much better—witness the smooth, fast scrolling of iPhone photo album images versus the slow shuffle of images on a Treo—the time it takes to process images on a mobile device and send them back and forth between that device and a server is still the biggest barrier to this type of technology. Once the image feedback loop is nearly instantaneous, this new paradigm for mobile input will truly come into its own, bringing the digital world ever closer to the real world and ushering in the arrival of a brave new world of visual browsing.<a title="Top" href="http://www.uxmatters.com/mt/archives/2009/08/brave-new-world-of-visual-browsing.php#top"><img src="http://www.uxmatters.com/mt/archives/images/ux-bug.gif" alt="" width="18" height="18" /></a></p>
<h4>References</h4>
<p>Jung, Carl Gustav. <em>Man and His Symbols.</em> New York: Dell, 1968.</p>
<p>Morville, Peter. <em>Ambient Findability.</em> Sebastopol, California: O’Reilly, 2005.</p>
<p>Nudelman, Greg. “<a title="Making $10,000 a Pixel: Optimizing Thumbnail Images in Search Results" href="http://www.uxmatters.com/mt/archives/2009/05/making-10000-a-pixel-optimizing-thumbnail-images-in-search-results.php">Making $10,000 a Pixel: Optimizing Thumbnail Images in Search Results</a>.” <em>UXmatters</em>, May 11, 2009. Retrieved July 26, 2009.</p>
<p>Riflet, Guillaume. “<a title="Semapedia, or How to Link the Real World to Wikipedia" href="http://webtopmania.blogspot.com/2008/08/semapedia-or-how-to-link-real-world-to.html">Semapedia, or How to Link the Real World to Wikipedia</a>.”<a title="Semapedia, or How to Link the Real World to Wikipedia" href="http://webtopmania.blogspot.com/2008/08/semapedia-or-how-to-link-real-world-to.html"><em><img src="http://www.uxmatters.com/mt/archives/images/new-window-arrow.gif" alt="" width="14" height="12" /></em></a><em> Webtop Mania,</em> August 26, 2008. Retrieved July 26, 2009.</p>
<p>Smith, Gene. <em>Tagging: People-Powered Metadata for the Social Web.</em> Berkeley: Peachpit Press, 2008.</p>
<p>Smolski, Roger. “<a title="Beer, Carbon Offset, and a QR Code Campaign" href="http://2d-code.co.uk/beer-can-qr-code-2/">Beer, Carbon Offset, and a QR Code Campaign</a>.”<a title="Beer, Carbon Offset, and a QR Code Campaign" href="http://2d-code.co.uk/beer-can-qr-code-2/"><img src="http://www.uxmatters.com/mt/archives/images/new-window-arrow.gif" alt="" width="14" height="12" /></a> <em>2d code,</em> July 27, 2009. Retrieved July 26, 2009.</p>
<p>Sterling, Bruce. <em>Shaping Things.</em> Cambridge, Massachusetts: MIT Press, 2005.</p>
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