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	<title>DesignCaffeine &#187; ThirstyPocket</title>
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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>
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		<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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		<guid isPermaLink="false">http://www.designcaffeine.com/?p=256</guid>
		<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>
]]></content:encoded>
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