Posts Tagged ‘computer’

How to do Responsive Design through unified experience

Friday, March 29th, 2013

Today our lives revolve around the mobile, agile and social aspects that have global appeal along with local flavours. Their impact factors  could be attributed to the surge in various platforms, channels and devices that we use for both professional and personal lives. The PCs of the 90s are now complemented with the handy Smart Phones, ubiquitous Tablets and numerous trendy gadgets. Post (Snail mail) is giving way to Email, which in turn is waning in popularity compared to chatting, texting and gaming. There has been a massive shift in the roles of technology, business, products and services. Nowadays, there is one thing on the top of mind for clients, product designers and developers. No prizes for guessing the answer…Responsive Design! How can we deliver similar, if not identical experiences to our customers and users, despite the varied number and nature of the things around us? In this post, I will touch upon Responsive Design, as I see it in the light of delivering consistent and unified experiences.

The case for Responsive Design

Let us try and look at this from a technology perspective, especially computing technology at that. Till the late 90′s we were all familiar with the PC as an alternative to the manual operations. Back then there were only 3 major types – Windows, Mac and the more Open Source flavour – Unix. Applications and programmes had to be written specifically for 2 major mainstream platforms – Windows and Mac. Since the execution of the programmes depended completely on the underlying Operating System (O.S.), these had to be written and deployed specifically for these two platforms separately and explicitly. However with the advent of Java programming language, came the paradigm shift – “Write once, run anywhere”. In the early years of 21st century, Microsoft aggressively pushed its Dot Net platform and associated languages such as C-sharp. Both these were successful in ensuring the universal delivery and adoption of programmes and applications that were platform-agnostic.

The problem of plenty

New Technologies, same old problems

When the PC domination was waning, the cross-platform problem only got aggravated in exponential proportions. Thanks to the explosive usage of laptops in the early part of the 21st century, computing has gone mobile and portable. But this didn’t create many problems to the application and technology product vendors. Largely it was only the foot-print or size of the application that got impacted due to the new addition to the PCs. Following some other innovations in the programming and scripting languages, developers had some respite from grappling with re-writing massive applications to suit for multiple platforms. But it didn’t solve the problem completely. It only took a new shape with the onset of different browsers and their versions, numerous sizes, resolutions and vendors.

Solution to “the problem of plenty”

The good old sayings – “Variety is the spice of life” and “More the merrier” are applicable to most business scenarios and our own lives. However, with the advent of Internet and adoption of Smart Phones and Tablets, customers and consumers today are faced with the “problem of plenty”. This can be witnessed in the exponentially increasing numbers, varieties and ranges of platforms, operating systems, channels and devices. These are all increasing at such an alarming rate that often customers are pushed to the brink of confusion, chaos and frustration. But don’t lose your heart yet, there is a good news – the effective solution for these problems is a comprehensive  methodology  that comprises the approach, tools, techniques and resources. You can now analyse, design,develop, deliver and support solutions, products, applications for multiple platforms, channels, devices and browsers. In the following sections, we will look at how we can approach Responsive Design through the Unified Experience framework.

What is Responsive Design really

Design, by definition needs to meet the needs of the user in the right place, right time and right manner, of course, for the right users. Essentially, it is about creating products, applications and services that work and look the same across all systems, platforms and devices. While there are lot of definitions for Responsive Design, I would define it simply as designing, developing and delivering “Unified Experience“. Whether it is a product or service, the objective for product vendors is to deliver consistent, panoramic and unified experiences to their customers and users. Irrespective of the platforms, devices, underlying operating systems, numerous channels.

Responsive Design is Unified Experience

What makes a Design, Responsive Design

In the context of technology and programming, there had been a perennial debate on graceful degradation versus progressive enhancement.  Despite the growing number of platforms, operating systems and devices, users want consistent experience. This consistent experience can be delivered only when you take care of the underlying navigation, content, presentation, functionality and interactions. Don’t forget that the customers and users are the same, their profiles and personas are not varying across the different platforms or devices. The first step in this approach is to identify, specify and communicate clearly the problems, opportunities and needs. Then the the conception, conceptualisation and implementation of suitable solution will follow through smoothly and in a structured manner.

How to create Responsive Design – Tips & tricks

I give below a few guidelines to get it right with minimal rework, redesign and repurposing. When implemented initially in the development cycle of any product or application, these would help achieve the responsive design and offer optimal experience to your users.

  • Think ahead, far and wide
  • Build eco-systems not just stand-alone products and tools
  • Consider all possible options – short term, medium term and long term
  • Go beyond technologies, assess real business needs and goals
  • Use minimally the platform-specific services and components

Hope you got some insights about Responsive Design that you can take away and implement practically. Love to hear from you on how we can improve the Blog. Until next time, ciao and yes, Happy Easter!

 

Touch, type and write – All in one!

Saturday, February 26th, 2011

You might vaguely remember the 3R paradigm used back in our student days.  Yes, you are right, the 3R approach emphasizes the three important modes of learning -Reading, wRiting and aRithmetic.  All through our schooling and college education, we had been taught how to read, write and calculate. Pretty much everything in this world can be understood and learned through a combination of these different modes. Okay, but why on earth, am I referring to the 3R model here? Well, most of the things that we were taught all along in our schools and college days changed with the advent of computers and then the Internet. Now, with the onslaught of smart phones, devices and tablets like iPhone, Blackberry, iPad and Android-based tablets, the user interaction and experience landscape has been undergoing a sea change!

In this post, I wish to walk you through the transition of  the technologies as we learnt, and used in the context of how we interacted with and experienced them. Let us also examine what is ahead of us today, as technologies evolve and become more human-centered. Also, towards the end, as a bonus, you can get a sneak peek into my newest tech acquisition, HP TouchSmart Convertible PC!

First, there was the Word

Yes at first, we all learnt how to read and write words. We started our learning using slates (literally and no sly reference to the latest gadgets a.k.a tablets ) :-) and slate pencils and chalks. We drew pictures with these and also with crayons, paint brushes and colors. Using these devices, we slowly graduated to writing letters and then words. As we grew up, and our ability improved, we moved on to  papers and pens. We started writing sentences, stories, essays, mathematical equations, chemical compound notations and so on.

These are perhaps the first set of learning media which we started interacting with on a serious note, and they did offer a high sense of involvement. Slates, Pencils, Pens and papers gave us that first hand experience of ‘direct manipulation’ where we directly interact with the surface, without the support of other devices, quite unlike keyboard or mouse that followed much later.

Type, don’t write!

We slowly got adjusted to these devices, interacting with them and got ourselves immersed using them. By the time, we started enjoying their usage, came the Type Writer, a machine using which we can type in to create letters without having to write with pen. Strange why they still called it as Type Writer when you were not writing anything, but actually typing. This was perhaps the first commercially used machine  on a large scale with a QWERTY keyboard.

I could remember the commercial institutes round the corner of many streets, where they used to train people on how to use the type writers. In fact, there used to be two examination papers based on the skill or rather speed of your typing – ‘Lower’ and ‘Higher’. People actually planned type writing as one of their professional interests. I remember a few relatives of mine who, in their summer vacation, went to commercial institutes to learn short-hand writing and type-writing. Type machines and type-writing became so ingrained in our daily usage that there used to be lot of opportunities for the job post of ‘Typists’, both in the government and private companies.

If you analyze the  interaction behavior of the user with these type-writing machines, they pretty much lost the original concept of direct manipulation which was more prevalent with Slate and pencil, paper and pen.  With the fingers operating the Keyboard and letters being imprinted on the papers, there is very less or should I say zero direct manipulation. Obviously, this would have led to some user dissonance in terms of connecting with the device, even though the efficiency factors of typing over writing weighed in more. Don’t forget that, still to a large extent, the writing habits of people stayed put, as type writers were considered more suitable for offices and not so much for homes.

Computer – Type Writer’s newer avatar

The Type writer machines were fading gradually and in their place, computers were introduced. This transition had been attempted under the guise that both have similar keyboard, that of QWERTY. The introduction of computers have been well planned, intentionally or otherwise, by preparing the people in a nicer way. Computers were made  less intimidating and scary, by comparing them  to type writing machines – while those had a slot for paper, computers don’t. Also, in the initial days, it was widely circulated that people who knew type-writing could only work on computers. So, computers were initially seen by some people, more as electronic type-writers than computing machines.

Computers began occupying key places in offices. They were given special  treatment and I remember offices used to have special cabins where computer were placed. People entering these air-conditioned cabins were asked to leave their footwear outside, lest the computers should catch some virus. The popularity of computers started to raise and soon the training institutes which used to teach typing skills changed their boards and began teaching how to use the computer keyboard and type effectively.

Computers were slowly introduced in colleges and schools as part of the curricula. We used to have laboratory session twice a week. In the lab, there used to be about 20 computers and these were shared amongst all the students. Computer users were still interacting in a pretty indirect way using the keyboard. Of course, mouse which became a popular input device in a short time was a better alternative to most of users. Mouse soon became a favorite amongst most users as users do not have to know typing nor do they need to spend months mastering how to use it. Using a mouse was better for users, as they just need to point and click. Interaction with the computer became a bit more direct, than that with the keyboard. Mouse soon turned out to be man’s best friend :)

Tap, pinch and slide – The slate is back

Slowly but surely, the game changer  in the interaction and user experience arrived on the scene.  Some ATM (Automated Teller Machines) had been introduced which have touch capability. Users could touch the screen to choose their options and computers were never the same again.  The market was abuzz with a few tablet pcs or convertibles which have both keyboard and touch options. However, due to various reasons, these just could not get the critical mass and failed to impress people. Then Apple brought out its first Touch based mobile phone, the iPhone and subsequently iPod Touch, music player with touch screen. Then came tablets such as iPad and Samsung Galaxy into the market, which offered larger displays than the phones and perhaps better features such as ebook readers etc.

With iPhone, the game really changed and users had an option of not keying in into their phone through the good-old QWERTY keypad. Tablets brought out a new way of interacting which is more direct than any other devices listed above. New modes of interacting with the device had emerged, thanks to the Touch paradigm. Users had to learn afresh some new interaction styles such as slide to unlock their phone,tap to select an item or file, double tap to open the item or file,pinch to zoom etc. Is there a learning curve to shift from the type paradigm to the touch paradigm?, no, not much because touch is the most direct manipulation possible and is quite natural to most of the people. So, no marks to guess which interaction mode won the accolades in the user community, quickly. Touch overtook Typing and writing, by eliminating the intermittent devices such as pencil, pen, keyboard and mouse.

Tablet PC – The best of all worlds

From the above, you might conclude that I am biased towards Touch and so have given it more marks than write and type. Not exactly true, because no matter how direct the manipulation can be and how rich the interaction can be, Touch has its own disadvantages. For instance, the sensitivity to touch might differ from device to device. Apple iPhone’s touch sensitivity is different from Blackberry Storm’s sensitivity which is different from Android-based HTC phones’ touch. Add to that, users don’t find keying in messages using the Touch keypad, as good as the QWERTY physical keypad. Some users might be plain lazy to unlearn their writing and typing habits to negotiate with the touch mode of interaction. I, for one, would prefer a keyboard to type in messages and text than a stylus based touch interaction.

Your and my prayers were rightly heard and answered. The Tablet PC was introduced. You no longer have to restrict to one type of input or interaction mechanism only. You have got the options of using the keyboard like a normal desktop or laptop computer. You can turn the monitor sideways and down to make it a tablet a.k.a slate. You might want to use your fingers tapping, sliding and pinching away on the tablet. When you want to do some finer selection, you can use the digitizer pen a.k.a stylus to write right on the tablet. I never thought that I would need a pen to write again, except for doing signatures. I was proved wrong with the proverbial history repeats itself.

With the tablet PC convertible laptop, the slate ( I was referring to the good old slates we used to write  on,  in our school days) is back into action. Along with that, the pen also made its presence felt in the form of digitizer, using which you can draw, paint, and write. It also doubles up as a mouse, because you can select, left click and right click. And to top it all, you have the normal keyboard using which you can type your way into the laptop.  Tablet PC is here to stay, with all the interaction styles and experiences packed into one. The option is yours to type, touch or write!!!

Here is the bonus. These are the snap shots of my new HP TouchSmart Tm2 Tablet PC. I shall write more about it in the later posts. Have fun!

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Mad about YOU

Thursday, January 13th, 2011

‘You are the Controller‘ says Kinect, the new gaming experience from Microsoft. Kinect beats its nearest rivals Sony Playstation and Nintendo Wii on the concept of playing games with a handheld motion controller. While PS3 requires you to play games with its ‘Move’ and Wii with Wiimote (or Wii Remote), Kinect doesn’t require any external motion controllers.

You are the controller

Why am I so excited about Kinect that I have started this blog post with it? I am not so much of a gaming freak to compare and contrast the quality of the games, nor am I interested in analyzing the top three ‘players’  from a business view in this market segment. I am really excited by Kinect’s promise of giving the control to YOU, the user. Well, in this post, I wish to review a few of the successful products out there in the market, analyzing why and how they thrived in the world of me-too products and those offering not so pleasant usage experiences.

YOU are the focus

Not just Microsoft or Kinect, but nowadays there are quite a few companies and products which are trying to lure you. They come in different shapes, sizes, colors, industries and domains. In this post, I will touch upon a few of them that have made a mark and succeeded in keeping their products, services and brands You-focused.

They make YOU (the users) omnipotent, omniscient and omnipresent
Vodafone repositioned itself by giving “Power to YOU“. With the advent of innovation in the Telecom industry, jumping from 2G to 3G to 3.5G has been a breeze. Faster downloads, better connectivity and more things to do such as streaming videos etc., offered by the advanced technologies such as 3G provide a fillip to the users’ experience. Now, you can work faster, easier and better accessing your mails on the go, watching Cricket and Football matches when and where you want, watching the previews of latest movie releases.

Power to you

They make you super-hero
Sample this, Yahoo which struggled to get it right for the most part of the initial releases of its products, for once changed its positioning and perhaps along with it, a few of its products design too. Along comes an enhanced and delightful Yahoo mail and Yahoo’s portal. There was a sea change in the way users now interact with Yahoo’s products and no guessing why all this happened. Yes, Yahoo realized and believe strongly that “YOU are the new master of the digital universe.”

Its YOU!

They make you happy
Canon, with its continual innovation in the imaging products has been “Delighting YOU always“. If you look at the innovation that happened in the cameras and phtotography areas over the last few decades, you will agree with Canon. There were the days when you had to go to a certain photographer to get yourselves shot and wait for days to see the output. When on the first glimpse of your photo you felt really happy and pleased. You were delighted then. And what are you doing now? Clicking away hundreds and thousands of photographs, all by yourself with that tiny camera fitting in the pocket of your jacket.

Delighting you always

Who is YOU

You are the typical office goer, a home maker, a young student aspiring to be a champion, a tech-savvy banker,a professor, an engineer working an oil rig… in short, you are a user, consumer, customer, stakeholder. As a user/consumer, you use the product and enjoy the experience offered before, during and after the usage. As a customer, you buy the product and so are an easy target for the manufacturers and marketers, who have been striving to grab your attention. As a stakeholder in the product, you are either directly or indirectly influencing the customers or the consumers in using the product. So, its only logical for these product vendors to go after YOU.

Take the (Yo)U- Turn

As an organization which offers products and services, you need to note that this is the age of consumers and they dictate the ways companies operate, whether they are large, medium, small. From companies selling computers to schools teaching primary students, there had been a rise in the awareness of Global awareness and local impact. They realized that their true fortunes lie not just in knowing about their users, and understanding them, but in treating, pleading and pleasing them. Its not the features, nor the technology that would help them get to their objectives of surviving the dog-eat-dog markets and making profits. It is the experience and delight brought out by the organization, brand, product or service,  that makes the maximum impact on your customers, users and stakeholders.

What should the organizations do

To be successful in your industry segment, follow the leaders in your own or other industries. Google, Apple and Facebook did hinged their entire product strategy on the User-experience factor. YouTube , for instance, changed the way people create, consume and share the video content online. With the ability to upload videos of any (pre-defined) format and length and sharing the content, YouTube gave a new definition to user-generated content. It gave the users an easy and quick way of viewing,uploading, downloading, sharing, embedding videos anywhere. YOU got the power to “Broadcast Yourself“!

Broadcast yourself

As a product manufacturer and marketer or a service provider, you also need to re-orient the ways in which your products or services have been designed, developed and delivered. Think about the major focus areas which have been in your product strategy and re-define them to suit the need of the hour. Onida, a  reputed Indian manufacturer and marketer of  white-goods realized this earlier than others in their segment. Over the years, white goods (a.k.a. consumer durables) have become commodities and it had become extremely tough to maintain the market shares one enjoyed a few decades back. Onida re-positioned itself knowing fully well that consumers are the king and they should be the central focus of their product design. This had been evident in the recent launches of their products such as Microwave and Refrigerator which are easier-to-use and offer greater experience to the users. These products had been well received by the users because they were “Designed with YOU in mind“!

Designed with you in mind

YOUsability rocks!

To conclude, I suggest this is the time to know that YOU are the most powerful entity in the universe. Relish the lavish praises, attention and luxuries being offered to you to the extent that you can choose the type of bank account that suits your choice and requirements. You can decide the talk plan to fit your wallet, the holiday to suit your family, budget and lifestyle  and even you can decide how you wish the end the climax of a movie! You are the guest, for which most of the companies are going beyond their briefing to offer their service. So, sit back, relax and enjoy the privileges. No wonder, Time Magazine fittingly named the Person of the year, 2006 as ‘YOU’. Rock on!

Person of the year 2006 is you

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