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The Mobile Frontier

A guide for designing mobile experiences

The Mobile Frontier

A book in progress by Rachel Hinman. Publisher: Rosenfeld Media. Anticipated publication date: 2012

Mobile user experience is a new frontier. Untethered from a keyboard and mouse, this rich design space is lush with opportunity to invent new and more human ways for people to interact with information. Invention requires casting off many anchors and conventions inherited from the last 50 years of computer science and traditional design and jumping head first into a new and unfamiliar design space.

The Mobile Frontierwill assist in navigating the unfamiliar and fast-changing mobile landscape with grace and solid thinking while inspiring you to explore the possibilities mobile technology presents.

This book will provide:

  • Basic lessons in mobile UX design that will enable readers to begin designing mobile experiences with confidence
  • In-depth information on advanced mobile design topics UX professionals will spend the next 10+ years pioneering
  • Interviews with mobile industry experts
  • The tools and frameworks necessary to begin tackling mobile UX problems in a rapidly changing design space.

It will be the essential UX guide for the mobile frontier

“The Mobile Frontier” Blog

Alex Rainert: Head of Product at foursquare

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Alex is Head of Product at foursquare. Alex brings 12 years of product development experience and a multidisciplinary background to his work, with a focus on mobile, social and emerging technologies. Previously, he co-founded Dodgeball, one of the first mobile social services in the U.S., which he sold to Google in May 2005. He is a lifelong New Yorker currently living in Brooklyn with his wife, daughter, and dog. Alex holds a master's degree from New York University's Interactive Telecommunications Program and a bachelor's degree in philosophy from Trinity College.


How did you find your way into the mobile user experience space?

I started getting interested in mobile when I attended New York University's Interactive Telecommunications graduate program. I went to ITP in 2003 and 2004 when, believe it or not, Friendster was still en vogue. At that time, mobile technology was still super frustrating, but just starting to turn the corner to be a little bit more consumer friendly. ITP is an environment where students are encouraged to play around with the newest technology as part of the curriculum.

I've always been interested in the idea of mobility and presence and how you can alter and enhance the way people interact with the world around them through technology in a non-intrusive way. At ITP, I started working with Dennis Crowley on an application called Scout. When students arrived at school, they had to swipe their ID cards to enter the building. We designed Scout around that core interaction. When students entered the building and swiped their card, Scout would drop them into a virtual space and then other students could query that space with questions like, "Is there anyone on the floor right now who knows action script?" Scout used the idea of presence and social connection to enhance the way students were interacting with each other based on space. In a lot of ways, foursquare has been a natural extension of that idea. We've tried to take something simple like a check in and build a rich experience around that.

One thing that has been challenging - both with the early version of Scout and now foursquare - is that when you're designing mobile experiences, it often feels like you're trying to build things that help pull people over that hump to appreciate the richer experience that can come from designing around the intersection of mobile, social, and place.


How do you pull people over that hump so that they can realize the value of the types of mobile experiences you're designing?

Part of pulling people over the hump is staying focused. The foursquare team is a group of people who have an incredibly active relationship with our phones. It's easy to forget that not everybody has that type of a relationship with their mobile devices, and we have to always make sure we're designing for those outside of our power user set.

foursquare has always been a social utility at its core - find out what your friends are doing, tell your friends what you're doing. We use levers like game mechanics (encouragement though points, the leader board, badges), recommendations, and specials to encourage engagement with the app. The challenge is tweaking all those different levers without losing site of what is central to the app's experience - social and place.

Now that people can carry around these powerful devices, and have access to rich content like maps, images, and video, it's easy to think, "Oh, you can watch videos on it" or "We can create an augmented reality lens to enhance people's view of the world." We don't want people to open up foursquare and be buried in there or force people to look ridiculous waving their phone in the air to see things. That's definitely not the kind of experience we're trying to create. We want to build something that people can pop open anywhere in the world and provides a quick, valuable interaction, and then it's done. They can close it and get back to enjoying what it is they were doing.

From day one, we've been building the foursquare experience for people to share things in the real world - to share rich experiences - and everything we've done has gone into building towards that vision. We feel that's our beachhead - to keep plugging away and being able to focus on that area is our competitive advantage.


There seems to be a theme in your professional history. Dodgeball, Scout, and foursquare all combine mobile, a sense of place with a social layer. Where does that interest come from?

I think part of it is my personality. I'm personally drawn to things that bring people together. I love that a big part of my job is building the team that builds the product. I've been managing a softball team for 12 years, and I run a football office pool. I know the latter two are sort of trivial examples, but it's coordinating groups of people around a thing, and that thing can be a fantasy baseball league, or that thing can be going out for happy hour. That's something that's been true about me my whole life.

 

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Do you think the fact that you have spent so much time in New York City has influenced your thoughts about mobile design?

Definitely. New York is a unique place to design things around real-time place-based social interactions. Designing mobile experiences in New York is very much a gift, but it's also a challenge not to get too swayed by that. Currently, foursquare has over 20 million users. We have to design for the next 40 million users and not the first 20 if we want to build the type of experience that I think we can, and a lot of those 40 aren't necessarily going to be urban dwellers.

You've been involved in the mobile industry for quite some time now. What do you think have been some of the biggest changes you've experienced?

One big change is how easy it is to create experiences that use the social graph. With Dodgeball, there was no social graph to speak of. If you wanted to create a social experience, you basically had to rebuild it from scratch. There weren't really graphs you could leverage like you can now with things like Twitter and Facebook. Now that it's easier to bootstrap a friend graph, we can focus all our efforts on the experience we want to design on top of that. The fact that there's a standard social graph designers can use to build social experiences is definitely a high barrier to entry that's been removed.

Also, the sheer number of people with high-end mobile devices is another big change. When I think back to the days of Dodgeball, we decided not to build the experience for devices like Windows mobile phones or smartphones, because the reality was that not that many people were carrying those phones. Despite the fact that it was a bigger challenge to build a rich mobile experience on lower-end phones, we focused on SMS because it was something everyone could use and because we felt strongly that if you're building something social, it's not fun if it's something that most people can't use. Now, higher-end mobile devices are much more common and are becoming people's preferred device. Now, even if people are given the choice of having an experience on their laptop or having an experience on their phone, people are starting to choose the experience on their phone because it's always with them. It's just as fast. It's just as nice looking. That just really opens the door for designers and engineers to build great mobile experiences.


What Mobile design topics interest you the most?

I'm really interested in designing experiences that leverage mobile devices as location-aware sensors. There's something really powerful about the idea that the phones people carry with them can act as sensors alerting people about interesting things in their environments. Devices can know about the people you've been at places with, the things you've done and shared... even the speed at which you're moving. That opens up the opportunity to build experiences that are even less disruptive than the experiences we have now. Now, it's still very much like, "Let me open up Google maps and get directions to go do such and such."

 

Granted, this all has to be done with the user's privacy always kept front of mind, and I think the technology is finally getting to a point where we can find that balance and design an incredibly engaging augmented experience while respecting a user's privacy. Ultimately, I think we'll settle into some place where people will feel comfortable sharing more information than they are now, and I'm interested in seeing the kinds of mobile experiences we can create based on that information.

It seems weird to think that in our lifetime, we had computers in our homes that were not connected to a network, but I can vividly remember that. But that's something my daughter will never experience. I think a similar change will happen with some of the information sharing questions that we have today.

There's a weird line, though. Those kinds of experiences can get creepy super fast. I think the important thing to remember is that some problems are human problems. They're problems a computer can't solve. I'm definitely not one of those people who says stuff like, "We think phones will know what you want to do before you want to do it." I think there's a real danger to over rely on the algorithm to solve human problems. I think it's finding the right balance of how you can leverage the technology to help improve someone's experience, but not expect that you're going to wholeheartedly hand everything over to a computer to solve. It's a really difficult dance to try and be the technology in between human beings. However, no matter how far the technology goes, there's always going to be that nuance that needs to be solved by people.




Foreword to The Mobile Frontier


S

o here's a little fact that feels surprising: Today on our small blue planet, more people have access to cell phones than to working plumbing. Think about that. Primitive plumbing has been around for over a thousand years. Modern working plumbing has been around for at least 200 years longer than the fleeting few years since 1984 when Motorola first ripped the phone off the wall and allowed us to carry it around. Most people find plumbing useful. Apparently many millions more find cellular phones indispensible. 

Whenever a big part of modern life--the Internet, video games, search engines, smartphones, iPads, social networking systems, digital wallet payment systems--are so useful that we can no longer imagine life without them, we act as if they will forever be the way they are now. This childlike instinct has its charms, but it is always wrong and particularly dangerous for designers. People who think deeply about the built world necessarily must view it as fungible, not fixed. It is the job of thoughtful designers to notice the petty annoyances that accumulate when we use even devices we love; to stand in the future and think of ways to make it more elegantly functional, less intrusive, more natural, far more compelling. In the best such cases, designers need to surprise us--by radically altering what we think is possible. To create the futures we cannot even yet imagine.

But the future is a scary place replete with endless options, endless unknowns. Of course, like everyone else, designers don't have a crystal ball. There is a constant risk that we will make assumptions which turn out to be either too bold or too timid. Designers must rely instead on methods to think through which evolutionary and revolutionary shifts are most likely--among an infinite array of possibilities.

In The Mobile Frontier, Rachel Hinman has tackled one of the most vital issues in the future of design: how will our lives change while we are on the go? She has used her vast prior experience in working to shape the future for Nokia, then added disciplined methods to do us four vital favors:

Reveal the structures of current and coming mobile interfaces...

Just as cars have gone through several design eras (remember tailfins?), The Mobile Frontier has clarified four waves of successive strategies that make a device successively easier and more pleasant to use. Whether you are a designer, or simply an enthusiast, this is a revelation. It shows how the metaphors and strategies for how to use a device evolve as there is more processing power, memory, and display capabilities available to make a device better behaved.

Uncover patterns in how we behave when we are mobile...

When you observe people deeply enough you discover something fundamental. While there are an infinite number of things people theoretically might do with mobile devices, inevitably the real activities we choose to do can be distilled into clear patterns with a few themes and variations. The Mobile Frontier has made these clear, so that the challenge of thinking about mobility becomes vastly more interesting, more tractable and far easier to either improve or reinvent.

Provide strategies for designing better mobile experiences...

Whenever we want to improve or reinvent a category there are some methods that are better than others. The Mobile Frontier helps lay out active design and prototyping strategies that make the otherwise daunting task of building new interface alternatives likely to succeed instead of fail. This allows designers to proceed with courage and confidence, knowing they can reliably imagine, develop and test alternative interfaces, in order to get the future to show up ahead of its regularly scheduled arrival.

Speculate about what will come next...

Finally, The Mobile Frontier bravely peers down a foggy windy road to guess what lies around the corner. This is a task always doomed to failure in detail, but Rachel does a brilliant job of giving us the broad outlines. This is essential for helping us get past the trap of merely filigreeing around the edges of the known, to instead imagine the breakthroughs still to come.

Collectively, these four deep insights advance the known boundaries of understanding today's mobile devices and experiences. Thus they help usher in the vastly new ones sure to emerge soon. Here's why that matters: we are only three decades into one of the most important revolutions the world has ever seen. In design development terms, that is a mere blink. Just as the mobile device world has zipped past plumbing like a rocket sled would pass a slug, we simply must see ourselves at the very beginning of this revolution. With mobile devices, we are today where autocars were when the Model T was the hottest thing on wheels. We will see vastly more change than most of us can possibly imagine. Through our mobile devices we will find new advances in learning, security, community, interaction, understanding, commerce, communication and exploration.

Rachel Hinman is helping us make all that come along a little sooner, a lot easier, and far more reliably. See for yourself. Better yet, join in. Get a move on. Oh, and bring your devices. Let's make 'em more amazing. 


Larry Keeley

President and Co-Founder

Doblin Inc. 



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