Wired’s first digital edition is now available for the iPad and soon for nearly all other tablets. I have post about it earlier and find it cool. Interesting thing is they mention this app is designed to deliver rich reading environment, using new digital publishing technology developed by Adobe.
In case you don’t know Apple Won’t allow flash on iphone!!.
A nice simple but great presentation on mobile design by Antony Ribot to understand the emotion, behaviour and human context. Inspiring i like this and use it while designing.
Mobile Design India’s first event focuses on the theme of “Designing for India”
The Indian market is a unique mobile innovation playground and untapped opportunity for anyone wanting to develop mass-market mobile experiences that needs to work across a myriad of languages, operators, income-segments, networks and user needs. Mobile has revolutionized the way people conduct business, get entertained, educated, married, to keeping up with cricket scores.
On one side the Indian masses go for “aspirational” experiences that make them stand out. At the same time the core offering of simplicity, universality and easy access has never been more important than the present, where all pc-based experiences from the developed world are already being leapfrogged by being made available directly on mobile in the places like India. There are fewer legacies in markets like India. Mobile developers and designers have a wonderful opportunity to push for new behaviours, interactions and experiences.
This group is co-founded by Priya Prakash from Nokia, and she is planning the group’s first event. The event will focus on 4 companies/startups that are crafting mobile user experiences thus taking advantage of the Indian market mobile opportunity and challenges.
If you think designing for devices which is something you are passionate about, this is the right place and i am very excited about this event and hoping it will make big.
Just received an email from Bonnier, very exciting new Mag+ concept for digital magazines on Apple ipad. I posted about it in my previous post as it was in beta prototype and i like this concept very much. They have taken the first step building a Popular Science digital magazine for the iPad.
“Our design vision has been to avoid what our friends at BERG call “a wrist screen running clock software” – we wanted to build the watch. It should feel like you are touching the actual magazine, using your natural body language – not looking through the screen and layers of buttons.”
“Magazines are a luxury that readers can lose themselves in. We have built a digital magazine for a device you can curl up with on the coach. It allows readers to lean back, away from the browser, and just focus on the bold images and rich storytelling. We wanted to build a linear story with a beginning and end. Because we believe that reduced complexity increases your immersion. And that the sense of completion is important. ”
The Popular Science+ digital magazine features simple, fluid swiping motions let readers move horizontally through stories, while vertical scrolling allows them to read an article without interruption or distraction. In the app’s unique Look mode, users can tap the screen to make the words disappear, highlighting the magazine’s big, bold photos and illustrations. Another tap returns to Read mode.
The Bonnier Mag+ platform and the Popular Science+ magazine are based on 6 design principles:
Silent mode: Magazines are a luxury that readers can lose themselves in. Mag + has fewer distractions than the Web. It allows readers to lean back, away from the browser, and just focus on the bold images and rich storytelling. Reduced complexity increases a reader’s immersion.
Fluid motion: Magazines are easy to browse, and Mag+ replicates that with a story-to-story navigation that’s more like a panning camera than a flipping page. As we say, “Flow is the new flip.”
Designed pages: Magazines are defined by their carefully conceived layouts that give readers an immediate understanding of the content and why it matters to them, a quality that got lost on magazine Web sites. Mag+ brings design back to digital publishing.
Defined beginning and end: Unlike the Web, magazines have a defined storyline and flow from front to back. Mag + returns to the notion that something can be, and wants to be, completed. It’s the end of endlessness.
Issue-based delivery: One of the great joys of magazines is that feeling of anticipation when a new one arrives. Mag+ maintains that by delivering full issues at once with all the same content as the print edition, and on the same schedule.
Advertising as content: Relevant, attractive advertising is as much a part of the magazine experience as the editorial content, and Bonnier wants Mag+ advertising to include both pin-ups and applications readers can appreciate.
If you have ipad you can download it via itunes here.
Elegant button free mockup, you can see the above video, its a great insight into how we consume magazines.This conceptual video is a corporate collaborative research project initiated by Bonnier R&D into the experience of reading magazines on handheld digital devices. It illustrates one possible vision for digital magazines in the near future.
The concept aims to capture the essence of magazine reading, which people have been enjoying for decades: an engaging and unique reading experience in which high-quality writing and stunning imagery build up immersive stories.
The concept uses the power of digital media to create a rich and meaningful experience, while maintaining the relaxed and curated features of printed magazines. It has been designed for a world in which interactivity, abundant information and unlimited options could be perceived as intrusive and overwhelming.
I would like to hear from you, your experiences, what you like to see in upcoming digital reading experiences. Do you really think Apple ipad can be a game changer in industry! Do people really love reading magazines in handheld digital devices?
He talks about the considerations and importance of Mobile RIA, how your app provides the most compelling experience possible to the user? and shared some of the great tips for achieving it.
“The opportunities and limitations of the mobile experience have been in flux for the last several years. At some points it seemed that browsers would become the primary means of delivering content. Then the development of “app stores” came to define what is expected of a mobile experience. Largely, these trends were shaped by the technologies available at the time. This has been especially true when it comes to delivering mobile experiences through browsers. Initially, due to network limitations, only very stripped-down WAP-style versions of websites were possible. Then full HTML browsers offered the promise of accessing the same desktop websites from mobile devices. However, while desktop websites offer a higher degree of richness, they are more difficult to navigate on a device.
With the proliferation of smartphones, many sites are now offering HTML sites that are specifically designed for mobile devices. While these sites offer an improvement over WAP sites, I believe there is an opportunity to build sites that deliver the richness of immersive desktop experiences that users expect, but are tailored for mobile devices.”
Now we have the power of Flash 10.1 on various new devices. So its interesting and long way to go.
Ever wonder what conceptual design actually is? Why its important?, Watch this 2-minute long clip for an introduction to concepting, why you should do it, and how to concept your application. Nicely done!
I am very happy to tell you that my i2fly logo featured in logos book under graphic section from Spain, January 2010 issue. It’s a great feeling and i’m always passionate to take my design at global level, showcased them.
It’s just a beginning . .feeling proud, a great new year ahead
“I was completely blown away by this video the first time through. Such a simple, low-tech, solution produces such an amazingly rich, engaging experience that’s just bursting with possibility for further creativity.
While it’s just a concept at this point, you can see how it can make a new kind of storytelling available to the masses in a way that wouldn’t have seemed possible not that long ago.” via everydayux
“It’s the hybrid book which combined iPhone and an ordinary book. You can enjoy interactive actions there, by touching the screen or tipping the book as you read it.”
“The keyword of Phone Book is “Analog on the Digital Technology”; it combines digital value of iPhone and analogue advantage of books. This new approach will be able to apply to leaflet / catalogue for business use, art book, picture book or educational tool. It’s also possible to utilize ordinary movies / pictures instead of iPhone application.”
“Over the past month we’ve been granted rare access, fascinating insight and candid chat related to a bunch of innovative design projects taking place at Nokia’s design studio in London. It’s certainly one of the Nokia hotspots for design innovation. From gesture and homescreen ingenuity to icon creation and the craft of “making communication more human” (as told to us recently by Axel Meyer, head of Nseries design at Nokia), our recent exposure to the design studio in London has painted an engrossing picture of what happens behind the curtain and how the people at Nokia holding the crayons go about bringing new devices and experiences to life.”
You can watch here a collection of recent videos featuring some of the passionate and creative folk at the Nokia design studio in London. Get a glimpse of how it all happens and some of the thinking behind a number of recent design projects.
Designers at Punchcut prepared this video to illustrate the thinking about touch UI design. Designing for touch-based mobile user interfaces requires new thinking and an expanded design vocabulary. I am really excited and have copuple of plans for experiments with touch UI which i will update here soon.
Recently Adaptive put up a micro reports on understanding of how rural people in India uses mobile technologies. “Mobile Literacy” is a design and research project to understand how mobile technology can work more effectively in emerging markets. Adaptive Path went to rural India to investigate the impact of mobile technology and developed concepts for new mobile devices for this market.
They also shared their comprehensive framing of design principles for such a target audience, one that takes their contextual knowledge of communication technology, consumer electronics and literacy into account.
Few snippet:
Design for Cultural Relevance
Support existing needs, values, networks and experiences.
Cultivate Accurate Mental Models
Design interactions that do not rely on western conventions and metaphors. The system should rely on organization principles, communication methods and iconic representations that are relevant to local experience. Recognize the cultural norms of verbal communication and spatial memory.
Evolve a Known Technological Experience
Create a solution which builds on experience with culturally familiar objects: cars, radios, calculators, televisions and bicycles instead of computers, websites and video games. Explore direct feedback, single-button functions and mechanical clarity.
Emphasize Local Adoption Styles
Create technology and interfaces that can match how people live; India is not discreet or quiet so a solution should be vibrant and expressive of Indian society, culture, religion and way of life. It should also assume the mobile devices are shared and that conversations may involve many people speaking to many, rather than one to one conversations on a personal device.
Six primary design principles they came up with:
Honor the Culture of Relationships: Understand how people in the market are going to use the device or service to communicate or get information, by seeing what they do now.
Design for Cultural Relevance. Support existing needs, values, networks and experiences.
Design for Today’s World. Resources in rural India are scarce, and people manage them carefully. Systems and services familiar to western cultures simply don’t exist. Designing a solution to fit existing infrastructure and cultural experience is essential to its success.
Design Legos, Not Model Car Kits. Giving people a flexible toolkit of parts rather than a prescribed solution to a one problem opens up opportunities for cross-cultural iteration.
Leapfrog the PC. More than a phone, mobile devices present the opportunity to invent new ways for people to access and interact with information.
Generate Awareness & Adoption. Creating mechanisms for facilitating awareness and adoption helps to ensure that all who can benefit from a device or service are aware of and able to use it.
Designing a mobile for rural Market is my dream task and i am much passionate to do that, Understanding user motivations, their experiences, what they are looking for and how they use it and how? is important for designing good experiences.
Good sources of inspiration is an essential part of the creative process. Let’s discover what other mobile designers have done to create delightful user experiences by exploring the Forum Nokia Design Gallery.
And think again “how good design can help you create successful mobile products!” The effectiveness of design matters a lot for creating a good user experiences.
Nokia recently updated its Design and User Experience Library which gathers all essential aspects of design and usability into one. The library includes different kinds of guidelines, material about theme design, graphics design, and game design, as well as the basics of usability.
The updated library includes different kinds of guidelines, material about theme design, graphics design, and game design, as well as the basics of usability. Updates to v1.5 include a new section about designing and creating S60 3rd Edition themes.
You can also read other interesting article in this update about “Chinese markets or the state of mobile and service design in China” which is quite interesting !.
Guten Touch is an interactive art installation “Designed for the Red Bull Music Academy 08″ that involves people into a natural relationship with technology. A two projected displays system plus a 3m x 2m multitouch wall showcase applications designed to engage us into human friendly experiences. Space Invaders hitted by foam balls, pixel paintings created with brushes, and digital objects held by hands try to blur boundaries between real and digital.
I really love this project and the way they expreimented and created relationships with human and technology
very cool