Friday, July 28, 2006

Mensagens SMS substituem relações pessoais, diz pesquisa

Mensagens de texto SMS, enviadas via celular, estão mudando a maneira como as pessoas interagem com outras em suas relações. A pesquisa foi divulgada pelo jornal The Times. De acordo com um estudo da LSE (London School of Economics), mais da metade dos usuários de telefones móveis com idade entre 18 e 24 anos tem enviado ou recebido convites para encontros por meio de mensagens de texto SMS, além de trocar diversas mensagens com conteúdo sexual. Metade dos entrevistados declarou ainda que flertar via SMS é também uma forma de enganar o pretendente. "Esse tipo de comunicação atua como uma espécie de zona subliminar, um fórum exclusivo em que as normas sociais habituais são suspensas", declarou Kate Fox, diretora do Centro de Investigação de Assuntos Sociais, entidade que também participou da pesquisa. "Muitas das pessoas que se valem desse recurso dizem coisas que nunca diriam na vida real", completa. Outro dado do estudo diz que 54% das mulheres com menos de 25 anos usam seus celulares em público apenas para impedir que outras pessoas se aproximem delas. O relatório indica ainda que os usuários britânicos de telefones móveis enviam, por dia, cerca de 3,6 mensagens SMS, além de realizarem 2,8 chamadas durante este mesmo período. Já 51% dos 16,5 mil entrevistados mandam pelo menos seis mensagens diárias, sendo que apenas 15% deles fazem seis ou mais ligações por dia.(As informações são do WNews).

Nokia testa celular que opera também com Wi-Fi

A Nokia, maior fabricante de celulares do mundo, começou seus primeiros testes de uma tecnologia que permite aos usuários se conectarem à Internet sem fio, usando redes de telefonia e pontos de acesso local wireless, como o Wi-Fi. Cinquenta famílias em Oulu, próximo do círculo polar ártico, no norte da Finlândia, vão testar a tecnologia nos próximos dois meses, informou a Nokia nesta quinta-feira. Assinantes de telefonia móvel com celulares adaptados para o chamado acesso móvel não-solicitado (UMA, na sigla em inglês) poderão fazer ligações pela Internet quando eles estiverem na área de alcance de uma rede wireless não-solicitada, como Bluetooth e Wi-Fi. Quando eles saírem do alcance da rede, a conexão imediatamente se reverterá para redes de telefonia móvel para GSM, GPRS ou UMTS. A tecnologia conta com a vantagem de que as operadoras podem adicionar cobertura, por exemplo em áreas remotas, a baixo custo com pontos de acesso Wi-Fi em vez de terem de construir caras estações de base. A novidade também pode encorajar os consumidores a usarem celulares em casa, no lugar de terem conexões fixas, se eles tiverem Wi-Fi em casa.(As informações são da Agência Reuters).

Wednesday, July 26, 2006

Mobile operators attack stifling EC legislation

CNET News.com http://www.news.com/ By Tom Espiner http://news.com.com/Mobile+operators+attack+stifling+EC+legislation/2100-1039_3-6098586.html Story last modified Wed Jul 26 09:49:33 PDT 2006 A group of IT industry players, mobile operators and content providers has added its voice to the debate surrounding the European Commission's attempts to regulate online broadcasting.

The Mobile Entertainment Forum (MEF) said on Tuesday that amendments to the Television without Frontiers (TVwF) Directive--which seeks to regulate new-media content broadcasting--could restrict economic growth by imposing advertising controls used for traditional broadcasting onto mobile multimedia services.

"If mobile is included in a directive that was primarily designed to involve the linear broadcast model, the current definition could stifle the growth of the nascent mobile entertainment industry," Patrick Parodi, global chair for MEF, told ZDNet UK.

Viviane Reding, commissioner for digital society and media, said last month that there should be basic rules to prohibit overly repetitive advertising within new media content such as video-on-demand.

However, MEF, whose members include Microsoft, Ericsson, EMI Group, O2 and Motorola, fear that this could stifle revenue generation.

The group plans to push for freedoms to generate revenue from new business models such as user opt-in advertising, where people choose to view ads in return for a reduced, or even completely subsidized, subscription rate.

At present, all mobile video, music and game downloads are paid for by the user. The mobile forum argued that people could benefit from opting in to advertising.

Warning against ad overload It's also possible that mobile users would be alienated by a service that drowned them in ads. "If we overload them with ads, customers will go elsewhere," pointed out Hamish MacLeod, chairman of the Mobile Broadband Group, a consortium of mobile operators, last month.

"The user should be put at the center of consumption. Mobile phone advertising could fund and reduce the burden to the consumer of different services," Parodi said.

Parodi added that the issue of branded content also needed to be explored in the mobile medium. Current EU-wide traditional or linear broadcasting regulations do not prohibit product placement--legislation is currently left to individual member states. However, the amendments to TVwF could affect branded content.

Opponents to the legislation include the U.K. government, which last month called the proposed legislation "ill thought-through and ill-conceived" and warned that it could inhibit economic growth.

Parodi said that MEF would seek a "grace period" from the European Commission, during which business models for revenue generation could be experimented with.

"There is a feeling on behalf of our members that the business models around mobile entertainment are not fully understood. Mobile should be given breathing room, as it is in the early stages of development. We want to make sure the regulations have provided enough space to grow," Parodi said. The EC had not responded to requests for comment at the time of writing.

Tom Espiner of ZDNet UK reported from London.

Copyright ©1995-2006 CNET Networks, Inc. All rights reserved.

Sunday, July 23, 2006

digital inclusion | mobile research in developing countries

fonte: http://www.gotomobile.com/archives/digital-inclusion-mobile-research-in-developing-countries

At the AIGA National Design Conference earlier this year, MIT’s Nicholas Negroponte announced the very near release of the $100 laptop, nicknamed ‘the green machine’ still in prototype form and scheduled for production within the next calendar year. Extending mobile technology from the traditional audience into a new and literally developing community has been a focus for many academic and corporate giants. This is a great step in providing computing access to previously un-connected communities worldwide.

In that light, Microsoft Research announced a new research funding initiative called Digital Inclusion through Mobile and Wireless Technologies to “explore and invent new technologies” for mobile devices, technologies and connectivity for underserved communities on a global level.

“There has been growing recognition that the power of computing and information technology must be, and can be, extended beyond its traditional user base to reach people who until now have not had access to such technology. Being digitally connected has become ever more critical to economic, educational, and social advancement. The term �Digital Inclusion� is used in this document to describe the goal of expanding the capabilities of computing technology worldwide to better serve social and economic challenges of underserved communities, both rural and urban.”

Funding will be based on some of these goals: novel and creative solutions, immediate relevance, potential for economic impact, dissemination and communication, and pilot deployment. If you are pondering your direction for 2006, and would like to submit your proposal to Microsoft Research, they are still accepting applications through January 10th, 2006. Selection and distribution of funds will be made by February 10th, 2006.

ATT: Yahoo! FIFA Mobile Site (Design Project Step-by-Step)

by Joe Shepter

Yahoo! FIFA Mobile Site

The World Cup on The Road Think the early days of the Web were tough? Feel pity for the designers who took on two different browsers and a pair of platforms? Don’t. Today’s mobile site builders face a world where spacing, color, screen size and even character support vary idiosyncratically across hundreds of handsets. “The Web browsers on phones vary from basic to super basic,” explains Keith Saft, senior interaction designer at Yahoo! Mobile. “They also have these eccentric bits of HTML and CSS that they don’t support, and there aren’t really any standards or consistency across phones.” All this makes Yahoo!’s mobile site for the 2006 FIFA (Fédération Internationale de Football Association) World Cup worth a closer look. It delivered up-to-date scores, highlights and information, in five languages, to nearly every browser-enabled phone on the planet. Best of all, it was a native mobile site, not a chaotically reformatted Web page that poured its content down a long column. With three tabs and impeccably organized content, it proved a useful companion for anyone following the games. Needless to say, the project required resources that are well outside the range of most design firms. But with a skillfully devised process and a dedicated engineering team, Yahoo! managed to produce a remarkable experience—for the mobile space. Go to Next

Yahoo! and FIFA

These days, more people can search the Web using cell phones than computers; the fact hasn’t gone unnoticed by large Internet companies. And so, when Yahoo! decided to sponsor the World Cup, mobile users were a big part of its plans.

Yahoo! FIFA Mobile SiteYahoo! FIFA Mobile Site

“FIFA fans are a mobile and geographically dispersed people, whom we could reach through a mobile site,” says Pamela Mead, director of user experience design. But what that site would look like was a conundrum. Native mobile Web pages are still quite rare. There are mobile-capable sites with CSS and HTML tags that theoretically should work, but for all practical purposes don’t. And there are impressive one-off applications done with technologies like Flash. Those sites can function wonderfully, but only on one phone, offered by one carrier, in a tiny geographical area. By contrast, Yahoo! decided to build a universal site, designed expressly for mobile devices and capable of reaching any user with a WAP-enabled phone, no matter how primitive. And phones, it turns out, are still relatively primitive. Go to Next

Selecting Target Phones Yahoo! FIFA Mobile SiteMobile browsers today exhibit a bizarre patchwork of screen sizes, color schemes, and type and layout capabilities. Understanding those quirks was not only an important step in building the FIFA site, but an ongoing struggle that dogged the team throughout production. “They can be quite idiosyncratic,” explains Saft, “even to the point of supporting some bits of code and not others.” To make sense of the chaos, Yahoo!’s team first selected a target group of ten phones. They were all widely distributed, and their browsers ran the gamut from high-end to barely functional. As the thinking went, if the site worked perfectly on all of them, it would perform reasonably well on the rest of the world’s phones. Go to Next

Dividing The Classes

From there, the team divided its target phones into two classes, based on whether or not they supported HTML tables. Those that did would have access to a graphically rich site with background colors and other clear visual markers.

Yahoo! FIFA Mobile SiteYahoo! FIFA Mobile Site

“For the class of phones that doesn’t support tables,” says Saft, “you have text left, right, and center and bold or no bold. You can use a blank line or no blank line or colors. That’s about the limit of the typographical variables.” Because the mobile team didn’t want to produce a single site with all those restrictions, it decided to build two versions. The more advanced version would offer sophisticated image and text box positioning while the more primitive version would rely largely on spacing to make the information clear. Once this distinction was made, the team took a close look at the phones in each class. Did they all support certain characters? Which HTML tags did they know or not know? By doing this, the team was able to establish a least-common-denominator programming “language” that would work on every phone in each class. Go to Next

Graphics Packages

At the same time, the graphics team—in particular, visual designer Rodrigo Lopez—began working on imagery for the site. As with coding, they knew they would have to create separate graphics packages for different sets of phones.

Yahoo! FIFA Mobile SiteYahoo! FIFA Mobile Site

Unfortunately, they soon found that it wasn’t easy to separate the phones into different graphics classes. The handsets varied dramatically in terms of screen size and brightness. The same graphic that fit perfectly on screen A would take up too much real estate on screen B. And matching colors was extraordinarily difficult. “Basically the LCDs have different values of brightness,” Lopez explains, “and that affects the way the colors are rendered. So we had to identify the common denominator between the different devices we were targeting, and create a grid of what was on the majority of screens and what wasn’t.” In the end, the team had to create five different graphics packages—or, one for every two target phones—to ensure that the logos, flags and other elements appeared consistently on every platform. Go to Next

Project Requirements

Not lost in the mix was the content itself. For this, however, the design was not directly responsible. “Initially we developed requirements working with product managers, and marketing and engineering teams,” explains Mead.

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By matching the marketing requirements with content available from FIFA, the team soon had a good idea of what the site would contain. Once they knew, they began to research the content that was most important to users. “The interesting thing is you don’t have to talk to lot of people,” says Mead, “because the patterns emerge quickly. By far, the most important things for FIFA fans in the mobile space are, what’s the game, what’s the score and who’s playing next.” At this point, nearly every part of the project—from information architecture and engineering to interface design and graphics—moved forward simultaneously. “It’s probably the largest difference in how you approach WAP pages versus Web pages,” says Saft. “The pieces are so interrelated that as we started to understand the content and requirements, we were able to see how things would play-out on the phones and [with the] visual design. There are so few pixels that we’re dealing with, that all of that pretty much happens back-and-forth.” Go to Next

Information Architecture Yahoo! FIFA Mobile Site Yahoo! FIFA Mobile Site

Once the content and user priorities became clear, Saft went to work on the information design scheme and user interface. “The primary challenge with mobile,” he says, “is that on phones you have anywhere between four and twelve lines of text, so you have this very small space, yet everyone’s experience is the richness of what they have on their desktop..., so it becomes critical to understand exactly what the user wants to see and what they need.” In a back-and-forth process with both Yahoo! and FIFA, the team eventually devised a logical and even elegant solution. The site would have three tabs. The home tab, or page, would always show the most important piece of World Cup news. If a match was in progress, it would display the score. If a game was coming up, it would display the names of the teams and the kickoff time. The other two tabs were less time sensitive. The first focused on individual teams, and the second served as a gateway to a large amount of background information on the event. Go to Next Section

Visual Elements

Meanwhile, Lopez and his corresponding engineers began to put together the five graphics packages the phones would need. For the most part, their work involved a lot of trial-and-error.

Yahoo! FIFA Mobile SiteYahoo! FIFA Mobile Site

“The rendering process only happens on the device—we have to do visual testing,” he explains. “We worked closely with engineering to tailor every graphic set and screen size. So we weren’t sacrificing image quality or color values in anything.” Surprisingly enough, they found that they could render the images so that they were both small in size but also clear and bright. Unfortunately, they’re not giving away the secret to their success; they’re also not exaggerating when they say that the colors were remarkably consistent across all ten phones. Go to Next

Module Design

Yahoo! FIFA Mobile Site Yahoo! FIFA Mobile Site

Once the information architecture and visual design schemes fell into place, production began. Here again, the mobile workflow diverged sharply from standard Web practice. Rather than constructing the site page by page, the team divided it into 35 “modules” that could be independently built and tested. The modules are really content containers. “It’s a construct to help us think about information,” says Saft. “We have all these little groups of information that make up a page. Each of those is self contained. And, we want to design what that’s going to look like.” Finally, when the modules were complete, the team snapped them together and checked to make sure the transitions worked. “It sounds fairly straightforward,” says Saft, “but what happens is that different modules end up acting differently with each other. So we build-out the large parts, find out how it works and then fall back into prototyping and testing.” Go to Next Section

Design Intent

With production also came usability testing. And here, surprisingly enough, the team did not try to achieve perfect layout and content consistency on every phone. Instead, it wanted to make sure that users understood something it called “design intent.”

Yahoo! FIFA Mobile SiteYahoo! FIFA Mobile SiteYahoo! FIFA Mobile Site

“For example, on a page, we may have the schedule,” says Saft. “Now, can someone look at it and see that those things are grouped together? It becomes important to help people understand what we’re intending to do.” In other words, as the team tested every aspect of the design, it strove to ensure that users could correctly navigate the visual markers on pages and retrieve the information they wanted. At this point, it’s probably the best the mobile world can do. Go to Next

Launching Without A Hitch

Obviously much more work went into the Yahoo! FIFA site. The team had to deal with localization, viral features, user customization, integration with content feeds and much more. Long days and nights were the norm and, by the end, many of the team’s members headed off for long-overdue vacations.

Yahoo! FIFA Mobile SiteYahoo! FIFA Mobile Site

Even so, the site went live with barely a hitch. As expected, users across the world logged on, followed games, checked scores and read biographies of their favorite players. And though the exact number of users is a carefully guarded secret, Mead did admit that the company was pleased with the result. And even if it hadn’t been, the numbers don’t matter much at this stage. The main problem with mobile design today is a lack of knowledge. Before the FIFA World Cup, probably no one had dealt with the complexities of creating such a large scale, native mobile site. By attacking the problem in a vigorous, systematic way, the mobile team at Yahoo! learned far more than any research project could have taught them. “This project was exciting for a whole variety of reasons,” says Mead. “We wanted to push the envelope for what’s best practice for design on the Web...; the really great byproducts were a very close and tight collaboration with engineering and Q&A and a rich vocabulary for us to build off of.” Go to Next Section Return to Introduction

The Pulse of Modern Mobile Design: Information on the go

by Joe Shepter

When it comes to design for mobile devices, it’s tempting to take an ostrich-like approach: Hide your head in the sand and behave as though nothing is happening. Unfortunately, in the not-too-distant future, more people will be using mobile devices to access the Net; and no interactive designer will be able to ignore them.

The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design

Even so, it’s hard to blame anyone for looking the other way. Currently, working on mobile devices is not for the faint of heart. “The design issues we face,” says Paul Blomdahl of the Swedish company TAT, “are very small screens, slow hardware, limited memory and limited user interaction capabilities... for devices that almost are able to handle everything that a PC can do and more.” At best the work is quite technical. Even when designing wallpapers or specialized icons—big business in Europe and Asia—it usually means dealing directly with a phone’s hardware. And, when creating mobile sites for external companies, it’s necessary to account for a dizzying proliferation of devices and capabilities. “Basically, mobile design is very similar to design for the Web, but there are some major differences in size and screen resolution which makes it a ton more difficult,” says Blomdahl. Alternatively, the future is bright. The market for custom content is already large, and devices are always improving. Soon every company will want some kind of specialized mobile presence—either a mobile version of its Web site, or an entirely new site altogether. And that means one thing: Opportunity. Go to Next Section Continue (Images this page courtesy Fujiiro)

1 The Market Most designers working in mobile design today are in Japan, Korea and Northern Europe. In North America, most designers (and it’s a small number) are found in technology companies or in firms working directly for carriers, device manufacturers and software providers.

The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design

Their work often crosses the line between design and engineering. Andrew Watanabe, for example, runs the Berkeley-based SVG (Scalable Vector Graphics) consultancy zer01; he’s produced content for companies like Adobe, Nokia and ZOOMON Mobile Solutions and jokes, “I would say that developers [in my field] are somewhere between bleeding edge and leading edge.” In Europe and Asia, the situation is more open. Many firms have found work with device manufacturers, helping them create content and interfaces. TAT, for example, employs 25 people and focuses on graphical user interfaces for mobile phones. “We see a growing demand for content in Europe as well as Asia,” says Blomdahl. “More and more manufacturers make it possible for their users to customize their handsets and enable user customizable themes.” In Japan and Korea, the situation is even more advanced. There, you can find firms that design mobile sites for outside clients on a regular basis. Tokyo’s Omame, for example, reports that about 20-30% of its business comes from site-based work for companies like Paul Smith and Animax and finds that their clients have a mature understanding of the medium. “On the client-side, we’re seeing clients who want not just a mobile site, but a mobile site/Web site combination,” says firm principal George Baptista. “So we spend a lot of time thinking about the two platforms and what content is best for which.” Go to Next Section (Images this page courtesy TAT)

2 Wallpapers and Icons Right now, the biggest market for mobile design is in creating custom content for phones. The work is fueled mainly by device manufacturers, who commission the projects and provide the specifications.

The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design

“Somehow, cell phones have tapped into a part of consumer culture where users love to express individuality by customizing their phones,” says Watanabe. “And phone manufacturers and content providers have all rushed to fulfill this need through ringtones, customizable faceplates, phone straps and a variety of other fairly low-cost after-market add-ons.” Although creating custom wallpaper sounds easy enough, doing it well involves technical challenges as well as artistic ones. TAT has developed its own proprietary technology to do the trick and also uses standards like SVG—though everything depends on a device’s specifications. “Most of the time you have to design your images with the compression algorithms in mind,” says Staffan Lincoln of TAT. “This will become less of an issue in the future as phones become more powerful, but right now it’s what gives our work that extra glossy finish that phone manufacturers crave.” When designing icons and other interface elements, the main obstacle lies in the small size of the images, which often doesn’t exceed five pixels across. As a result, TAT often uses 3-D software to create the objects and then carefully rotates them to find the views that are the most effective. “To create an image that communicates at that size, you need to be very careful when choosing an angle and composing the image,” says Lincoln. “You also need to choose an object that’s recognizable to everyone. To do this and not get stuck in a cliché can be a very challenging task.” Go to Next Section (Images this page courtesy TAT)

3 Mobile Sites Aside from device manufacturers, there are thousands of other companies that want to see their content go mobile. For this, they’ll need the Internet.

The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design

So what is the “mobile Internet”? In fact, nothing new. Mobile devices access the same sites as desktop browsers. And theoretically, developing for them shouldn’t be difficult. If a developer adheres to strict standards, he or she should be able to produce one site for the desktop and then simply modify its style sheets to make it display properly on a handset. Currently that’s just a theory. The reality is that few devices have implemented all the standards and carriers often modify sites before they send them over their networks. As a result, designers face a proliferation of capabilities that make the early Web look like a playground. “[Current] differences in browsers have to do with different companies all having their own take on mobile space,” says George Williams of San Francisco’s Fujiiro. “It’s not like Microsoft vs. Netscape. And even though there are standards they all have to adhere to, what they support is really spotty.” In practical terms, that means it’s nearly impossible to get a consistent appearance on different devices. Even in Japan, designers spend much of their time trying to adapt relatively simple layouts and images to the varying capabilities of phones and carriers. “Developing a procedure/system for delivering across all the different carriers in Japan is something most developers here have to wrestle with,” says George Baptista of Omame. “We develop for all the carriers in Japan: CHTML for i-mode, optimized CHTML for Vodafone, HDML for old AU handsets, XHTML for new AU handsets.” Luckily, no one expects the situation to continue forever. Most of the designers interviewed in this article judged the latest generation of phones and browsers to be “pretty good,” and since users upgrade devices often, it shouldn’t be too long before the chaos subsides. Go to Next Section (Images this page courtesy Omame)

4 Design Issues: A Small Screen When getting down to more detailed design issues, the most obvious problem with mobile devices is the size of their screens. Typically displays are little more than 100 pixels wide (and about equal in height).

The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design

“The first thing people realize is, ‘Oh, I didn’t realize this would be off screen,’ or ‘There’s a lot of scrolling,’” says Williams. “Navigation and site architecture become critical in a way that they’re not on the desktop.” The limitations are particularly acute with mobile sites. To cope with the crunch, designers often ignore imagery—sometimes eliminating it altogether through style sheets—and instead spend much of their time prioritizing and structuring information. For example, most Japanese mobile sites feature only one small image, a telling color, and then links that take users right to the heart of the matter. “We keep the design as simple and clean as possible,” says Baptista. “Most pages are text based. We spend a higher proportion of time on interface and widget issues.” Go to Next Section (Images this page courtesy Omame)

5 Color and Type

The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design

If possible, type on mobile platforms is even more restrictive than imagery. The average device features only default fonts, which are often of a phone manufacturer’s own design. “They really haven’t designed fonts for these screens,” says Williams. “Screens may have great resolution and power, but fonts are where it falls apart. Things look chunky, just not as finished as they ought to be.” In the future typographic problems will probably ease, especially with the advance of vector technologies like SVG and Macromedia’s Flash Lite. But for now, type is something that designers are likely to ignore. With color, the story improves slightly. Many phones not only support color but also present it well. However, unlike Web sites, which are viewed in rooms with similar amounts of light, mobile devices get toted everywhere, and sometimes the effects of different environments can cause trouble. “Understanding color is critical, not so much in terms of wash-out but contrast ratios,” says Williams. “If a client says we have to use these colors because that’s our brand, we have to decide what colors go with them in different kinds of lighting.” Go to Next Section (Images this page courtesy TAT)

6 Usability Testing As with all interactive design, usability testing plays a crucial role in mobile development. But unlike the Web, where designers can evaluate their sites by observing focus groups, mobile usability has to be done, quite literally, on the road.

The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design

“It’s much more costly and time consuming than Web site development,” says Baptista. “And it’s impossible to cover all handsets from all carriers, so we work out with the client what the important models are, and focus on those.” One reason for the extensive testing is that devices use different methods for activating links. Unlike the Web, where nearly all users have a mouse, mobile devices have toggles, keys, pens and touch screens. Until designers actually observe someone using each, it’s hard to know how well an interface work. Another consideration is performance in different locations. Unlike computers with dial-up or broadband connections, mobile devices have an infinite sliding scale of bandwidth. The same phone may get a 50K connection in downtown Manhattan and 5K connection in parts of Brooklyn. “You pretty much have to have people in different locations physically and observe them. You basically have to look for variations in signal strength,” says Williams. Go to Next Section (Images this page courtesy Fujiiro)

7 Predicting the Future Seems Easy Though it’s always dangerous to try to predict the future, the mobile design market will almost certainly boom in the next few years. And by the time it hits the average stateside interactive firm, designing for it should be a whole lot easier. By then, the only problem will be a welcome one: Satisfying a huge number of hungry clients. And for that, Lincoln gives designers a bit of advice that’s always worth repeating:

The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design The Pulse of Modern Mobile Design

“Quality, quality, quality,” he says. “There are so many mobile graphics designers who mass-produce content. To be able to stand out you need to have superior quality.” Go to Next Section Return to Introduction (Images this page courtesy zer01)