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Team LFI ON 2.11.2009

Team Interview: Designing for the Mobile Phone, Part Three

In this final segment of their discussion about designing and programming for mobile phones, Christopher Ehren, LeapFrog's Creative Director, and Jeremy Kolonay, LeapFrog's Director of Web Software Services, share their thoughts about what they think will be in store for mobile sites in the future. For the first two parts of their discussion, Part One is linked here and Part Two is no longer available.

Where do you envision mobile applications and sites going in the next few years in terms of design and functionality?

Christopher Ehren: I wouldn't generalize mobile applications and sites even at this point because of segmentation - is it a data driven site like movie times or weather or is it an entertainment media site because a lot of media driven sites are having mobile redirects? YouTube is a perfect example. They're using Google's detection to determine where somebody is coming from so they serve them the proper frame size for their video serving. So I really don't think the applications on the web are going to change. I think we'll see more like the iPhone and BlackBerry - more dedicated apps that do the job of serving information that normally would be served through a website like movie times, sports scores, and weather. So I think we're going to see more specific applications for serving the type of data or presenting the type of media or entertainment. I don't think the site design will change that much. If anything, there will be fewer mobile websites and more mobile applications.

Jeremy Kolonay: Another thing I'll add to that is from a consumer's perspective. For the generation of mobile devices coming out now like the iPhone and the G1, we find that they are in a place where the battery life and CPU performance allows us to offer a full featured Safari ready device. My iPhone is as powerful as my PC was 7 years ago. Maybe not with the same 3-D capabilities but as far as the actual CPU in it, that's a 400 megahertz CPU. The one nice thing is the companies that don't want to make the investment, don't see the value, or don't have the capital to invest in developing a mobile experience, they are going to have a new audience on the mobile market because the mobile providers have decided to do the work to provide users with a full web experience. I don't have to rely on whether a site is going to render correctly when I open it on my iPhone. There are very few snafus as opposed to opening a site on any mobile phone from even two years ago. The one thing I don't think will ever change is I don't think anyone will ever standardize for every different ratio of height vs. width on an actual display on a device. The optimized experience on a Razor is going to be far different than the optimized experience on an iPhone.

Christopher: One of the early drivers of exploring those templates both from an engineering and code standpoint and design was the Internet Advertising Bureau because if the IAB was going to sell mobile ad space, then those ads needed to render in a not only an impactful but a legible state. They couldn't be serving 468 x 60 ads that got rendered in a 320 x 240 space. Advertisers weren't going to pay for that. The ad size standards, as a result, were some of the first phone template standards to be developed.

Jeremy: I'm happy that as time goes forward we are able to get away with a lot more because phone providers are starting to realize that they should try to give their customers real Internet. However, there are a lot of amazing things targeted to these individual platforms and I think that should continue. These are more, generally speaking, application oriented. I'm going to the site, I'm interacting, I'm providing information, and I'm getting information back.

Christopher: And all of the graphics and interface elements are designed for that specific application, not a general website experience. A stock widget delivers stock prices, and the fonts, colors, shapes, and accent graphics were chosen for that finite 480 x 320 screen - a specific screen dimension rather than being designed to scale. Jeremy: Mobile applications in general, though, are great because they provide a pretty interface optimized for a given phone. An application is going to be targeted for the one device you've written it for. The notable exception is Symbian phones which have a very lightweight Java Micro virtual machine on them. So in theory you could write once, deploy many. But the cool thing is that in the background, it's still relying on web technologies to get information to and from the server. It's just in a different front end.

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Team LFI ON 2.9.2009

Team Interview: Designing for the Mobile Phone, Part One

The mobile phone has become the latest interactive marketing venue but the rules governing it are different than for other forms of online advertising. Each phone has its own capabilities and quirks that need to be taken into account when designing and programming mobile applications and sites. To help get a better sense of some of the hurdles facing a brand that wants to use mobile advertising, we got Christopher Ehren, LeapFrog's Creative Director, and Jeremy Kolonay, LeapFrog's Director of Web Software Services, to sit down and answer some questions about designing and programming for mobile advertising. And because each had so much to say, we will be presenting this post in a three-part series.

What are the hazards of just trying to take a brand's existing site and transferring it over to mobile as is?

Christopher Ehren: You sacrifice usability by scaling down the interface elements and depending on them to be just as visible to the user as they would be on a full scale monitor. That's rarely the case. You've also got programmatic restrictions because mobile browsers aren't as full featured and plug-in ready as desktop browsers.

Jeremy Kolonay: So you're restricted to basically very limited feature websites that rely on a lot of server-side lifting as opposed to being able to do cool things with JavaScript or Flash.

Christopher: And any graphics that are used for informational purposes also might scale down adversely and not be legible. The type and the programmatic fonts might scale properly but graphics that contain information might not be legible.

Jeremy: Fortunately with the advent of Apple's iPhone and the growing popularity of the browser on Android, mobile phones are finally starting to make an effort to be able to give you a fully capable experience with a website. We aren't, however, getting a point of optimization for your screen.

How does the target audience influence what you design/create for a mobile advertising campaign?

Jeremy: Generally speaking, there are probably five or six major mobile platforms:  Symbian, Palm, BlackBerry, Rim, iPhone, and the new Android - that your target audience will be utilizing.

Christopher: But you should still have a bare bones code only site for the very bare bones phones, especially for something purely data driven like a financial site or movie times.

Jeremy: There are a lot of different ways of doing this. It's not like building desktop browsers. You wouldn't necessarily build, unless you have an extensive budget and absolutely want to guarantee the best possible experience by device, a site for each platform so much as pick your lowest common denominator and try to do a little bit of enhancement for the screen sizes people are going to be using. At that point, your entire purpose of putting your site on mobile is to be as succinct and information ready as possible without any fluff that you would normally see for SEO or marketing purposes. If somebody is accessing your site from a phone, it's because they need something and they need it now.

Christopher: If it is a media site they are visiting, the chances are they are visiting from a BlackBerry or an iPhone or a very media sophisticated phone where those aren't necessarily issues. A lot of times, you can build in a redirect that detects what sort of device the users are coming from - if they are hitting from an iPhone, they can be directed to an iPhone specific site. The weather sites are one example of sites that do this.

In the next installment of this series, Christopher and Jeremy will talk about the best ways to make sure a mobile site is properly tested and created with the right amount of oversight to ensure an effective and satisfying mobile experience.

It's still prudent to have several versions of your mobile site available depending on from whichever device users are hitting it. Another thing that we haven't really touched on in addition to just look and feel is the actual way to interact with the site because the one thing I take for granted is that when I want to push a button, I push a button. I don't have to use some painfully tiny trackball or painfully tiny arrow keys to move a cursor down and hope that I actually stop at the button I'm looking for, and then do the deal where you press directly in the center of the button but more off to one of its edges. So you do as much as you can to make sure the controls, the things the user uses to interact with the page, are actually easy to manipulate regardless of the phone they are using. Another thing I take for granted is that I have a full QWERTY keyboard on my phone. A lot of your more high powered mobile devices like BlackBerry do provide this for you but the Razor uses a T9 keyboard. It is just numbers, and you have to click every button three times to get the letter you want. The consideration is then to require actions that require minimal keystroking when building a site for a Razor. I might also consider my use of scroll boxes differently if there were phones that can't do comma boxes the right way.
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