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Archive for the ‘Apple’ Category

Taking Desktop Software to Mobile Devices

Many traditional software companies are reviewing options for taking their products to the mobile space, but how can you be certain you’re bringing the right features to the mobile audience?  The first and most critical question you need to answer is “What are my customers trying to achieve with this software on their smartphone or tablet?”

The first step in determining the functionality to take to a mobile device is understanding the different types of user behaviour for each device.

Desktop Software

Users are comfortable with long hours spent creating and editing documents on their desktop computers.

Each user has most likely set up their system exactly how they prefer, making interaction as comfortable for them as possible.

Usage

  • Creating & editing documents
  • Interacting with multiple systems

Attributes

  • Keyboard & mouse driven
  • Large screens
  • Powerful CPU & video card
  • Lots of storage
  • Multiple windows

 

Apps on Tablets

Tablet devices are more powerful then ever, and with the BYOD trend, workers across many sectors are adopting them for daily tasks.

Users on tablets are prone to short attention spans and expect fewer steps to achieve their goals.

Usage

  • Reviewing documents
  • Light system interaction

Attributes

  • Touch driven
  • Mid-size, high quality screens
  • Fast CPU & GPU
  • Challenges with power consumption
  • Single window

 

Apps on Smartphones

We all realise that the days of only using mobile phones for phone calls are gone. In some countries, web usage on smartphones has surpassed that on desktop PCs.

Users on smartphones expect to be able to perform small tasks quickly, and applications often have to be aware of each other (camera, social media).

Usage

  • Sending short messages
  • Completing small tasks

Attributes

  • Touch & button driven
  • Small screens
  • CPU & GPU
  • Challenges with power consumption
  • Single window

 

Case Study: Evernote

When choosing the features from your desktop application that you wish to implement on tablets and smartphones, it might help to look at some other products that have successfully made that leap. For this example, I will use Evernote, a brilliant note-taking application that allows users to take notes on any device and have them automatically synchronise across all of their other devices.

Screenshot of Evernote on the Desktop

Evernote on the Desktop

Evernote application running on a tablet

Evernote on the Tablet

Evernote running on an iPhone

Evernote on the Smartphone

The desktop version of Evernote is feature-rich.

Users are expected to create, edit & organise notes and notebooks

 

The iPad version has fewer features than the desktop version.

Users are expected to create and edit notes, but not organise.

 

Evernote on mobile phones is aimed towards basic use.

Panes have their own view with simple functionality

 

 

The best way to ensure that you are taking the correct set of features to your mobile version of your software is to run usage studies at the beginning of the development cycle and again late in the development cycle. Launching a product is expensive and first impressions are key, so make sure that you are providing the best product you can at initial launch.
To learn more, view my Going Native presentation on Slideshare

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It’s Not About the Features

Something that many companies miss is that the success of a piece of software is not necessarily based on the features, nor is the success of hardware based on the technology inside. Instead, it is most often the pleasure of using software on a computer or device that drives adoption and leads to a product’s success.

How many users do you know who say “I love my HTC TytnII mobile phone. It has an ARM CPU in it which can be very powerful”?

Answer: Zero.

Outside of ARM’s employee base, I would wager that this sentence has never been uttered. When asked about how they like their Tytn, I’ve heard people respond with “it is too difficult to find what I am looking for” or “It is slow”. Similarly, the Nokia phones have traditionally been the market leaders in Europe, but time and again, despite the leading edge technology inside, the thing people focus on the most is the difficult user interface which often requires 8 clicks to do something that could only require two clicks.

There have been many astounding advances in hardware technology that should have made our devices such as televisions, mobile phones and laptops snowball into futuristic gadgets, but there is a chasm between the hardware technologies in a device and the software being written to exploit all this power. One example is graphics processing units (GPU). For years, high-end computers have had GPUs in their systems for driving video games and mathematical rendering, but now GPUs are entering the embedded space.

About this, users don’t care.

Where this gets interesting, though, is when software developers are trained on the programming languages specific to the GPUs and can really take advantage of the speed and power provided to them.

Still, users don’t care.

It is only when the user interface designers, software developers, and product managers work together that any of this becomes remotely relevant to the end users.

As an example, look at my favourite subjects, the iPad and the iPhone. Why do people love these devices? It isn’t because of the incredibly powerful CPUs in sided. It isn’t the GPUs inside. And it isn’t even the features. The users love these devices because the experience of using them is fun.

There is an emotional reaction to using these products that spans generations, cultures and lifestyles. Part of generating an emotional response is to be responsive and reactive enough that the excitement level doesn’t dissipate (no slow rendering). Another aspect of an emotional attachment is safety or absence of fear (the user cant break anything).

The users don’t care about the guts of the machine. They don’t care that the software developers wrote the graphics rendering code in OpenGL ES or DirectX to take advantage of the GPU. They don’t even care if you loaded the hardware or software with features or left everything simple.

The users care about the experience.

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Simplicity in Software is the Future

Yesterday I had lunch with a 3 year old (as well as various other adults) and pulled out the trusty iPad to help with entertainment and distraction. This might make you cringe at the thought of a sticky, fidgety little munchkin defacing such a gorgeous piece of electronics, but I had my trusty rubberised (washable) case on the iPad which has proven invaluable in the past when contending with my unimpressive gracefulness.

What struck me, though, was the speed with which the three year old was able to figure out how to interact with the iPad. That in itself was astounding, but even more remarkable than that was the ease that the child had in using the various applications that were presented to him.

I had previously downloaded apps such as My First Words, Insects HD, Bubbles, and iFish Pond to inspire children of friends of mine, and they are simple but interactive apps that engage a child’s mind. The key elements that make these apps worth paying for are the simplicity of them, the obvious purpose of them from the moment they are opened, and the inability for the user to do anything wrong within the application.

In this age of small, simple component software rather than the complex, behemoth applications of the 90s, this ease of use is going to become the element that makes or breaks a software product’s future. The days of a software application needing to be everything to everyone are fading fast.

These days more non-technical people are using computers than ever before. It is virtually impossible to get through daily life without a computer. Yet most software applications and operating systems still expect users to understand non-intuitive technical concepts in order to achieve simple objectives.

I believe that the key to success for a software company is to make things simple and easy, avoid adding too may features and options, and simplify. Apple has gotten it right once again, and if we are up to the challenge, the rest of the world can embrace the concept and make technology fun for everyone.

And here goes the remainder of your day:

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