Archive for Mobile Design


iPhone apps are everywhere – now they might be in your pile of birthday or holiday gifts. And what would be easier to give for a last minute gift? Textually.org has a post on the new gifting program for apps – a really smart use of design to enhance the mobile user experience through word-of-mouth marketing.iPhone Gifts

The ability to gift an app will not only increase purchasing by viral recommendation, but it gives consumers a way introduce reluctant friends, relatives or coworkers to specific apps they like. And more obscure/unique apps have a greater chance of catching fire this way – what consumer would turn down the chance to download a freebie accompanied by a recommendation from someone they trust.

A New York Times article also points out that app gifting is good news for developers. Apple provides a limited number of promo codes that can limit getting products to the reviewer community. And developers can identify evangelists, people most likely to spread the word, and seed that community with apps.

I’d like to see the gift-giving ability extended to in-app purchases so additional levels or content could be given to other users. Also, for multiple gift purchases, users should be able to get a deal or discount. A shared wishlist would accompany gifting very well.

The new “Gift This App” option is alongside the “Add To Wishlist” and “Share Via Facebook” menu items in the dropdown that appears next to the price of any app.




Moblie Commerce Daily had a story about a new app that is a great bridge between the physical and the virtual. PixyMe takes the mobile user experience to pretty cool place.

PixyMe is an iPhone/iPod Touch app that uses image personalization. Users can send or share photos via the usual social media channels. The twist is that you can then have your image printed on a postcard and mailed with a stamp anywhere in the world. You don’t need a personal image – the app will integrate a name, word or short phrase into an object within a stock photo – making it look like the words were written in leaves or as fireworks in the sky. Click here to try it out with your name. At $1.99, PixyMe is consistently a best seller for Apple.

You’ve heard me say that successful apps can’t just make use of cool technology or look pretty. PixyMe is a perfect example of a smart app that fits a real-world need. How many times have you been on a trip and wanted (or promised) to send a postcard but you forgot?

The whole stamp/mailbox thing is such a hassle but everyone loves getting non-junk mail. And the personalization angle is great for family, friends or even as a business tool. A feature to remember contact groups – like friends, family, coworkers – would make reuse of the app even easier.

A good idea would be to offer discounts for bulk mailings – instead of sending one card, you could send the same image to multiple contacts. A feature to remember contact groups – like friends, family, coworkers – would make this easier and encourage use over and over. For example, I’d pay extra for the convenience of being able to mail out a holiday card if I missed the deadline to go the standard print route.

Some additional features ideas could be special offers that kick in based on holidays around the world, discounts for promoting PixyMe on Facebook, Blog or Twitter or maybe a sweepstakes for the most creative use of the PixyMe app.




Omega Mobile recently completed a series of tutorials for the Open Screen Project Fund. We created seven demos total that I’ll cover in blog posts coming soon.

Nokia Rich Flash Lite Demos

Each mobile demo/prototype was designed around experiences where Flash Lite and Nokia devices a great fit. These include rich media, personalized experiences, social media, photo sharing, location based information, music, news, video, advertising and marketing.

The demos were designed to be shown as-is, without additional work as well as to be modified easily. Use them to quickly present a concept internally or to pitch outside clients.

One of the main goals of each demo is the ability to be able to easily reskin each mobile user interface. Each demo is designed so that the user interface elements as well as the background can be changed in a matter of minutes.

The tutorials in the series can be used alone or together and cover the following types of content:

  • Video Player – Play an external FLV video file in both landscape and portrait mode
  • Music Player – Play external mp3 audio files
  • RSS News – Read and display RSS feeds
  • Social Media – Leverage Twitter for promotional purposes
  • Photostream – Display Flickr photos
  • Event Info – Use to market an event, make phone calls, and initiate pre-written SMS messages
  • LBS Coffee Finder – Leverage GPS location and Google Maps to find the nearest coffee shop




A few trade stories this week about video ads suggest a opportunity for intelligent mobile user experience design.

Mobile Video Ads

MocoNews reported on a Google blog post about how the company is beginning to monetize the mobile version of the video site. Banner ads will show up on the home, search and browse pages of YouTube when accessed via mobile. Meanwhile, AllThingsDigital.com linked to an editorial about the hatred for pre-roll video as well as its effectiveness. If pre-roll ads are to become the norm, why not design the mobile video ad experience to be intelligent and adaptive?

Why not combine pre-roll with dynamic content tailored to the users? Not everyone needs to see the same pre-roll ad. I’d answer more questions to reveal demographic information in exchange for seeing less ads. If not less, I’d definitely prefer to see an ad of interest to me – like movie trailers - rather than the many makeup commercials I’ve been forced to endure before watching online videos recently.

I’ve recently seen Hulu offer short surveys in exchange for an ad free episode. The experience was hassle free.

Multiple pre-rolls could be created to serve different demographics – male teenagers see video game previews, new parents would get baby products, affluents would get luxury commercials, etc.

So why not give users ads that they want? Targetted ads will result in better ad spends and more purchasing.




Google introduced a new service for searching with gestures for Android 2.0 and above. This gesturing could evolve into some pretty cool uses and mobile user interface design opportunities.

Google Gestures

Basically, users scrawl a letter (or “alphabet gesture” as Google Labs calls it) on the touch screen to bring up a contact, app, music file or bookmark from a list of hundreds or even thousands on your Android phone. The mobile user interface eliminates the need to type in certain cases.

While the gesture feature is currently for searching only, this opens up lots of possibilities for interesting mobile user interface design possibilities for Android. The API could be opened up so that anyone writing Google apps could make use of ‘common’ gestures.

Universal gestures could be explored that could be used across any app.

Imagine that there’s a ’send to the Google cloud gesture’ and a piece of content you’re interacting with could automatically be sent to the appropriate cloud service. For example, you receive a document, gesture it, and it ends up stored in your Google Docs. Or the ability to gesture a phone number on a site and save it in Google voice would make interacting with Google cloud services easier.

I’m happy to see Android evolving and opening up the door to explore more touch based user interface design options. It’s a good time to experiment before rigid standards make their way into the mobile user interface design community.




Fast Company reported on a new promotion that might be a glimpse into the mobile design of smartphone commerce in the future – advertising that combines virtual goods and LBS to tap into on-the-spot purchases and promotions.

Virtual Goods

Location-based game start-up Booyah is introducing in-game, virtual goods placements, based on your real-time location. The Mobile User Experience Design will lead consumers right to the cash register of a “real” store selling real goods for very real cash.

The campaign stems from Booyah’s partnership with international clothing retailer H&M but this could apply to ANY consumer campaign – from liquor to cars to network television. This particular promotion pings mobile users near an H&M location on a piece of clothing or accessory that appears in Booyah’s MyTown location-based social game. Discounts and promotions reward the Booyah user that visits the actual store location.

Here are some ideas I have for additional location based campaigns. Again, any consumer campaign could benefit.

Users could be rewarded with free virtual goods if they spend a certain amount of time inside a retail location. The goods should have a high value perception and be unique to that store. If the user wore or showed off or used a virtual item in a social network, they could get real world discounts on that product line.

The biggest fans of a company – the ever valuable influencers – could receive limited edition virtual that are exclusive or awarded before general public release.

Feedback about the unique product could be analyzed and the most popular ones could turn into physical products.

Another way to engage users (and potentially spark a viral campaign) would be to give the consumers tools to design the next generation of virtual product ala crowdsourcing. Implement a voting aspect and social network exposure to build buzz. Winners could get a high value prize and their creations could turn into physical goods. Imagine a fashion oriented tween designing virtual fashion items and being rewarded for it.

Unique mobile user experiences and advertising seem to be made for each other – mobile is also a great bridge between the physical and the virtual. I’ll be watching the H&M campaign with interest.




Full disclosure: muvee is a client of ours for whom we recently completed an Android mobile design project. muvee makes video creation fun, simple and easy to share with underlying algorithms. The muvee video editor lets you select video and still pictures, add a soundtrack and pick a presentation style. Add graphic elements with templates then push a button. You instantly have a personalized video that you can immediately share with family and friends.

Design For Muvee

I tend to be a fan of anything that enhances creativity and inspires sharing – which was our main goal in designing their mobile user interface. Some very useful features include automatic face and motion detection, different style choices, and syncing photos or videos to the beat of the music the user chooses. For example, you can choose a high-energy theme that would effect the pace, presentation and style of your creation.

The muvee video editor is a pretty compelling case for OEMs as well as carriers. Today’s consumers shoot tons of video but what do they do with them? The underlying algorithms take most of the work and thinking out of the creative process, making this a greatly useful tool for designing a mobile experience. Rather than spending hours attempting to create a professional video, creating and sharing can be accomplished within minutes. In this way, consumers will be more likely to create and share more often, especially on the go. Also, due to their patented algorithms muvee has a natural edge in the industry.

muvee will present this Android project at Barcelona Mobile World Congress the week of February 15th. Visit muvee at Mobile World Congress in Hall #1, Booth 1F06 to check out their cool product and see the Android prototype we designed for them.




Mobile user interface designs need to be user and client friendly. The best way to keep this a top priority is to be able to easily present and adjust the design throughout the creation process. One difficult hurdle is not having access to a devise or designing for hardware that isn’t complete. When we’re working on a new mobile user interface design without access to hardware, there are a few things that make the process run smoothly and ensure our success. One key step is printing variations of what we’re doing on photo paper. 

Design Tip Photo Paper

We print out designs on glossy photo paper to mimic the look of the screen and to see our design with pixel-level detail. Spending time on the details in the beginning of a job is paramount in designing a successful mobile user interface.

Viewing an image of a mobile device on a computer screen doesn’t give an accurate representation of the finished mobile user interface design. The pixel density (pixels per inch) are much higher on a mobile device. When we don’t have access to hardware, our solution is to design the mobile user interface at real size in terms of pixels on a computer and then scale it down and print on photo paper at the real size the screen will be on the hardware. This gives us the real size that an image will be on a mobile device.

Using this method we can see if the layout and fonts work. It’s critical to determine if the user interface will be functional with big enough fonts and clear user interface elements.

This is also very handy when we’re designing for touchscreen mobile user interfaces as spacing is another issue that is distorted on a large computer monitor but solved by printing out. We can test to see if any user interface elements overlap and see if we need to adjust them for the mobile device.

Printing out our design also makes it possible to present our mobile user interface concepts to our client to give them a more accurate feel for the design. It also helps them in their presentations (remember the missing hardware…) We’ve seen our photos used in the past presented on plastic model prototypes. It was cool to see as people would dissect the interface and analyze it as if it was digital.

I’d love to hear any other User Interface Design challenges you face and you solve the problem.




A FastCompany post announced that HarperCollins has launched www.inkpop.com –an “interactive writing platform for teens.” Inkpop allows members to post books, short stories, essays, and poetry for review and critique by the community.

Interactive Teen Writing

The website copy claims that inkpop.com will connect “rising stars in teen lit with talent-spotting readers and publishing professionals.” And that “members play a critical role in deciding who will land a publishing contract with HarperCollins.”

Pretty brilliant on the part of HarperCollins – they enlist the help of a narrowly targeted community to vet aspiring writers. My guess is that a teen who totally into literature these days might feel slightly isolated. So I’m happy to see a social networking site bringing kids together that promotes reading and writing.

This is perfect for mobile. Teens today can’t imagine a world without their mobile device and if this catches on, mobile apps to enhance the site will probably happen quickly.

HarperCollins is also benefiting from the ability to grab key demographics and has a perfect forum for targetted advertising. If the inkpop model catches on, I image it will move beyond a teen-only site. After all, it’s just teens that are reading a certain off-the-charts popular vampire series, right? And those books weren’t written by a teen but by a stay-at-home mother of three.

It will be interesting to see how other companies create interactive forums and social networks that enable their future suppliers as well as consumers.




Brian Duffy filed a great report for CNN about a bulletproof tailor in Bogotá. The tailor combines high fashion with body armor. Duffy ended up getting shot in the gut while wearing one of the garments – it worked. What does Colombian tailor Miguel Caballero have to do with mobile design and user experiences? Caballero knows his target audience, he knows what works and he delivers a quality product. Here are some quotes from Miguel Caballero and lessons that can inspire mobile user experience design.

Miguel says “We have to study what the aim of the user of this type of clothing to design the better option to these people.” Sometimes stakeholders in projects have difficulty in distinguishing what they want in an app versus what a user wants. A user-centered approach is frequently the key to the success (and profitability) of an application. Do you constantly put the user in the forefront when designing for mobile?

How will your app be used in a variety of situations? Our bulletproof tailor does. Caballero looks at how the garment will be used – internally, externally, in a hot climate and a cold climate. What’s the context of how the user will be using your app. Walking? Driving? In a loud restaurant? In a quiet location. In a bright park? In a dark theater? In emergencies? In the car or at the office? Think about every possible situation and consider every option. Do you think about multiple contexts when designing for mobile?

Miguel involves everyone in his product testing. He requires all employees to wear the clothing and then he shoots them. Are you utilizing feedback from all your stakeholders for mobile design?

Shooting his employees is the way Miguel exercises “quality control”. It’s a great idea to involve everyone in your process. I’m a big fan of kaizen from a design as well as business standpoint. Are you always trying to improve your mobile design projects?

Being on top of social and lifestyle trends is critical when designing mobile user experiences. Miguel has plans to expand and market to the hip-hop community. Are you leveraging social trends when designing your mobile user experiences?

So take a lesson from a Columbian tailor – know your audience, design for them, involve everyone in testing, keep up on trends, and think outside the box.