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Such innovation is just amusingly clever on a PC, but on the small screens of handheld devices, it is essential. A good user interface converts a small device from a limiting gadget to a useful tool. European consumers’ ‘wapathetic’ response to WAP-enable phones was due to over hyping by the telecommunications industry, but also poor usability of the devices.
So a textbook on the topic is certainly appropriate.
Handheld usability defines handheld devices as highly portable machines that can operate with no cables and can be operated within one’s hand. In addition, they must either allow the addition of applications or support internet connectivity. So the book’s focus includes handheld computers (such as Palm-powered machines and Pocket PCs) and mobile phones (with WAP, i-mode or email connectivity) but excludes devices such as music players.
Naturally the discussion includes details of devices that are obsolete. Such is usually the case with any discussion of the details in information technology. But the principles are timeless and the practices will remain practical.
Perhaps the most useful chapter is the one on prototyping. Weiss’ advice is that this should be done with a pen and several pieces of paper. For example the designer would draw the first screen on the paper. The user would then say what he or she expects to see on interacting with each element of the “screen”. During this feedback, the designer would draw the next screen, and again ask the user what he or she expects. This technique is of course cheap but I was surprised by its effectiveness. No doubt Weiss’ clients also found it useful.
If your team is designing applications for handheld devices, consider hiring Weiss. If you cannot afford that, buy his book. You cannot afford not to.
Review appeared in British Medical Informatics Today, Issue 41
The book starts with initial 'grounding' for readers - covering issues including the challenges of designing for handheld products compared to desktop products.
The sections about Information Architecture, Prototyping and Usability Testing offer excellent insights and practical methods. These sections will teach 'new-comers' to the field all they need to know - and will provide new perspectives and ideas for current practitioners of handheld usability.
Information Architecture, Prototyping and Usability Testing are the fundamental tools in creating products that are usable - and this book covers them in-depth and with a practical style.
This is the only book currently to offer a comprehensive approach to designing handheld usability and is a must for all those involved with handheld design.
When I was considering this book I read seven glowing reviews, and one total pan. The pan got it right. This book may be more useful for someone who knows very little about interaction design, usability testing, prototyping, and all that, and who isn't interested in gaining more than a superficial understanding of these topics. (If you are new to usability design, you'll find a much better place to start with Mayhew's "The Usability Engineering Lifecycle: A Practitioner's Handbook for User Interface Design.") If, however, you are a usability professional looking for insight on how you need to think differently now that your screen is the size of a Post-it note, wait for the next book to be written. I could have written this book, and the sum of my handheld experience is that I own a Palm and a cell phone.
There are few books available on the subject of designing usable products for handheld devices -- a fast-growing discipline -- so I was eager for the publication of this book. Via his web site and his other organizing activities, the author has done a lot to foster a growing community of handheld device UX specialists, but his book was a big disappointment.
I hardly know where to begin.
The book is poorly organized and would be greatly improved by the addition of sidebars, pullquotes and other methods of coding and grouping information. A more comprehensive index would help too. As it is, it's difficult to scan and nearly useless as a reference.
In many ways, the book is both too general and too specific. Less than seven pages are devoted to "Designing for WAP for Mobile Phones," which is not enough space to cover the topic at even the highest level, yet those seven pages are full of strangely specific guidelines that fail to consider the real world range of WAP applications and contexts. For example, his list of "important principles" includes the remarkably specific recommendation to "use 'Main' instead of 'Home'. 'Home' is ambiguous - is it the carrier's portal, or your application's start page?" The implicit point he's making is certainly a good one (i.e. be careful about how you link to the various things that can be interpreted as 'Home'), but he doesn't seem to understand how to write at this more useful level of abstraction. As a result, many of his recommendations as they're written do not apply in the real world.
The few nuggets of useful information in the book are often incongruously buried -- in the middle of paragraphs, in the middle of chapters discussing other things entirely. He drops these useful tidbits here and there and spends no time supporting them with evidence, research or even an explanation of his own rationale. In an early chapter (called "Handheld Devices"), he includes just a single short paragraph(!) under the heading, "Design for Small Screens". In this paragraph, he makes a few recommendations (e.g. "never use blank lines" and "use dashes... to create separations in content"). These are useful, but they belong in a different chapter, and they should be supported.
The meat of the book is the author's discussion of what have essentially become the tenets of the UX/IA/ID field: usability testing, prototyping, the iterative design process, etc. But these discussions consist mainly of repetitions of the obvious, amounting to a thin survey of what you will find in the standard texts of the broader field (by Neilsen, Norman, Raskin, Tufte, Wurman, etc.).
The book does contain some moderately useful bits about wireless technologies and devices in general, but not enough to justify the price tag.
The upshot of all this is, 'Handheld Usability' does not provide a broad enough overview of the discipline for the curious or those just getting started, and it doesn't go deep enough to help mobile UX professionals like me.
We need additonal publications to ease our way into the PDA world.
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