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Re: What should Unity look like on Smartphones and Tablets?

 

Unity Mockup... :P

On 8 November 2011 13:26, James Jenner <james.g.jenner@xxxxxxxxx> wrote:

>
>
>> I haven't accounted for that in my concepts, but we could add a way to
>> easily create custom lenses that the user could add their own apps or
>> widgets to.
>>
>>
> I'm still not convinced that lenses are the way to go. Both iOS and
> Android support multiple screens with the swipe to left or right to view
> said screen. In both scenarios the screens are used to allow access to
> shortcuts, android allowing widgets as well. I know iOS allows the creation
> of folders for further grouping, not sure about android. It feels quite
> natural to swipe to the left or right to see further options, I know a lot
> of people who make certain screens their shortcuts for specific activities.
> While the option for custom lenses would provide this function, how would
> you navigate between them? Left and right swipe? If so then no need for
> icons along the bottom, maybe dots to show where you are in the virtual
> space.  In all honesty, we could just use the ubuntu workspaces for this
> and workspace switcher. The metaphor for the interface is after all a
> desktop, while using the swipe to navigate which part of the desktop your
> looking at. I'm not sure what metaphor the lens incorporates.
>
>
>
>> Specifically in regards to widgets, iOS has shown that users can be
>> content without widgets. Possibly, we could allow developers to widgets to
>> the notification drawer?
>>
>
> Agree that iOS has shown that users don't need them, however that was only
> because iOS didn't originally support multitasking which I presume would be
> required for widgets, now I presume they don't support them because Android
> does and they don't want to do such a blatant copy. Another reason could be
> because integration with the desktop is difficult on a small form factor
> (tablets don't really have the problem) so sometimes the UI can appear
> pretty ugly with badly thought out widgets.
>
> As for the notification draw for widgets... well in that case may as well
> just make them apps. the point of widgets is to allow access/interaction
> with information that the user deems so important enough to not use an
> application. Personally I like them and think they should be allowed, HTC's
> clock/weather widget is quite nice and I know a lot of people who were
> drawn to that phone purely because of that widget.
>
>
>> My main concern is that Unity will be shoved into the phone/tablet arena.
>> In my mind there should be development of key scenarios, use cases, etc. A
>> road map would be a good idea as well. Then when mockups are presented then
>> they can be compared against the key scenarios and use cases to make sure
>> they're suitable, or if they require tweeking.
>>
>>
>> I'm not sure what you mean by a "Key scenario". Can you explain?
>>
>>
> Scenarios (well I'm really referring to concrete scenarios) are part of
> means for capturing information in interaction design or HCI design. I
> suppose you could call it part of a methodology. Have a gander at:
>
> Benyon, D. (2010). *Designing Interactive Systems : A comprehensive guide
> to HCI and interaction design* (2nd ed.). Addison Wesley.
>
> Sharp, H., Rogers, Y., & Preece, J. (2007). *Interaction Design: Beyond
> Human-Computer Interaction* (2nd ed.). John Wiley & Sons.
> I forget which book talks about it the most, but it's a very good tool in
> creating real world scenarios of how people will use the system. Consider
> it a higher level use case which focuses on the person doing the activity.
> Both books are good, while they're not quite suitable for a lot of
> commercial software development (most companies would never wear the cost
> required for some of it), for new software solutions I think that large
> parts are very appropriate.
>
> Cheers,
> James
>
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>


-- 
Linjin

Attachment: Mockup Dash Applications.png
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