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Mobile UX -- The Next Ten Years?

Published:20 April 2018Publication History

ABSTRACT

Mobile phones are the ubiquitous platform used by billions of people globally, every day. However, two concerns signal a pause for reflection and change. First, while mobiles have rapidly become indispensable, the effect that constant device use has on our lives, our experiences, and the interactions we have with others, has caused growing discomfort [4, 7]. At the same time, there is a broad sense that mainstream mobile devices have fallen into a period of innovation limbo, with recent releases seemingly being distinguished only by ever narrowing feature gaps. As a recent Economist article bleakly reports, "More black rectangles made their debut" [2].

This course will challenge attendees to play a part in reinvigorating mobile interaction design. We celebrate the success that is apps, services, and the hugely popular ecology of mobile devices, but want to promote a return to radical innovation.

We have been fortunate enough to have collaborated with a broad range of industrial and academic researchers and practitioners over many years. More importantly, however, we have worked with a wide range of people who are not considered to be typical "future makers," and are also not usually considered when designing mobile user experiences. Typically these people - who have been called "emergent" users [1] - are often drawn from developing regions, with lower literacy, lower socioeconomic conditions, and other constraints. Our experience in working with these people has demonstrated how their unique and contrasting outlooks on both technology and the world and ways of seeing it are invaluable in generating radically new and exciting digital innovations.

References

  1. Devanuj and Anirudha Joshi. 2013. Technology Adoption by 'Emergent' Users: The User-usage Model. In Proc. APCHI '13. ACM, 28--38. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. The Economist. 2017. Conformity, nostalgia and 5G at the Mobile World Congress. (March 2017). https://goo.gl/diWeKxGoogle ScholarGoogle Scholar
  3. Matt Jones and Gary Marsden. 2006. Mobile interaction design. John Wiley & Sons.Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Jaron Lanier. 2010. You are not a gadget: A manifesto. Vintage. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Jennifer Pearson, George Buchanan, and Harold Thimbleby. 2013. Designing for digital reading. Synthesis lectures on information concepts, retrieval, and Services 5, 4 (2013), 1--135.Google ScholarGoogle Scholar
  6. Simon Robinson, Gary Marsden, and Matt Jones. 2015. There's Not an App for That: Mobile User Experience Design for Life. Morgan Kaufmann. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Sherry Turkle. 2011. Alone together: Why we expect more from technology and less from each other. Basic books. Google ScholarGoogle ScholarDigital LibraryDigital Library

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    • Published in

      cover image ACM Conferences
      CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems
      April 2018
      3155 pages
      ISBN:9781450356213
      DOI:10.1145/3170427

      Copyright © 2018 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 20 April 2018

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