Showing posts with label Mobile device. Show all posts
Showing posts with label Mobile device. Show all posts

Saturday, May 1, 2010

Example 6: Microsoft Kin


A new product from Microsoft specifically focused on the social media enabled youth. With an intensively graphic UI, aggregating numerous social media channels, the Kin is a sharp contrast in both design and function to Apple's iPhone.  A MySpace-esk website serves as the desktop version of the UI.

Pros
  • Intriguing and unusual shape (the smaller dubbed "turtle"), counter to popular minimalist design
  • Secondary/supplementary "dashboard" function via home computing allows for greater control and customization of Kin UI and content
  • Ergonomically crafted for rapid "thumb" navigation and input
  • Enabled sharing on multiple channels through a single interface (single app instead of many)
  • Encouraging and empowering community building
Cons
  • Limited market and focus; not applicable to professional/business marketplace
  • Potentially founded on past social media trends; category which has not yet been defined and constantly evolving
  • Also considered a "fad" product, developed specifically to accomodate the latest tech trend. Little to no future-planning.
  • Secondary, physical keyboard still required for text entry (unlike other popular devices with virtual keyboards)

Wednesday, April 14, 2010

Example 5: Siemens Snaked (concept)


The result of a previous design competition, the above concept takes wearable consumer electronics a little further then the last.  Developed to "snake" around the fore-arm or upper-arm, this phone becomes an integrated part of the consumers out-fit.  Basing comments upon visuals, which do not include how a head-set/speaker/microphone and other necessary functions (dial pad) are integrated, the concept appears to primarily be reliant upon a minimalistic, futuristic, fashion orientated design.

Pros
  • Clean and attractive design, though subject to fashion (current clothing)
  • Hands-free, non-bag, holster alternative - potential sports application
  • Suggestive of music features (mp3 player)
  • Strong concept of making every-day products part of your attire
Cons
  • Lacking visual functionality and poor mapping, though this may be hidden
  • Shape suggests difficult of application (wrapping around arm with one-hand)

Friday, April 9, 2010

Example 4: OLED screens (inspiration)


Though OLED's have been around for a while, production costs for even the smallest use has kept the technology away from consumer electronics. However, recently both Samsung and Sony released footage of OLED screens that for all intensive purposes are hair-thin, malleable and approximately the size of a large mobile phone. With clear indications of lowering production costs, it will not be long before we witness a new era of hand-held products and UI designs based on this technology.

Friday, April 2, 2010

Example 3: Samsung Brix (concept)


As a single piece, the Samsung Brix concept has similar characteristic to other UI driven designs -  a minimalist design, with a full-frame screen encompassing the entire surface of one side.  However, the unique feature of this phone is its ability to combine with other Brix phones/attachments, to grow the screen size - providing a better platform for visual media.

Pros
  • "Frameless" design for complete picture
  • Introduces new social side to mobile phones - sharing of the physical object
  • Multiple configurations and roles (screen and remote control)
Cons
  • Feasibility of combining with other phones/attachments
  • Audio challenges (quality? speakers/out synchronized? multiple head phones for more then 1 user?)
  • Issues of convenience for requiring more then 1 device (charging, carrying, purchasing)

Thursday, April 1, 2010

Example 2: Sony Rolly (inspiration)


Energetic, playful product created by Sony in 2007; Rolly's sole purpose is to bring colour, movement and life to sound. Advanced sound editing software translates the audio data into a series of actions, through a combination of "ear waggle", rolling motion and lights. Furthermore, several Rolly's can be synchronized to perform choreographed pieces!

Potentially, this kind of "life" may have a place with something as static as a mobile phone.

Tuesday, March 30, 2010

Example 1: Bracelet phone (concept)

Literal interpretation of the mobile phone as an accessory - the product embodies a futuristic bracelet that doubles and unfolds as a phone.  Jewelery with a secondary function appears to be the main theme of the product.  Unfortunately the ergonomics of the phone half are forgotten.

Pros:
  • Developed aesthetic combination of jewelery vs. phone
  • Visual identifiers for phone functions (lit buttons)
  • Durable material, uncommon amongst today's examples
  • Presumed mapping of unclasping the bracelet, activates "pick-up"
Cons:
  • Poor ergonomic understanding of phone form
  • Limited functionality of phone product (screen for contact info, caller id etc.)
  • Lack of detail for supporting products (charger)
  • Limited viability - only for the female market? Subjective aesthetic value as "jewelery"

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