The mobile market is not about technology, it is about services. These services will not be consumed because there is a new technical feature, rather they must meet the user’s contextual needs and desires. The 5 M’s, as defined by Tomi T. Ahonen, are the key characteristics which can be used to enhance any service and make them more valuable in the mobile services arena, both as more desirable to the user and more profitable for the service provider. more »
Designing for mobile devices is often compared with designing for desktop systems – same principles, just in small. That might be true up to a certain degree (some basic findings of usage, usability or interaction design can be applied to both), but the mobile experience is more complex. It is set up of social, contextual and engineering factors that intermingle fluently and form a mobile experience with the user in its middle. more »
Mobile phones play an important role in almost every culture. What makes them so special is that they can be used at any time, at any place and at any environment without an extensive training. This condition leads to a high demand on usability. The devices must be usable and intuitiv in their utilization. more »