Tokyo iOS Meetup

Last Saturday I attended a meetup in Shinjuku from the Tokyo iOS Developer group. The organizer is Matthew Gillingham, and the group consists of experienced iOS engineers, designers and entrepreneurs.

In the first hour of the meetup, Matt gave a presentation to share the technical information he got from WWDC, briefing to us a bunch of new capabilities and possibilities with the upcoming version of the iOS. We then go on had some discussions regarding these new features and the future of iOS business. Here are some topics that I had discussed with the group.

iCloud and mobile Internet service — with the new iCloud and data storage/syncing over the web, will it introduces more trouble to mobile Internet service? I’m an E-Mobile user and is already suffering slow data transfer rate and occasional disconnection in places. With the promised push syncing with iCloud, I can only imagine more difficulties using the existing networks. Not sure about the U.S., but the mobile Internet over the cel-phone network in Japan aren’t very speedy to begin with, and the situation is probably going to be much worsened after the introduction of iCloud.

NFC and mobile payment — While Google and it’s developers are actively exploring the possibilities of mobile payment with the NFC technology, the next iOS doesn’t seem to deal with that issue. While we see third party solutions like Square who are trying to tackle the mobile payment demand, it’s a natural move for Apple to integrate the NFC and provide a smooth experience in the near future.

By the way, I recently notice increasing traffic to my previous mobile payment posts (http://www.calvin-c.com/blog/tag/mobile-payment/). Perhaps more people are interested in the topic now?

Prototyping, how designer and engineer communicate — surprisingly, this question seems to amaze everybody. I got answers like paper sketch and wireframing, PowerPoint for interactive presentation etc. A lot of “talking” is required as it’s the only effective way for designer to express the interaction between controls and views.

Yet, the way of “talking” is also tricky. Designer and engineer must have a common language in, for instance, describing the rich transitions of views and screen objects. Core Animation, Core Image, Open GL, UIKit, video buffer…these are hard-to-digest stuff designed for engineers but not the designers. So here’s a potential project to create an open-source dictionary of these under-the-hood technologies in layman terms for “normal people”.

I told the group about the recent prototyping app Prototypes, and they seem to be very interested about it.

The next XCode will hopefully coming with a “storyboarding” feature. Not a lot of people are talking about it at the moment, but I really hope that it’ll be as easy to use as the Prototypes app.

However I’ve learned about Flurry, the user interaction logging and tracking service that can be useful for usability testing of apps. It’s works like Google Analytics which programmer can include a lightweight library and tracking code into your beta or production app, and your interaction will be send to the Flurry server for later research and analysis.

MoneyApp Annie is the only service I know that can track and keep you some idea about the app market. However, what I’m looking for is a more powerful market research tool that can show number of downloads, estimated revenue, etc.

Some folks I’ve met at the event

  • Matthew Gillingham (http://www.twitter.com/gillygize) the organizer of the iOS Tokyo Meetup and a seasoned iOS developer specialized in gaming, but he actually seems to know just about everything iOS.
  • Peter Mac Innes (www.fluid.jp)
  • Frederic Nouel (papanouel.com, 3rdkind-inc.com) from France
  • Richie Nguyen (3psports.jp) who’d lived in Hong Kong for a few years
  • Danielle Kelly (newmediaeye.com) a creative director and editor who’s interested in user experience
  • Anthony
  • John, engineer working for Nomura
  • Gary, entrepreneur and the “idea guy” who’s interesting in financial app for iPad

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“User Experience” – English/Chinese/Japanese UX Vocab

User Experience, often abbreviated as UX, is about how a person feels about using a product or service.

日本語:「ユーザエクスペリエンス」— pronouncing “YUZAEKUSUBERIENSU” is a Katakana conversion of the foreign word “User Experience”. The word, by itself, is just a straight phonetic representation, has no literal meaning in Japanese.「ユーザの体験」is a better translation which combines the foreign word 「ユーザ」(user) and Japanese Kanji「体験」(experience). Most Japanese can understand the foreign word「ユーザ」, while I have never heard them using the word 「使用者」(しようしゃ).

中文:「使用者體驗/使用者經驗」— 兩者皆有人用,但我個人認為「體驗」比「經驗」合適。「經驗」聽起來好像在指透過長時間作同一行為而得到的經歷,是客觀和被動的結果,例如「工作經驗」「人生經驗」。而「體驗」比較有感情和人性化,透過自身從使用產品或服務的過程當中獲得的主觀感覺和感受,較符合英文 “User Experience” 的原意。

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Bill Verplank’s Opening Keynote and Visual Thinking

I really like this opening keynote speech given by Bill Verplank at Interaction 2011.

He is a visual thinker, who can visualize and organize his thought while thinking about it, and then sketching the ideas out on paper as he speaks. Of course, he must have been studying and talking about these human factor topics for hundreds of times, with a lot of practice to perfection.

I believe that my mind also work with visual better than textual, conceptual ways. Of course, with years of practice, it isn’t a huge problem to write a blog post or jot down notes in point form, but I find more natural to record my ideas in sketchnotes and mindmaps, encapsulating keywords into shapes and illustrations.

people are not born to read. You can see new born babies or toddlers doodling happily with crayon and paint, and getting stimulated by sound and pictures. It’s not until we get older, before or after we realize our own conscious and grow capable of understanding abstract ideas, then we are taught to use language and symbol to represent these concepts.

For instance, you often see kids having trouble to understand what it means by 1+1 in mathematical formula. But they can easily grasp the idea once you add context and story, like:

“It is afternoon tea time now. Mommy gives you one cookie. And then, mommy gives you another cookie. Now how many cookies do you have?”

And the kids are very likely to understand the concept right away.

Another idea: what represent nothingness? Shouldn’t it be “nothing” itself? Yet, we created the symbol “0″ to represent the concept of nothingness, and even extend it to non-existing concepts like decimal places and [a number]/0 (divid by zero).

Coming back to Usability and User Experience, both with a big “U”. It’s only a concept, yet everybody in the field (or rather, originated from other fields) is trying to define it in one’s own ways with own structures and metaphors. There are systems with visual, textual, story, persona, example, best practice,…etc etc. But Usability is, after all, an expression of how general people interact with your system/systems. Practitioners’ opinions and generalizations are heavily depended on one’s language, culture, experience and personal perspectives.

I’m not saying that we should abandon all systems and definitions and just follow your heart. It is still very critical to study from other practitioners’ studies and researches to know how other people think. Then from that point, I’ll try not to be obsessed with any one of them, and use my own way to conceptualize and visualize the term “Usability” and “UX” in the sea of my mind.

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Prototypes – Testing Your iOS App Design With Tappable Prototypes

Prototypes is a Mac application for UI and UX designers to easily setup interactive mockups for their iOS design projects. Designers can simply drag mockup screen image files into Prototypes, assign hotspots that link from one screen to another, and viola you get an interactive prototype. No HTML or any coding knowledge required.

Furthermore, the app is designed for easy remote testing, by integrating a “share” button that let you upload the whole design to their dedicated server on the web. You can then fire up the browser on your iPhone/iPod or other device with Webkit-like browser, browse to the site “ptyp.es” and enter the dedicated PIN number, then your browser will play back the tappable, interactive prototype.

To try some published prototypes, do the follow:

  1. On your iPhone or iPod touch, browse to http://ptyp.es
  2. When asked to enter a PIN number, enter “12345678″ or “14675639″

What other features I want

Local FTP/export to HTML — right now the Prototypes app only allows designer to upload the projects to their own “ptyp.es” site. While it’s super easy to set up a test, my team and I are all concerned about the lack of password protection to our uploaded projects, meaning some outsiders maybe able to see our design of future products. Would be nice if Prototypes runs a local web-service or using Mac’s built-in Apache web sharing for local testing within private LAN.

Logging users’ actions, creating profiles and allowing playback/analyse — Prototypes is already a very powerful testing tool for iOS app design. However, it’ll be even more frigging awesome to be able to log users’ every tap, flick and all gesture, packaging them into profiles, and allowing playback and more comprehensive analysis at a later time. Think of it as the Silver Back usability testing software for iOS platform.

More transitions — while not critical at the moment, it’ll be nice to include more iOS native transitions for more realistic prototypes.

This app really have the potential to shine big times. Looking forward to seeing more improvements in the future.

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HFI Animation: Cross Cultural Design

Human Factor International periodically prepare online video on topics focusing on usability and human-centered design. I came across to this video from Apala Lahiri Chavan — “Cross Cultural Design“.

The topic feels very close to me, as I am currently working in Japan and experiencing similar cross-cultural issues in my design projects as well as daily life experience. But more interestingly, I’m mesmerized by the presentation of the video. It uses comic sketching that synchronizes with the voice over to deliver a smooth flow of information. I find it very easy to visualize and organize the concepts in my head.

Good Points:

  • Use comics and graphics to present conceptual information
  • Reveal part of the big picture with smooth, continuous flow through out the presentation
  • Let user download the finished big picture/poster as a takeaway note

More animation videos from HFI:

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About Calvin

Hello there, I’m Calvin Chun-yu Chan. Grew up in Hong Kong, studied and worked in Canada as web engineer+designer, now designing mobile apps in Tokyo. On my blog I would like to share my opinions on design, usability, culture and creativity.

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Twitter @calvincchan