Q&A on Mobile Interaction Design
June 2nd, 2009 by Mark WhiteDesigning for mobile is a constantly evolving art, and we’re thrilled to have on the Locatrix team one of the best Interaction Designers in the business: Sherwin Huang. I recently sat down with Sherwin for a Q&A on what makes for great mobile design.

Sherwin Huang, Interaction Designer
Sherwin, briefly describe your role as an Interaction Designer.
In brief, I find creative solutions around technological boundaries, guiding and participating in production by balancing aesthetics with functionality to create a visual package that fosters user delight.
What do you think are the key issues in designing for Mobile Devices?
Applications – including the ones we create here at Locatrix – are increasingly feature packed and complex. There is always the temptation to create user interfaces that display information equivalently to what one would find on an application designed for the desktop. All this is done with the best of intentions thinking that it will allow users to have all the information at their fingertips. But doing this on the mobile is sometimes akin to trying to squeeze an elephant through a door!
The mobile differs from the desktop in that often visits are purposeful. Users to go a site on their mobile because they know what they want (and there is a context to their requirements), whereas on the desktop users follow trails and search results to a site. So in designing for mobile you aim to fulfil this contextual need as quickly and easily as possible.
We often see different mobile applications that aspire to do similar things. How do you evaluate a “good” experience compared to a “great” one?
On the desktop, we can quantify this kind utility by looking at factors like learnability (how long it takes users to reach a given level of experience), clarity of structure (time taken to find a piece of information) and satisfaction from the overall experience. On the mobile this is even more important, because users are on the move. They are distracted, they need information quickly. The equipment is often uncomfortable (small) and quite unforgiving (a slip of the thumb will take them out of the browser).
The most important questions to ask when designing for the mobile are: How will this be used? What will the users want in order to achieve their goal? How can we take the user to what they want in the shortest possible number of steps?
Answering these questions lets us produce an application with a goal in mind. The goal is to produce an application that a user can get into and use right away. Minimal learning curve. Minimal questions. Maximum results. That’s how we know we’ve got a great mobile experience!
How are you applying these mobile design principles here at Locatrix?
One of the most important aspects of our design work at Locatrix is that we have to deliver applications that work and look terrific on literally hundreds of devices – there’s many different handset vendors, and a variety of mobile browsers. This calls for a sense of simplicity in design and presentation, but simplicity itself is not necessarily a bad thing.
Presenting information on the mobile is like drinking a double espresso coffee in the morning – it has to be smooth, potent and fast acting. We can create all sorts of fancy accompaniments like big headers and fancy graphics, but if they aren’t relevant to the core intention they just become “noise” that distracts the user and wastes precious screen real estate.
The other advantage of simplicity is that it serves as a great base to build up on. Once you have a standard for information architecture in place, it becomes possible to add flourishes for the different handsets that can handle it. The iPhone is a great example of this. It displays simple designs well, but because of its browser’s webkit based heritage, nice things like shadows and rounded corners can be easily added to enhance the aesthetics.
We use a tool called Salamander to great effect at Locatrix. Salamander is a web service that lets me know what style sheets, fonts, and graphics to use on a given handset, the screen dimensions, and whether the device supports assisted-GPS or just CellId location methods. We can then perfectly render maps, images, and specific CSS elements for an optimum user experience.
What advice would you give to mobile product managers who want to maximize the stickiness of their application services?

Wireframing helps visualize the user experience
I’d suggest they remember that sometimes “less is more”. Working with such a creative engineering team like we have at Locatrix is a real buzz; we can literally do anything on a handset. But designing successful mobile applications usually comes from creating a utility that does one or two contextual things really well, and doesn’t try to become a sort of mega-solution. I’d often recommend that product managers look towards launching more “simpler” initiatives that can be measured and refined to maximize subscriber returns, rather than one single product with dozens of options.
An excellent technique we use during this refinement process is wireframing – or sketching out the entire application experience, screen by screen. Wireframes clearly define the structure of information, as well as user flow on a site, and they are an information visualisation tool that allows all involved to contribute to the process of design. In the right hands if can help ensure that the site is on the right track, creating a reference for use during production that can help prevent feature creep which in turn reduces noise and increases product effectiveness. It is also a benchmark that can be used to simplify the experience. Remember, less is more.
Do you have any final comments for our readers?
Mobile interaction design is really a crucial element in the success – or otherwise – of a great service. It is a crucial process to understand, and to execute well. And make sure you use a great designer. Like me!
Tags: design, interaction, mobile, salamander, user experience












