Fjord@Mobile2.0: Designing for the connected world

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Andy Goodman from Fjord presented at Mobile 2.0 in Barcelona. His talk was about media consumption in a mobile and multi-device world, and included information on some of the key mobile consumption drivers: - Snacking – time filling and boredom killing - Location and context awareness – we know where you are and what you are doing - Bodies in Motion – the faster we move the less we can interact - Identity and presence – you are your SIM - Device Limitations – degrade services gracefully - Content services are moving towards a device agnostic paradigm, so your content travels with you effortlessly. - Understanding the purpose of each device in a multi-screen world is the key to delivering great experiences. More information about Fjord: www.fjordnet.com Twitter: @fjord

Transcript of Fjord@Mobile2.0: Designing for the connected world

Slide 1 © Fjord 2010

Designing for the connected world Mobile 2.0 Conference, Barcelona, June 2011

I’m going to talk about 1.  Mobile Contexts 2. Multiplatform 3. Transmedia

5 mobile contexts the condition of being mobile

1. Snacking time filling & boredom killing

2. Location and context

we know where you are and what you are doing

3. Bodies in Motion

you are in motion therefore there are limitations (& possibilities)

4. Identity and presence

you are your SIM

5. Device Limitations

Mobile devices have limited input capabilities

a great mobile user experience = Control + Utility + Bling

1. Control efficient ways to get stuff done,

much more than apps or functionality

2. Utility what makes things work

without you really being aware of it

3. Bling showing off

e.g. BBC iPlayer Mobile

Multiplatform Media the next big paradigm

Content is fragmented across devices and services

It should be orbiting around you

Seamlessly accessible from any device

e.g. Ericsson Touch remote

Transmedia coming to a reality tunnel near you soon

Transmedia objects drive playful interactions and increase sensitivity to advertising with blue-casting to phones

Play interactions / Gamifying

Location based - GPS with visual clues to prompt participants to interact with phone.

Ambient information

QR / Semacode - Campaign based to add intrigue and make people want to find out more Some codes will be harder to find and have rarity value.

Visual triggers

Key points: 1.  Mobile is one part of a device Ecosystem 2.  Content, functions and experience need to flow, freed from the tyranny of plastic and metal 3.  Each platform has a primary role within the ecosystem (and many secondary roles) 4.  Design liquid services

Slide 29 © Fjord 2010

Thank you :) www.fjordnet.com