The User Experience in Mobile Computing

ABSTRACT

Mobile phones have grown to be a necessity for nearly everyone throughout the world. Mobile phones have become almost a status symbol in addition to the convenience and security that originates from owning them. In this specific article, We would like to discuss the importance of an individual experience and the user interface in Mobiles/Soft Wearables.

1INTRODUCTION

In this paper, We would discuss the user experience/ user interface with mobiles/soft wearables in the past, current and future. We would also look at design method of soft wearables, material explorations. At the end we would see the challenges or difficulties in mobile user experience.

2DISCUSSION

Scientists have researched a lot about the user experience in Mobiles/Wearables.

Early research in this field frequently encouraged visitors to share their devices to create a collective experience or reach a common goal. The majority of this first-wave research primarily looked at the use of smartphones (and tablets) to study mobile collocated interactions. As an outcome, early mobile collocated interactions research tended to be "device-centric". Nowadays, Computers have transitioned from being in a huge room (e. g. , ENIAC), to your desks (e. g. , PCs), to a bag (e. g. , laptops), and our pockets (e. g. , mobile phones). Wearable computers (e. g. , the WIMM watch) have continued the trend towards ever-smaller computers, ones that can be worn on our wrists (e. g. , Apple Watch) or other parts of your body (e. g. , Google Glass, Microsoft HoloLens). While the first-wave of mobile collocated interactions seemed device-centric, this current second wave is user experience-centric. Such novel mobile collocated interactions may include clothing, accessories, prosthetics, and jewelry. One particular example is ISN'T IT ABOUT TIME which explores extending smartwatch interactions to turn personal wearables into public displays. Adopting ideas of proxemics could allow for designers to better condition each individual's personal motivations and perceptions with their interactions with both devices among others, to better support their experiences.

"Soft wearables" include clothing and textile-based When designed well, they leverage the cultural, sociological and material qualities of textiles, fashion and dress; diverse features and meanings of the body; as well as the qualities and capacities afforded by smart and programmable elements. When designing soft wearables a designer must consider a selection of requirements that not typically demand focus when designing products that are not worn, including: sensitivity to material detail; an eye for fit and comfort on bodies with diverse shapes and movement capacities openness to a diversity of meanings that may be generated; as well as consideration of wearers' intimate relations with technology. Soft wearables allow for greater scope within these requirements. Using smart textiles and soft electronic interfaces in wearables opens up the chance to build relationships wearers' senses in diverse and subtle ways. A knitted garment for example can deform and reform as your body moves and pushes up against the fabric. When augmented with smart capabilities, such deformations may be used to sense engagement and trigger events.

But, There are a number of technological challenges for designing user experience such as binding, security, spatial registration, heterogeneous platforms and sensors, non-touch interaction as well as development and runtime environments. Furthermore to these, there are social challenges such as privacy, social acceptability, social participation, social exclusion and social engagement. There are a number of Perceptual and Physiological challenges such as varying display resolutions, luminance, effective visual fidelities, visual interference, color or contrast in display overlap that can be familiar with body proximate ecosystems.

4 CONCLUSION

Today, mobile application development technology is evolving at an extremely shocking pace. User experience is becoming an extremely crucial feature when it comes to the digital landscape. It defines how the user feels and considers your product from his or her own perspective. It is about making something valuable, user friendly and effective for your marketplace. However, in market where quality and performance always come before brand loyalty, making a fluid user experience (UX) is paramount to the success of any mobile software development project.

REFERENCES

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Andrs LuceroEmail author, James Clawson, Joel Fischer and SimonRobinson

Mobile collocated interactions with wearables: past, present, and future Nov 2016

[2]

Oscar TomicoEmail author and Danielle Wilde

Soft, embodied, situated & connected: enriching interactions with soft wearables June 2016

[3]

Jens GrubertEmail author, Matthias Kranz and Aaron Quigley

Challenges in mobile multi-device ecosystems Aug 2016

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