Why telecom companies are so far behind the times

To people in the tech industry, telecom operators seem helplessly behind the times. To most people however, telecom companies are their only real connection to tech. So why are they so far behind?

Telecom companies still don’t sell most computers on the market. But they do sell the internet connections, the smartphones that are increasingly like computers, the minutes and text messages we plow through every day to communicate.

I used to work for one of the largest telecom companies in Sweden. I started my carrier there with the hope I would help them transition from the “minutes/texts” model to the content distribution model. Because eventually, all the services a telecom company offers today will be software only. Based on open internet technology. How do I know? Because it already happened. Delivering content could’ve been a profit model that outlasted the current model by decades. Then the iPhone launched.

At the telecom company I worked for there was no uproar. In fact, I remember walking around in stunned surprise because of the lack of reaction. They didn’t get it. Or got it but didn’t let it show. Needless to say, the iPhone took the content market out of our hands. The App Store was now the de facto content distribution system. Then Apple launched iMessages.

I came in at work wild eyed and excited. Apple’s iMessages work by sending text messages through their notification system. Telecom operators usually charge per text message iMessages are not distinguishable from other notifications making them impossible to count and impossible to stop. Even if the telecom operators would like to stop iMessages they can’t. Not without breaking the notifications on the iPhone, making millions of customers complain and even worse; the CEO’s mail would stop working on the golf course. Now I knew there was only one way out, telecom operators would have to step back, and start charging for network bandwidth. A lot like the internet connections pre-broadband. But that isn’t happening.

Telecom operators take in most of their profits from text messages. The rest from voice and contracts etc. They generally take in very little profit from charging for data. On the other hand most of a telecom operators costs, except building the network, come from counting and billing for minutes and texts. It’s a hard and advanced process. Billing for data traffic is very easy. The future is clear, telecom operators will sell data plans and earn their profits form that. So why are telecom operators all over the world still bundling minutes and trying to block Skype?

I looked for answers at my company. I talked to everyone around me, no one cared very much. After weeks of this I started to realize that the middle managers didn’t care but the executives understood. But were stalling. For what? The same reason the music industry doesn’t embrace digital distribution.; the income model will change so drastically that the market will become instantly competitive and changing again. This is frightening.

Every manager and executive in the telecom industry today have basically made it their policy to stall for change. Until the market has evolved so far that they can not hold it back any longer telecom operators will continue to wish for the music industries dream: Not in my lifetime.

This is what they hope for. That the change will come after they quit. That the drop in profits during a turbulent shift will not be on their resume. That the scandal of firing hundreds of employees to pivot a large company does not land their name in the press.

This is why telecom operators are holding back progress, and trying to stifle products that run through their network. This, almost insane, way of doing business is helped by the fact that telecom operators are large enough to nudge law makers in their direction.

The next time you wonder why the network isn’t faster, why video calls are still no where to be seen and why your iPhone doesn’t do something amazing. Know that this is why. There are no technological hurdles to overcome. There is no law making it harder than it needs to be.

There is just a bunch of scared old men who have become scared of the inevitable. Who fear change.

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How the Apple iTV will work

Most journalists now believe Apple will be releasing a TV this year. Speculating over Apple’s plans is close to impossible, but if we look closely at what Apple have been releasing over the last few years I think we can predict what an Apple iTV would be like. There are a lot of problems. All of which would be solved by taking the problems out of the TV set and instead making it a much more connected device.

Go to market problem

When asked what he thought about set top boxes a few years ago Steve Jobs famously replied that there was no good go to market strategy.

The TV market is very different from Apple’s usual markets in that consumers tend to buy new TVs close to 10 years apart. While Apple prefers to update their products every year.

“What is remarkable is how Apple can use iOS devices as wireless set top boxes for the Apple iTV.”

The Apple iTV though, won’t need to be updated every year. I believe Apple will release basically a huge monitor with some inputs and a decoding chip. The chip will easily be able to push 1080p or maybe even higher quality video in crisp quality. But in itself that is not remarkable. What is remarkable is how Apple can use iOS devices as wireless set top boxes for the Apple iTV.

User interface

Apple has always been famous for their interfaces. From the mouse to the click-wheel to the touch screen, Apple has always tried to create intuitive and immersive user interfaces. For the Apple iTV they have just released a UI that seems perfect for a TV set. Siri.

Using natural language to control your TV could be spectacular. Of course they’ll probably throw in an Apple remote just to make everyone comfortable. But I will bet we will all be telling our TVs to turn on and off in the near future. And all iOS devices would also control the iTV, of course.

Content

Think of all your content from your Mac, your iOS device and your iTunes account seamlessly streamed through iCloud. The Apple iTV hardly even needs any local storage.

Some exclusive deals with production companies are sure to come. But if we look in the Apple media library they already have a really good offering. What they lack is real time programming. Most real time broadcasting is already available for iOS devices however. Which brings us to apps.

Apps

The Apple iTV doesn’t need apps. Don’t get me wrong, I want apps. But here’s the magic sauce in my prediction. Apple won’t make the iTV a stand alone device. The market doesn’t update their TVs often enough for that. Instead the iTV will be an insanely great screen on which to project your content. From iOS devices. From iCloud. From Mac. Where you find AirPlay, you’ll be able to push content to your iTV.

Real Racing2 Party Play

Four devices could render 4*1080p...

Want to play a game? Use your iPad or iPhone for controls and they’ll sync the games graphics onto your iTV screen.

Want to see a movie? Start it on any device and just click AirPlay to show it on your iTV.

Want to listen to music? You get the point.

This might sound underwhelming. Apple’s announcements often seem so at first glance. But then you realize what a profound change in the way you use technology it offers. Think about having a monitor at home that can play all your digital content. No matter what it is. Playing a game on your Mac? Watching a movie on your iPad? How about doing both side by side. Since the devices steam it to the iTV, it can handle anything you throw at it. Why not let your kids play games while you watch the news? Someone walks in with some photos to show? Put them up there with everything else.

“The best thing about it is that it doesn’t need updates.”

The best thing about it is that it doesn’t need updates. Siri will get smarter through iCloud. More and more content will be available through iTunes. And every time you buy a new phone or tablet the iTV get’s a major bump in features and power.

All wireless. All simple. A perfect Apple strategy. Or is it?

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A UX review of Clear, todo list manager of the future

Meet Clear, the todolist manager that does everything right.

Clear for iPhone from Realmac Software on Vimeo.

Intuitive interface

Clear has no interface. It just uses swipes pinches and touches in a list the same as you would on an image. While there is no such thing as intuitive, this is as close as I’ve ever seen.

But the best part about clear is it’s use of color and sounds.

Use of color for information

Colors are used in the lists to show priority. The more saturated the color, the more important the task. Now the tasks are already in a list, so one could argue that adding colors to it is redundant. But this is not true. Any human scanning a list will see each item as equally important. Most of us tend to try and put the most important thing at the top of the list but every time we look at the list we still browse more than one item.

Making the list colored gives a subtle hint that you don’t need to look at other tasks. This is the one.

It also gives the user a reason to order the list properly. While the app never tell the user they have to, just creating a rule that says the top is higher priority will make users want to use the rule. Think of it like a hidden keyboard shortcut. Once you learn it, if it’s a valuable shortcut, you stick with it.

Sounds that make it fun

Audio feedback has been used to great effect in games for decades. Which is why I’ve always found it odd that it’s had such little attention in software tool design. Until now.

Clear has a sound effect for every function.

New item? Pop.

Clear app: adding tasks

Finished item? Ping!

Clear app: completing tasks

Delete item? Swoosh

Clear app: deleting tasks

But I really mean sound effect. These aren’t just midi notes annoyingly stacked to make an awful racket.  These are effects that sound great by themselves and stack neatly. What do I mean by stack? If you complete several tasks in a row, you don’t just get an annoying amount of pings. You’d hate that. Instead you get a rising scale of pings that together seem to form a rising crescendo. Which incidentally is exactly like the normal sound design to gaining point in video games (remember picking up coins in Mario?)

UPDATE:
The awesome sound design was done by Josh Mobley.

Getting out of the way

The reason the design of Clear is so impressive is that, while the UI reinforces the users positive emotions of using a todo list, it get’s out of the way to let the users focus on thinking about tasks.

There’s simply nothing else to think about. And you won’t get those soothing sounds of completion if you don’t complete some tasks.

Summary, or: is it awesome?

Clear is the best interface for getting things done I’ve seen so far. On any platform. It’s also responsive like few apps on iOS.

It does gamification right by letting the user learn it’s features intuitively and reinforcing the actual use of the product instead of showering them in useless badges.

Sadly however, it also really doesn’t have a use. At least not for a todo-list power user such as myself. Enter a 100 tasks into Clear and you’ll be looking at an infinite list with no overview. There’s no search, there are no smart lists. But these features would not improve the product. In fact, I think including more features could destroy the product.

If you use lists often but don’t have 1000 tasks in them. This app will make you smile on your way.

If you use really long lists, this app will be nice to play with but not useable.

Should you buy it? YES. If only to support good design.

 

 

As usual, the Verge has the best video first look:

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The Psychologist’s View of UX Design

The Psychologist’s View of UX Design

I’ve always been constantly surprised more interaction and UX designers don’t think in these terms.

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An example of interactive UI design, the future of web design

HTML5 is a name we give the next level of web technology, it’s just simpler to remember. All the web is built using HTML, CSS and Javascript and with HTML5 new and better ways of using these languages are being made available everywhere.

The revolution started with the iPhone.

With the launch of their breakthrough device they didn’t intend for developers to be making Apps. Apple instead believed that developers would make web apps using HTML5 and save the web app as an icon of their phone. Surprisingly open by Apple’s standards the strategy soon changed to native apps because web apps simply didn’t feel quick enough.

Web technology is getting better

However, as HTML5 becomes a standard on PCs everywhere web apps are approaching the same sophistication as native applications. The hardest step now is for developers to take the plunge and create these great new interfaces and not get stuck in the old way of thinking and just pushing out another blog.

One of my favorite designers, Dustin Curtis, is leading the way with this new UI element on his site; the Kudos button.

It looks great. It’s fun to use and it’s a really simple way to add some life to a site. It doesn’t work on touch interfaces for obvious reasons. Sadly Dustin hasn’t made the code available yet, but most programmers could probably copy the concept. It’s that easy. We just have to make sure we starting thinking less about static web and more about user interaction.

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UX trend predictions of 2012 B:

Whenever likeminded creative people try to innovate trends emerge. Ideas give birth to ideas. As ideas keep combining in the heads of creative people everywhere some ideas become more sticky than others. I’ll document some of the trends in user experience design I predict will become the norm in 2012. You can find my first post on the subject here.

Another example from a 2011 app is the amazing full screen representation in Wren.

Wren app for Mac

 

White space apps

When I first saw Wren I was amazed. It was focused and minimalist. Therefore I was shocked to see the full-screen button in the top right corner of the app, “Wouldn’t that completely wreck the experience” was my knee-jerk reaction. Then I tried it and another trend was obvious, apps that scale without bloating their feature sets, or White space apps.

Why are White space apps different? Mobile.

The mobile revolution has some interaction and UI designers scratching their heads or pulling their hair trying to fit all the usual information. The current computing paradigm has relied on massive amounts of text and information tags for a long long time. Even programs that have really tried to rid themselves of rarely used functions or unnecessary amounts of help information have sometimes been stuck in contextual help hell due to the modus operandi of desktop interface design.

No more. Mobile has rid us of all these things. And some designers are provocative enough to realize that less really is more and simply scale their apps without adding more information or complexity.

Is this good or bad?

Only time will tell. But the dominance of mobile design today tells us a lot about what people like. I think it is less about the iPhone being a must-have product and a lot more about really smart and beautiful apps that are just complex piles of engineering on other platforms.

Simple is better. And using white space to focus the users attention on a sparingly chosen set of functions beautifully designed makes this clear. I believe these minimal products will in the future continue to trump the feature behemoths of yesteryear.

Due for iPad

Due for iPad

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Don’t translate your catch phrase

From time to time I see big brands betting heavily on a phrase or a named function. The Windows Start button, the Facebook Like button etc.

But time and time again I see these same big brands translating the phrase… Somewhere, some person at these companies missed a fundamental part of branding: don’t change names all the time!

It doesn’t matter if these phrases are verbs such as in the “Like” button. It’s a part of your brand. If you translate your brand, you’re starting a new brand.

Awesome button

 

(image via Techcrunch

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UX trend predictions of 2012 A:

Whenever likeminded creative people try to innovate trends emerge. Ideas give birth to ideas. As ideas keep combining in the heads of creative people everywhere some ideas become more sticky than others. I’ll document some of the trends in user experience design I predict will become the norm in 2012.

An example trend from previous years is the scroll down to refresh design. Created by Loren Brichter for his famous Tweetie iphone app it has since become the standard for refreshing feeds and lists in apps everywhere.

Example from mobile webKit build

Related function Panels

You’ve seen them already. Open your Facebook app and look at the button in the top left corner. Tapping the button or swiping the interface from left to right opens the menu:

Facebook iPhone app

Facebook iPhone app menu

 

 

 

 

 

 

 

 

 

 

This background panel is always there. Neatly integrated in iOS navigation panel.

The iOS navigation panel? At the top of all iOS apps with many views is a bar that usually has two buttons on it. This bar is called the navigation bar in the iOS SDK and intended to be used like this:

  • the left side button steps you back in the app. Just like the back button in your browser.
  • the right side button steps you forward. Showing the next step or function in the app.
Related function panels will become a trend become complex apps need menus, and no one wants to start the app in a menu. Instead starting the app smack in the middle of activity giving the user an option of accessing the menu by “stepping back”.

Why is this different from a menu

But the reason I call the panels related function and not menu panels is that when a menu is that as soon as we have this paradigm, panels on either side that are “behind” our current view in chronological order. We can show the user all sorts of related information and functions, regardless of the apps functions.
Take for instance Path 2.0, a beautiful example of UI design. It too uses the left side menu, but to the right it shows your friends list. In the Facebook app this right side button opens sorting options and not a panel at all. This doesn’t matter. As long as the paradigm is in place, panels will start showing up with the most important related functions in apps of all sorts.

Is this good or bad

The design works great in the Facebook app, in the Gmail app and in Path 2.0. But if it will work when lots of apps join the trend? We can’t know beforehand.
The design is solid from a perception and usability perspective. It also looks great. So I’m hoping to see some innovative use of it shortly!
Gmail appGmail app

 

 

 

 

 

 

 

 

 

Path 2.0 appPath 2.0 app

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Defining A Principle of Quality that works

Quality was what set the good craftsmen apart form the bad ones. It was why some brands became more revered than others. The illusive idea is why Apple sells so well, why some artists are better than others. But what the hell is quality? Does it change from artist to artist? Does it mean something different for cars than for software? No. I don’t think so. I think there’s a common feature for all types of good quality.

Using Cognitive Psychology to reveal quality

In academic circles scholars of cognitive psychology  have been debating and hacking the human perception for a very long time. One of my favorite tidbits of knowledge from my student days is that negatives are worth twice as much as positives. That means if I give you $100 and then take it back, you’ll feel as if you’ve lost more money than you felt you gained in at first. Put another way: if you spend $50 and earn $100 dollars you’ll feel you made about even. Losing something is negative, and is therefore twice as important to you perception.

This gives us valuable clue to Quality. Let’s see how far that can bring us.

If negative values, and negative experiences, create stronger reactions in users we should look at minimizing these as much as possible. If we get close to no negative values we’ll have a  really solid product experience regardless of the products positive values.

For example, if you create an app where every action gives clear feedback it will feel great. Even if the UX design isn’t all that great from the start.

Getting the values right

But wait, let’s back up a bit. What is a negative value? And what is a positive value? We’re talking about products here! What is a negative in a web app?

Happily, another branch of cognitive psychology has dealt with what value is. This is the theory: there is no “real” value. Only subjective, or perceived,  value. That is to say: water to a man dying of thirst has a lot of value, while water to a man at a cocktail bar in NY is worth very little. This sounds really basic right? But if all value is relative to experience that also means that we determine reasonable prices from prices around us. We distinguish beauty not by their own beauty but by how much less beautiful the other people around us are. Dan Ariely has some great examples of this in his book Predictably Irrational.

The good part starts 12 minutes in.

So all value is interpreted relative to similar experiences by each individual. How does that help us? That means every experience is valued compared to other, similar, experiences.

So?

Well if people experience negative values much stronger than positive ones, we need to focus harder on making our apps perform at least as well as other apps the users are using instead of trying to one-up our competitors. This will make out UX more positive than focusing on making the positive experiences better. Most Human Computer Interaction studies are actually based on this. They’re often studies to define how consistency works. And consistency is exactly what I’m talking about here. But not internal consistency, while that to is extremely important, but experience consistance for the user. No matter what that use might look like, spanning over machines, apps, platforms and use cases.

Summing up

A principle of quality, a rule of thumb that works for all products and services, is not making something really well. It’s minimizing the negative impact of shortcomings.

So how do we use this principle?

  • Don’t show the user experiences that aren’t finished. Release early release often as much as you want, but don’t release half baked.
  • Polish one feature instead of making two features.
  • Make sure other apps aren’t making your experience feel broken by creating an experience gap that will feel negative for example the pull-down-to-refresh UI of iPhone apps.
  • Look at the platform. Look at the most popular uses. Look at the environment it will be used in. Then try to be consistent.
  • Make your marketing consistant with your experience, or you might end up making your product feel worse than it is

The perfect example of not understanding quality is the Nokia N97, enjoy!

Another great example of achieving quality, not by adding features, but by managing your negatives is the iPhone and iPad operating system. Just compare these transition effects from iOS to the Android counter parts:


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Quora – win or fail? A User Experience study

I recently was asked to check out Quora again. This time from a UX standpoint. I found a lot of strange design decisions and an almost crazy implementation of “Gamification” so I thought I had to share it:

Quora logo

First Impression

What does this do? Quora is a mess of questions. That’s a good thing. But it’s also a mess of features. There is no real overview to how the service is supposed to be used nor how the features fit together to create a whole. It feel like a mess of somewhat related features that have been randomly added to a wiki.

User feedback loops

All services and products intended to be used more than once work because their is a loop in user interaction. After we’ve done what we came for we’re back at the start and can do it again.

Feedback loops is a way to look at how feedback is introduced in the loop to keep users going forward and using the product. Quora does this really strangely.

There are two ways to understand what happens in a loop, one is to look at emotional impact or internal steps in the process from the point of view of the user. This is called the intrinsic loop. The other is to look at the service’s constructed steps from the point of the user. This is called the extrinsic loop.

Intrinsic

The value in looking at both of these is to see where they meet and reinforce each other. So how does the intrinsic loop look?

answer questions -> gain social proof in form of replies, votes and followers -> answer ranks higher on lists of answers -> return

This loop works well. Interacting with the site gives you a sense of communicating with other users. Though notifications are bad and it’s hard to really understand what is happening, there is a definite sense of activity spawned from other users interacting with your content.

Extrinsic

So how does the extrinsic feedback loop look?

Add information (unidentified) -> earn points -> use points to request answers -> no return

Basically it adds points but not to obvious steps in the loop. In fact, Quora only seems to add points for adding information. But Quora doesn’t tell us why, how much or for what we earn these points.

This is an extrinsic loop set up to give users rewards for interacting that doesn’t reward user for interacting. What went wrong here? Quora is giving out points for interacting with Quora, but not with other users.

The problem is humans don’t think of services as independent entities and don’t expect to interact with services, humans expect to interact through services. Another problem is that these rewards aren’t reinforcing the intrinsic loop but instead starts rewarding an entirely different behavior. And last but not least, there is no clear end or way to start again from when you receive rewards. Rewards are doled out in the middle of the intrinsic feedback loop.

Gamification or What Bumblebees feel about Bicycles

Points. Just add points and it’s a game. Just add points and the weird statistical exercise has miraculously turned into “fun”! Right? No. That’s not how it works, you can read all about how to add the fun here. But Quora doesn’t care about that, you get points for adding content but aren’t told when or how much. There doesn’t seem to be a differentiation between how you add content, you simply receive an arbitrary amount of points.

There’s only one way to use points. You can pay others to answer questions. That’s it. You can’t even compare your points to another users.

Quora app icon

Summing up

Quora is awesome. What makes it awesome is the high level of interest from other users. The problem is, Quora does little of anything to enhance this. More often it gets in the way.

The service quickly became famous for supplying answers from high level CEOs and business savvy high performers. Sadly though, it took me hours to find any such answer. It took me hours just to find some interesting questions.

The random points thrown in just increases perception of randomness. Quora is a great idea, close to a good product. Over designed and under thought. It’s confusing as hell and weird to use. But if you’re lucky you can at least get some answers. Just don’t expect the question to be the same one you had in mind from the start…

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