iPhone’s emphasis on interface

, , , , , , — Rebecca Cottrell on August 17, 2008 at 2:55 pm

I came across this really interesting article on mobile typography at the Ministry of Type blog. It spells out the difference between the iPhone and the average mobile phone.

It’s also the only phone that’s been advertised purely on its UI, because that’s what the whole thing is about. The adverts for the Samsung D840 showed you the hardware buttons and how the glossy front of the phone is so reflective it can be used as a mirror, but with no showing off of the UI. The Motorola RAZR had a similar set of ads – you’re invited to gawp at the thin, sleek hardware, but you’re not shown the UI. Same for most of the Nokia ads in fact. That’s because the default UI is at best workable, at worst, hideous.


Why is most mobile UI design unusable, unresponsive, and ugly? Here’s one theory: “If the UI of these other phones was usable, responsive and beautiful, there’d be little need for themes and a big source of revenue (from advertising on the theme sites alone) would disappear.”

I’m not sure if this is a serious theory, but there might be some truth in it. Desperate to upgrade their poor interface experiences to a superior one, users purchase a new theme, hoping it’ll solve their problems. Unfortunately, themes are superficial solutions to mobile interface problems. Anyway, I don’t think this theory works, though it does highlight a problematic approach to interface design.

Manufacturers need to address the deeper problems with interface design on the mobile phone. They must focus on making software and hardware more powerful in order to accommodate users’ needs, as the mobile phone becomes a web-browsing device as well as a phone. Manufacturers will, and are, shifting from seeing a mobile phone as a mobile phone, to seeing it as a mobile internet device as well. Nokia admitted in May that they’re now competing with Apple, Microsoft and Google.

Mobile’s restrictions are frustrating both for users and for designers. One of the most frustrating things for me right now, to use one example, is working with antialiased outlines on mobile phone graphics. For those unfamiliar with the term, antialias means, in plain English, the smoothing process between the object and the background, whether font or graphic element. (Here’s a simple illustration.)

Mobile interfaces, composed of typography and graphic elements, suffer because of this lack of support for alpha antialiasing across devices. When I say mobile interfaces “suffer”, I really mean users. Lack of wide support for alpha antialiasing is just one example of the inadequacies of mobile interfaces. However, inadequacies present new, interesting challenges, both for designers working with the imposed restrictions, as well as companies spotting opportunities for improvement.


3 Comments

  1. Not sure I buy the themes-as-UI-improver line… first off because they tend to be skin rather than flesh’n'bones, and secondly I’d expect the themes business to be much bigger if they actually improved things!

    As for phones advertised on UI: what about Vodafone Simply?

    Comment by Tom Hume — August 17, 2008 @ 4:37 pm
  2. At least part of the problem is that the interface is an afterthought to many companies. They spend time on the hardware, and then tack on the interface at the end, and there isn’t enough time to give it the attention that it needs. As an icon designer, I see that sort of thing way too often – “We need these icons by the end of the month, because we’re shipping the product the following week”.

    With mobile devices, this may be simply because the companies can get away with it – consumers do often judge books by covers, and in the case, of a mobile device, the hardware is the cover. Hopefully the iPhone does end up changing that.

    Comment by Anthony — August 17, 2008 @ 6:27 pm
  3. It’s what I love about the free market – the people get to vote with their wallet. I don’t own an iPhone but I understand why many people do. Long ago I became tired of pushing certain buttons in a certain sequence that made sense to a certain designer from a certain mfg. It got to the point I had all these gadgets and I couldn’t remember all the ‘rules’ so I found myself referring to the instructions if I didn’t use a particular device on a regular basis. This UI unfriendliness and constant upgrades that required new purchases turned me off to new electronic gadgets. The only purchases I now make are ones I personally test out and get reviews on. As a consumer (and retired engineer) I am much more focused on the capability of a product to perform a desired result well. You hit a nerve with this post and I’m glad to see there are people addressing this issue.

    Comment by Mark W. — August 20, 2008 @ 12:01 pm

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