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Slide 1 © Fjord 2010 Designing for the connected world Mobile 2.0 Conference, Barcelona, June 2011

[email protected]: 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

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Page 1: Fjord@Mobile2.0: Designing for the connected world

Slide 1 © Fjord 2010

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

Page 2: Fjord@Mobile2.0: Designing for the connected world

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

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5 mobile contexts the condition of being mobile

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1. Snacking time filling & boredom killing

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2. Location and context

we know where you are and what you are doing

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3. Bodies in Motion

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

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4. Identity and presence

you are your SIM

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5. Device Limitations

Mobile devices have limited input capabilities

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a great mobile user experience = Control + Utility + Bling

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1. Control efficient ways to get stuff done,

much more than apps or functionality

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2. Utility what makes things work

without you really being aware of it

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3. Bling showing off

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e.g. BBC iPlayer Mobile

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Multiplatform Media the next big paradigm

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Content is fragmented across devices and services

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It should be orbiting around you

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Seamlessly accessible from any device

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e.g. Ericsson Touch remote

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Transmedia coming to a reality tunnel near you soon

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

Play interactions / Gamifying

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

Ambient information

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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

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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

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Slide 29 © Fjord 2010

Thank you :) www.fjordnet.com