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roman.longoria
oracle.com or roman.longoria@acm.org

Abstract With mobile devices and wireless infrastructures becoming more powerful and
ubiquitous, the corporate world is striving to use these technologies to keep their
businesses competitive. One way is to provide access to enterprise applications via
wireless, mobile devices. Designing mobile enterprise applications provides unique
challenges. The obvious challenge is to design for small devices and usage in a mobile
context; however, one may also need to design for integration with desktop products,
diverse and highly vertical applications, novice users as well as domain experts, and a
scalability of functionality that usually exceeds traditional consumer-oriented mobile
applications and services. Strategies for the design of these applications include a User
Centered Design (UCD) process that focuses on users. tasks, and the contextual
environment. Strategies for building these applications include either developing directly
for a specific device, or using a technology stack that allows the developer to build a
single application that can be accessed on a variety of mobile devices. The combination
of these strategies is reinforced by a methodology that focuses on the realistic usage of
a mobile application, and also reduces the development cost and time. In following the
UCD process, iterative design cycles and usability testing have yielded a wealth of
design ideas and validation data. Lessons learned are provided in this paper as well as
prototypical designs that tested well and those that tested poorly.
1. Challenges for the Designer Designing usable software applications has never
been an easy task. It seems that just as we are getting a handle on designing
good interfaces, the technology changes as we are faced with a new set of
challenges. Software user
cter based interfaces to GUI desktop applications to the web and all of its facets. Modern
wireless mobile applications are the newest wrinkle in the UI design landscape. Although
applications running on mobile devices are by no means a new phenomenon, there is no
question that recent technical advances have catapulted the mobile craze to a new,
higher level. There are many challenges in designing wireless applications for mobile
devices. Some of these involve parameters dictated by the hardware itself, the wireless
transmission technology, and requirements specific to the applications themselves.
There are obvious hardware constraints that hinder the usability and utility of mobile
applications. For example, the screen size to display and interact with information is very
small. The usable display area varies within and between device types. At Oracle, we
have been able to come up with device type specific estimates (in pixels) for safe design
heuristics. For standard web-enabled phones, a typical width is around 96 pixels (or 12
characters). The height depends on how many lines the phone has. Our heuristic is
basically 8 pixels in height per display line (e.g., 3 lines = 24 pixels, 6 lines = 48 pixels).
Personal digital assistants (PDAs) also vary in screen size. For the Palm we design for
153 X 144. For Windows Pocket PC devices, we design for 240 X 268. For horizontally
oriented "smart phones", basically a combination of phones and PDAs, we design for 240
X 120. Compare these numbers to typical desktop or web applications designed for either
1024 X 768 or 800 X 600. No matter the device, every pixel counts, and all effort is made
to maximize the available display area. Another hardware constraint is that text input
methodologies are annoying at best. Entering data on a phone or PDA is tedious and
requires a certain level of dexterity. Even new text input and hand writing recognition
technologies do not really ameliorate the problem. Voice input may someday be a viable
solution, but as of yet, it is not perfectly reliable. To put it simply, applications that
require text input annoy users. Low bandwidth transmissions are also a hindrance. Slow
download time seems to be second only to text input as a user annoyance. Most devices
can download between 9K to 14K per second (no faster than a 10 year old modem!). This
makes every page count even more. To make matters worse, designers and developers
are faced with technology that is in constant flux, and users are faced with all of the
idiosyncratic device specific differences in behavior. The devices themselves are often
awkward
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