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Mobile Applications and Usability

In Oliver Stone's business thriller: 1987s Wall Street, Gordon Gekko strolls along a beach, barking instructions to one of his lackeys down his mobile phone. We see him slowly turn around and the phone is revealed... today, viewers find themselves wondering why he's talking into something that looks more like a clown's shoe than a phone. The simple truth is, that in 1987 even tycoons had phones the size of bricks. Now that times have changed and around 70% of us possess a wireless app, the features, are advancing at a faster rate than ever before. The problem now is, that while Gordon Gekko could use his brick, he'd have a bit more trouble mastering all the features on a palm pilot or a communicator.

What's the answer?

Well, obviously it's thorough user testing.

As the industry races into a future of miniscule technology with numerous extras, Usability practitioners are finding that user testing must involve deeper penetration into the application and with the problems we encounter with each new test, it is clear that the designers have left users behind.

We've developed a system for analysing on-screen navigation and interface use in these applications and combined with analysis of user reaction, psychology and feedback have made recommendations that can increase the usability of a product incredibly.

In recent tests on hand held applications we've found that the main problems users face involve the old chestnuts of: jargon, screen space and the speed of the application.

There's very little to be done about screen size, if the print was any smaller, the catch 22 is that the app would be inaccessible. The speed of these machines can only be dictated by technology, but there is also the issue of jargon. As we all know, jargon is a straightforward usability issue, so while users struggle with the inherent difficulties of these systems, they are once again hindered by all the old worries.

What's the solution? A standardized form of navigation would help, but is unlikely on handheld apps, a standardized terminology would also ease user difficulties, but again, is impractical to the number of services. So the only real answer is consistent, regular testing. This appears to be the only way to iron out user problems inherent in these mobile apps so as to encourage their growing use. Good news for the usability practitioners, bad news for those paying their bills, but in the long run, it looks like an investment that would pay off. So remember Mr Gekko's words in the closing scenes of Wall Street.. "Greed is good" …as long as your apps are.

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