Nokia S60 and Symbian mobile browsers were leading-edge for their day. We were the first to support full HTML and CSS, pioneered innovations including visual history and most-visited displays, multiple windows, simultaneous downloads, the minimap page overview, and numerous others. Less-obvious UX work included iFrame integration and platform-wide support; the browser was the presentation framework for a number of other apps on the device.
Home Screen Design
Mobile home screen UX design was a competitive battleground in the 2000s. Widgets, multiple pages, scrolling mechanisms, wallpapers, active backgrounds, and alternative access methods all came out of the turmoil. We did enormous amounts of usability testing because so many of these things were new and unfamiliar. One of our innovations was the app library concept.
App Library Design
The application library concept, which accompanied the home screen, was a way to keep your apps and widgets organized, yet available. It's a way to manage a large number of alternatives by being an accessible and inherently organized "closet" where you keep the things you use less often. It was also tightly integrated with the app store (another interaction model introduced by Nokia).
Mobile Search Design
What makes search a difficult interaction design task is that it seems so simple. As a user, you're just looking for something; what could be more basic than that? My teams worked on three areas of mobile search: search as a platform, search as an access method, and search in the context of the browser.
This image is by Tapio Turunen
User guides are part of the UX of a product. They are not quite the same as technical documentation, and not entirely comparable to interactive help. The user guide is the first place many customers initially look for information. But not everyone, and user research tells us that the writing, design, and production of user guides is critical to engagement — and to minimizing customer service calls. Here you see a couple of examples of user guides I created for Apple, in the days when they counted printers and scanners among their products.
Mobile Frameworks Design
UX frameworks are combinations of toolkits and design patterns. Designing a framework you adopt an approach and viewpoint somewhat different than in application design. You're designing things for other designers to use, hopefully in as widely diverse a set of contexts as possible. My team and I worked on OS platform and browser platform UX tools, patterns, and interactions at Nokia. These were embodied in several iterations of the Symbian OS itself and both native and web-based apps.
The first examples of multitasking in mobile devices were constrained by the memory and cpu limitations of the device, as well as by the audience's unfamiliarity with mobile multitasking. Initially constrained by the lack of automatic task management in the platform, we put the user in control and delivered information about recent usage in a simple, easily manipulated panel.
Technical documentation is seldom fun to look at, but it can be crucial to completing tasks. I've produced technical documentation serving as theory of operations, development specifications, networking design, and hardware and software installation, maintenance, and troubleshooting. Outside the realm of pure technology my work includes process and procedure manuals, process designs, ISO compliance work, and technical instructional materials
One more thing
In addition to user-facing information and mobile interaction design, I have these skills to offer:
• Marketing and sales collateral writing and design
• White papers
• Desktop software and website design
• Teaching and training in areas including writing, presentations, XML, instructional design, and more.
• Instructional design, including leader-led, self-paced, and online learning systems.