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  • our oyster cards and trying to figure out a use for Bluetooth for years right At the heart of NFC is something called a tag This is a tiny chip with a flat wire coil usually mounted in a sticker the size of an address label When an NFC enabled smartphone comes within about 3 centimetres of it the phone s energy wakes it up and the chip passes a tiny bit of information often a web address to the phone so that it can pull in the relevant content from the web It s a bit like what a QR code achieves only the connection is made instantly and automatically so no fumbling with apps or cameras And basically anyone can put these tags anywhere They are now so cheap and easy to configure that it makes it possible to embed links into physical objects like signs packaging or posters NFC enabled phones are now being produced in the millions meaning the early majority will have this in their hands by next year Samsung and Blackberry are already committed and there are strong rumours that the next iPhone will ship with NFC Film one betting use case for NFC This one pretty much introduces itself The film looks at some concepts for using NFC in a gambling context Film two tap to wifi This is a prototype of a system which allows users to tap for an instant connection to Wifi Wifi is offered for free in coffee shops pubs and cafes across the country but it s often a hassle to connect The people who came up with the idea filed a patent and have now secured funding from Wayra to develop the idea commercially under the company name Blue Butterfly This is such a great example of

    Original URL path: http://www.foolproof.co.uk/thinking/nfc-in-the-user-experience-foolproof-home-movies/ (2016-02-14)
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  • OnLive and Gaikai I had the opportunity to talk to both at E3 and better understand their approaches to cloud gaming OnLive is a straightforward consumer facing business They sell a subscription service which allows gamers access to all of their content for a set monthly fee To play OnLive you plug a box into your TV and use the OnLive controller provided Everything you see as a consumer is branded OnLive Gaikai take a different approach wholesaling their technology to other companies who wish to provide their customers with a cloud gaming service Partners pay Gaikai a set fee and are then free to recover that cost through whatever business model they choose They also have the freedom to brand Gaikai as they like and change the interface to match their other products A recently announced deal has seen Gaikai partner with Samsung to create Samsung Cloud Gaming Those with certain smart TVs will be able to download an app onto their TV and start playing without a console or PC This wholesale approach was summed up well by a Gaikai representative We re not trying to compete with retailers We re trying to work with them The UX challenges of cloud gaming 1 Handling support Cloud gaming s greatest UX challenge stems from its greatest technical challenge The service is dependent on broadband providers maintaining a fast stable connection between the cloud gaming service and the consumer When something goes wrong who should a customer call This is even trickier for Gaikai powered services Customers might contact Samsung s TV business Samsung Cloud Gaming their internet provider or Gaikai A service must make it clear who to talk to when something inevitably goes wrong 2 Fragmentation of controllers OnLive comes with a controller but with Gaikai you can use any USB controller This lends the question Which controller should I buy USB controllers have different brands and different buttons How will customers know which one to buy Choosing a controller for cloud gaming should be as easy as it is for console gaming Samsung and other partners must either provide a controller or co brand one as certified for their service 3 Managing expectations Cloud gaming is a novel concept which consumers are unfamiliar with Explaining the proposition and communicating its benefits won t be easy There will also be a temptation to overstate how reliable the service will be which could backfire when a customer tries out cloud gaming at home only to find that their connection isn t stable enough If too many customers find the cloud gaming experience to be poor it will quickly be seen as an unreliable technology Businesses must be careful not to let a gap emerge between what their brand promises and what the experience is actually like If left unchecked the damage to their reputation and that of the industry in general could be irreversible A challenging opportunity Cloud gaming has the potential to revolutionise the games industry but to

    Original URL path: http://www.foolproof.co.uk/thinking/the-challenges-of-cloud-gaming/ (2016-02-14)
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  • Content Partnerships EMEA summed it up quite bluntly by saying the TV guide is no longer going to cut it and highlighted that addressing the overabundance of content sits firmly at the heart of YouTube s forward planning and strategy Zeebox co founder Anthony Rose picked up on the same theme with an analogy between the surplus of connected TV content and iTunes where most tracks get zero plays In terms of enhancing content discovery Antony Rose and Ben McOwen Wilson had different approaches indicating that innovation in this area could take multiple routes From social sharing to channel surfing Anthony Rose talked about the notable opportunities for content discovery being inherent in friends and servers Nodding to Marc Zuckerberg and NetFlix Rose highlighted that the road to richer discovery lies within peer recommendations or real time notifications as well as data driven Amazon esque content suggestions With 45 of video content already being discovered by YouTube s audience through social sharing McOwen Wilson spoke of more traditional discovery mechanisms as being the major opportunity for YouTube browsing currently fuels only 6 of video discovery for YouTube McOwen Wilson sees the future of content discovery lying in the creation of new video channels on YouTube alongside an ability to create a customised guide The irony here is that as TV broadcasters are looking to innovate in content discovery mechanisms beyond the traditional channel browsing video content platforms such as YouTube are moving in the opposite direction and seeing traditional channel surfing at the heart of future experiences As Channel 4 is on the verge of launching 4Seven a new channel where programme and content selection is driven by social buzz twitter facebook and other forms of social media it s clear social remains at the top of the list for

    Original URL path: http://www.foolproof.co.uk/thinking/connected-tv-the-future-of-content-discovery/ (2016-02-14)
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  • opportunities for broadcasters I do however get the sense that in reality many people are yet to grasp the full implications of delivering content to an audience who are not bound by place time device or type of interaction Fundamentally content is being commoditised and I believe that attempting to create a differentiated market position through content alone is becoming an increasingly untenable position At Connected UK Thinkbox s Head of Planning and Research Neil Mortensen drew attention to the fact that in some cases digital technologies are augmenting linear content consumption for example through the use of social media during live broadcasts Pocket App s Paul Swaddle also noted the significance of second screen interactions and highlighted the difference between interactions that are connected with live TV content and those that are independent of the first screen Paul finished his talk with a very valid question however actually which is the first screen For me this question draws attention to a key issue for broadcasters that there is no longer a clearly dominant mode of consumption even in the living room While Neil Mortensen was right to draw attention to the stubbornness of traditional TV consumption as a core channel for entertainment and advertising the fact is that connected TVs are spelling the end for content distribution through dumb pipes that are bound to a particular form of content delivery The commoditisation of content is fuelling a trend in broadcast that we are seeing across many sectors that competitive success is increasingly being defined by the overall user experience At Connected UK Havas Media s Head of Digital Strategy David Graham made an important observation from his own experience that while we are moving toward a model of content distribution that is always on people will always have a

    Original URL path: http://www.foolproof.co.uk/thinking/the-connected-audience-tvs-kodak-moment/ (2016-02-14)
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  • iOS 7, flat design and durable interfaces
    shapes sizes and contexts to create delightful products with a tight cohesion of their physical and digital parts Let me explain In a recent article Fastcodesign com commented on how transferable the iOS 7 iconography is to different objects The reliance on more simple shape recognition for apps and features without the need for background textures borders and such means that calls to action allow easy understanding whilst deferring to the form of the hardware for the real aesthetic value What does this mean for the future What this communicates to me is that we may be starting the very gradual decline of computing that occurs against a background with a visible border We may be nearing the time of more passive interfaces that escape the world of desktops tablets and smartphones and pop up throughout the home office and street in common everyday objects We are already seeing amusing predictions for the iCoffee machine iLightswitch iWindow iMicrowave and iFridge All running a delightful variant of iOS 7 iOS 7 app icons have been reported as being too large for their rounded rectangle backgrounds so we will wait with bated breath to see if these are the next borders to disappear from the interface We only need to compare the Apple Safari bookmark bar to the Google Chrome one to see that the absence of colourful icons is not something that troubles Apple What are the risks of this Compared with iOS 6 iOS 7 looks on the surface to offer app designers an inferior level of visual individuality and expression if they choose to adhere to the visual language We are at risk of losing some of the charm that makes textured skeumorphic designs such as Apple s calculator a delight to use so there is work to be

    Original URL path: http://www.foolproof.co.uk/thinking/ios-7-flat-design-and-durable-interfaces/ (2016-02-14)
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  • discussions around mobile increasingly involve mentions of the latest attempt by Apple to cement reclaim delete depending on your opinion its market leading smartphone position If you only have one product focusing on iOS7 app re design may well be commercially viable but within a larger Enterprise business which has embraced mobile as a key channel what is the appropriate strategy in approaching an OS update across a suite of mobile apps Based on your understanding of the user the features of iOS7 may provide opportunities to unlock additional value for your users Or they may not The question is depending on your suite of apps does the potential value justify the investment of time It s vital to understand your audience and their aspirations to confidently make these decisions and prioritise the integration of iOS7 features design structures into your app For our recommendations read the full article on Econsultancy 0 0 0 0 Related content Here s a selection of other articles you may like from the frontiers of user experience or view all in Thinking iOS 7 flat design and durable interfaces By Matt Radbourne The negative brand effect of ill considered mobile updates By Foolproof Technology

    Original URL path: http://www.foolproof.co.uk/thinking/ios7-being-enterprising/ (2016-02-14)
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  • was showing off their visions for a world where devices and services are inter connected to facilitate and enrich our lives Scenarios included communicating with your fridge to ascertain the ingredients available and suggested meals to be created as well as coffee machines that could be manipulated at a distance One of the more interesting angles was how a smarter home could support the elderly and their carers One such scenario demonstrated how notifications could be sent to your smartphone or tablet should the oven have remained on longer than expected Similarly through an automated cap on your medicine bottle a trigger could be sent to remind you to take your medicine and or alert others if medication has been missed Automotive and data streaming This year s hot topic was streaming data on the move and the future of the automotive industry Indeed a lot of emphasis was placed on the ability to stream entertainment content such as music and video into the car Ford announced their stand point stating that in their mind cars are becoming mobile communication platforms and soon there will be a time when computing and communications technology is no longer an accessory but instead a primary part of a vehicle Technology offers a wealth of opportunities for businesses to make more of the time that you spend time in the car including placing emergency service calls and feedback telematics to insurers and or fleet managers These concepts led to much discussion around the role and ability of mobile operators to support such communication with T Mobile announcing data plans which would provide users with a flat rate charges when accessing content whilst roaming Equally Ford identified the need to reduce the product cycle down from 5 to 7 years to 2 5 or 3

    Original URL path: http://www.foolproof.co.uk/thinking/technology-fuels-growth-at-mwc/ (2016-02-14)
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  • native app performance distribution and monetisation Time and continued development will help solve the performance issue but Facebook can help you solve your distribution and monetisation by using their platform to reach your potential paying users Erik Loehfelm talked to us about some user experience basics Focus on people and focus on the context Designing for mobile isn t a technological challenge but an experience design challenge He encouraged us to sketch and prototype ideas first you need to be cheap and fast with your failures to create a better experience The lovely Hervé Mischler gave us some handy tips on the differences between designing for iOS and Android This included some basics on the structure of the overall app but also some useful details such as the UI element dimensions and spacing in Android always being in multiples of 8 The best places to get a better understanding of this is from the iOS and Android guidelines The EU Cookie Directive being enforced this year has encouraged many of us to start looking more closely at privacy online Keri Lambden gave us an introduction to how privacy laws began and went on to describe how you need to build trust with your customers to get them to really support your brand and use your services She s also creating a think tank called Informed Choices to explore how you can innovate to create better privacy solutions Living Services was the talk I enjoyed the most today Louisa Heinrich from Fjord explained how the world is made up of things that don t have screens We use services and interact with things all without thinking about how these are put together The complexity is in the background But a future can exist where the things around us can help us manage our lifestyles even more efficiently Another lovely talk was by Robin Christopherson from Ability Net He spoke about how mobile and mobile apps can make the lives of those with disabilities or impairments easier But if your app isn t programmed with accessibility in mind it can be entirely unusable Don t only cater for the 80 of people with no impairments design for everyone He also explained how the maps in iOS6 aren t so bad They have really advanced VoiceOver services making them one of the best map applications out there when it comes to accessibility The final talk was from Bruce Lawson I found his let s destroy the web talk a little difficult to follow although it was entertaining He was generally being ironic about a variety of features and attitudes across the web over the years that have made it un accessible to a large percentage of users whether it was due to their browser bandwidth or device I m pretty sure he was telling us not to do these things and that we should make the web open and easy to use for everyone but I think the problem was that I felt

    Original URL path: http://www.foolproof.co.uk/thinking/day-two-at-future-of-mobile/ (2016-02-14)
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web-archive-uk.com, 2016-10-26