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  • stop websites collecting user data and using it for behavioural advertising Is behavioural advertising so bad If you reframe it as personal recommendations then it s a feature many value We must remember that all advertising is carefully placed to get maximum exposure to the right market If they are trying to let consumers control whether they receive behavioural advertising then focus on that don t put in place blanket legislation which will cause far more damage to online experiences They should be legislating to control the use of the data rather than the mechanism for collecting it What s the problem with asking for permission In normal life I don t expect people I meet to get my consent before remembering details about me On the contrary I am flattered when I discover that they have remembered me and are willing to tailor future conversations I would however be upset if they had slipped something into my bag without my knowledge Asking for permission for cookies is effectively likening cookie placement to putting something in my bag rather than remembering something Physically that may be more accurate but the metaphor causes problems because we re dealing with technology not people Technology can only remember by storing data and it needs to store it where it can get to it The legislation requires explicit consent before a cookie is placed With a willing user in the right context this can be as simple as ticking a checkbox during registration like the remember me ones on many sites Things are not always so simple Interruption In a lot of situations users are in a state of concentration or flow and will be interrupted by the request for consent This damages the experience and therefore the brand Comprehension of benefit vs risk Cookies are simple text files which can do no harm to your computer and they are usually used to great benefit much of which will not be visible nor should be to most users The less technical are likely to get upset about a file being placed on their computer and will say no without realising the impact on their experience What can website owners do The details of the legislation are not yet available even though the restrictions are officially coming into effect in May 2011 Here are a few initial thoughts Placement of consent It is important to identify the susceptible moments when consent can be easily framed in terms of benefit and with least impact to user flow Consent wording The wording on the permission is critical It may be that the explicit consent will need to be specific words I hope that these are focused on the benefits to the user rather than the technology or dangers Authentication Consider piggy backing off a single sign on service A client of ours has been implementing Facebook registration This works well because users are often already signed in to Facebook meaning that our client can identify them and

    Original URL path: http://www.foolproof.co.uk/thinking/i-like-cookies/ (2016-02-14)
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  • being able to perform spontaneous and quick tasks on the go is highly desirable however the 2FA device conflicts with the advantages and convenience of a mobile phone and adds to the items they must carry or remember to have with them Personal security is also a major concern for users as many feel the device acts as an indicator of their activities making them feel vulnerable in public So what is the tipping point where convenience outweighs security within mobile internet banking We found that the additional steps and awkward interaction in an uncontrolled external environment meant that users felt the card reader was too strict for lower risk tasks such as checking a balance During more complex and higher risk banking tasks such as setting up a new payee the 2FA device was deemed acceptable however as these tasks do not need to be spontaneous and can be planned this was not considered necessary to do on mobile Tasks such as making a payment lay somewhere in the middle of these two extremes and produced varying opinions on whether a card reader is necessary or not So should 2FA be compulsory for all mobile banking tasks As Tom Wood explains in his blog Which Weighs in on bank security we have to design for compromise between security and convenience when we think about the UX of bank security 2FA devices don t drive users away when on a computer but they will function as a channel barrier if adopted across all tasks within mobile internet banking With the majority of users wanting to use their mobile for basic tasks such as checking their balance it seems a hybrid approach whereby memorable information is used for log in and 2FA is used for higher risk tasks might be one

    Original URL path: http://www.foolproof.co.uk/thinking/2fa-vs-mobile/ (2016-02-14)
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  • to sales growth As more retailers invest in mobile sites or at least make the changes to their websites that help them render more effectively in mobile browsers more users are conducting their research and short listing on these devices However problems start to proliferate when moving to the checkout process Often the jump to secure side is done via pop ups or redirects an experience that is more disjointed on a mobile device In our work we come across many instances on mobile of forms that are difficult to use sometimes impossible and input errors are common place drop downs that don t work post code finders that don t trigger buttons that don t render and tabbing that doesn t work Also because of screen size forms can be long and confusing user confidence can erode as they have to zoom in and out and cope with fiddly typing and locating errors on the page This is happening because many retailers are simply not investing in the same kind of rigorous usability testing of their mobile site as they do with their website The emphasis has been on simply having a site rather than having an optimised site The larger retailers have invested in dedicated Apps Amazon Ebay and Asos will all get high usage this Christmas and these help by having registered accounts that make the one click nature checkout process simpler However Apps can be costly to maintain and for retailers the long term trend seems to be away from Apps and towards mobile sites In the next year we will see a proliferation of mobile wallets and Tap to pay NFC offerings which should help bring the benefits of one click purchasing to a broader range of mobile site Added to this better exploitation of

    Original URL path: http://www.foolproof.co.uk/thinking/whos-dreaming-of-a-mobile-christmas/ (2016-02-14)
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  • keys to success 1 Get the basics right The first step for any of these platforms will be to get the basics right That means making it easy to find content purchase it download it and play it This sounds like a given but as we ve seen it s never as easy as it seems 2 The right content In the last five years iTunes and the App Store have made the importance of having a healthy ecosystem increasingly apparent Success requires having the right deals in place with content providers and an ecosystem that is attractive to developers Content also needs to be varied offering entertainment for both long and short periods of time and for different types of users 3 Multi platform stores Anyone who wishes to succeed in the living room needs to focus on how that platform can be accessed elsewhere Customers expect to be able to plan downtime away from home take content experiences with them and browse stores on second screens not just use the platform s primary device 4 Personalisation and discovery The likes of Amazon and Netflix have shown the power of using data to personalise store experiences aiding the discovery of new and old content The same techniques haven t been used to the same extent on other platforms making them more difficult to find new content on 5 Make it an experience in itself Physical stores have long focused on providing an enjoyable browsing experience as well as a serving a functional purpose as a place to buy goods Ikea s showroom is a great example of this showing items in the context of rooms before customers go downstairs to find goods in the warehouse Many content stores are still like the warehouse functional and not an experience in

    Original URL path: http://www.foolproof.co.uk/thinking/battle-for-the-living-room-heats-up/ (2016-02-14)
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  • needed This kept the TV as the primary focus for people s attention a less disorientating experience The key takeaway here is to ensure that users know which screen they should look at and when they should switch their attention to the other There must be a clear reason for having information on the second screen and players shouldn t have to jump back and forth between them too often Different uses for different content Xbox SmartGlass allows tablets and smartphones to interact with the Xbox 360 to enhance both video content and games Once connected a mobile device can be accessed by the console and acts as a second screen One example shown was the HBO Go app which showed hit series Game of Thrones playing on the TV while a tablet displayed a map and highlighted each location in the show Another demo saw a game being played on the TV while a map was shown on a smartphone Microsoft presented these two scenarios as equally valid uses of the technology but in practice this may not be true Watching TV is a passive action leaving your hands free to hold and control another device Gaming is different though you re actively playing the game using the controller in your hands and are focused on the TV screen This doesn t leave you with any spare hands to use your other device unless you pause the game This suggests a somewhat awkward usage pattern when used with games Communicating gameplay to users It s relatively easy to communicate traditional games to consumers all you do is show images and videos of the gameplay on the TV With multi screen experience this is more challenging Publishers need to help players understand what the game will be like particularly whether they will be standing up or sitting down and how much movement is required With the Wii Xbox Kinect and PlayStation Move all three console manufacturers have experience of marketing games with novel control mechanics and this will be key for multi screen gaming As more games become multi screen experiences the way their use it illustrated will have to become more about what people are doing rather than what is on the TV The most promising example yet Watch Dogs The most impressive multi screen experience at E3 was one that was barely publicised Ubisoft s Watch Dogs was the standout title of the show but its companion iPad app was only shown as an afterthought in the demo at their booth Yet it was the app and not the game which everyone who saw the demo was talking about afterwards Its iPad app showed a 3D rendition of the game s city in its signature black and white digital block style Its streets could be navigated using simple touch gestures and locations examined allowing you to plan missions in advance While the developers were non committal over its exact features they described being able to see you and

    Original URL path: http://www.foolproof.co.uk/thinking/multi-screen-gaming-experiences/ (2016-02-14)
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  • Microsoft want them to instinctively turn on their Xbox 360 for their entertainment needs rather than just seeing it as a games machine Sony s press conference revealed a slightly different tact With Microsoft having moved to the top of the console pile and begun to focus on other competitors the pressure is off Sony to a degree allowing them to indulge more in creativity In Beyond and The Last of Us they have two extremely promising games which have the potential to sell more of the ageing PS3 console Both are cinematic action adventures that will appeal to a wide audience the former will star Ellen Page the Canadian actress known for her roles in Juno and Inception Both Microsoft and Sony will benefit from strong third party publisher support particularly from Ubisoft and EA whose franchises continue to perform well Nintendo are in a difficult situation and E3 did little to dissuade doubts in its upcoming Wii U console set for a release this Christmas Its controller has been altered for the better and now includes a NFC reader and writer which could prove interesting Its games pipeline looks weak though with many games such as Batman having already been released on other consoles With Microsoft and Sony planning their next generation of hardware Nintendo only has a short window in which to make the most of Wii U sales and whether it can do so is questionable If it cannot it will have little room to manoeuvre to remain competitive While there were few groundbreaking announcements at this year s E3 a number of minor trends continue to emerge Multiscreen gaming experiences and cloud gaming saw more attention than before while mobile and social gaming also featured on the periphery of the larger console titles E3 is

    Original URL path: http://www.foolproof.co.uk/thinking/e3-2012-a-round-up/ (2016-02-14)
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  • their revenues The Kinect and to a lesser extent the PS Move have fulfilled this role and we should expect these to be featured prominently again The battle for the living room In the past it s been easy to look at the videogames industry in isolation with its slow predictable cycles In the last few years things have become more interesting as the industry has branched out into broader entertainment categories such as film and TV while new threats have emerged from elsewhere The shadow that Apple who don t attend E3 casts on the industry is significant and growing With an annual release schedule for the iPhone and iPad they ve been able to quickly improve their hardware to a point at which it can run full 3D games Combine this with the App Store and the low prices which have become the norm on it and you ve got a formidable competitor to the videogames industry establishment At the same time Microsoft and Sony have been repositioning their consoles as entertainment systems rather than just gaming devices Both now provide access to TV and film on demand with streaming content partners including LoveFilm Netflix Sky and the BBC Consumers now have a wealth of choices when it comes to accessing video and the videogames industry is aiming to become people s default choice for accessing content through their TV Multi channel games One intriguing trend which we re likely see more of this year will be multi channel gaming experiences One great example of this is the latest Ghost Recon game in which you command a squad of futuristic soldiers While the game is primarily played on the PS3 or Xbox 360 a separate tablet app allows gamers to customise their weapons and then use them in

    Original URL path: http://www.foolproof.co.uk/thinking/e3-2012-preview-whats-next-in-videogames/ (2016-02-14)
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  • Think about it like a chameleon changing its colours it may look different depending on the environment but it s still the same animal underneath The Boston Globe website is a great example of responsive design in practice Open it on different devices or simply resize your browser window and you can see how the layout and content adjust The benefits This approach has two main benefits Responsive websites work on all devices even ones that don t exist yet so when a new device like the Kindle Fire comes out you don t need to change anything on your website to support it It forces you to serve the same or similar content to every device and therefore creates a more consistent and richer user experience Many mobile websites fail to address user needs because they wrongly assume the user s intent Mobile sites with a small subset of functionality can be useful in some situations but often fall short in others The best way to build a responsive website is to start with the mobile layout a technique often called mobile first This encourages you to focus on a few pieces of core content and functionality rather than having the luxury of a large screen to play with Deciding what s most important can be a difficult process but the end result is a more focused product The drawbacks While it s rapidly maturing responsive design is still a new technique and that novelty has its costs Technical workarounds are required to adjust content such as images for different screen sizes and the workflow for building a responsive site has yet to be fully established It is also more time consuming to conceptualise and design a site in many different layouts at once Greater care is required to

    Original URL path: http://www.foolproof.co.uk/thinking/responsive-design-what-it-is-and-how-it-works/ (2016-02-14)
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web-archive-uk.com, 2017-12-16