I started in Web and Desktop and now do pretty much everything. From a
technology perspective, don't assume everything is different. The
toolkits used to do UI development for devices (QT, Java, C, etc.) vary,
but you needn't know the details of how. If you use devices, you have an
idea of what's possible.

What IS different are things like the one below. And they are the hard
part to learn. But here's some things I've learned matter over the
years:
- input mechanisms; touchscreen, small buttons, wheels, etc. How will
someone tell the computer what they want? Obvious, but non-trivial issue
for you as the designer.

- output: voice, small screens, etc. How do they get info/value? What's
the resolution? What "fits" on screen? Ditto on the non-trivial part.

- processing power: often non-PC products have small processors, so you
need to work with developers on what that constrains. Typically it
constraints UI animations, data crunching, number of "apps" running and
the like. With UMPC's becoming prevalent, this becomes less of an issue
(depending on your market), but always good to ask about up front.

- memory size: this is less true lately, but devices can have limited
on-board memory. This most often affects things like the number of
languages you can support, the number of page "templates" you have, and
the number/type of fonts. But that's really only when you have sub-2GB
devices. Work with your engineers to map features to SW footprint.
Typically devices that "capture data" (photos, messages, etc.) will have
adequate memory, since a photo is more expensive size-wise than
software. But that's a HUGE generalization.

- COGS/BOM: you need to be aware of target cost in a way that you don't
for pure SW. Cheap medical devices don't get a lot of memory or
processor speed because that costs. Work with your engineers closely to
map features to HW needed.

- Medical: this is a special area unto itself and hard to generalize
about. But I'll at least tell you that small/cheap devices that people
don't pay for/pay much for will be highly constrained. The "special
sauce" that makes them tick needn't be large in size, nor something that
you understand technically. In fact, most of the time, the
medical/science part is and should be a black box/algorithm-thingy that
you are providing access to/from. If you have a client asking you to
design their glucose measuring algorithm, you are dealing with someone
that doesn't have a product and you should walk away. Medical companies
should have the science. They may not/often don't know how to make
consumer electronics, which is why they hire you.

Hope it helps,
Gretchen




-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Lukeisha Carr
Sent: Tuesday, February 12, 2008 6:53 AM
To: IxDA
Subject: [IxDA Discuss] IxD Work on Various Product Types

Hi All,

It seems that although IxDers do not necessarily have their hands deep
in technology in terms of the implementation of it, we still need to
know the capabilities of the technology behind what we are designing, so
as to not request impossible solutions.  Working on different types of
technical products (other than web technology) is one of my goals for
the future.

Those of you who do not ONLY do IxD for websites/web applications, what
product types did you begin your IxD experience?  Then, how did you
transition from one to another?  For example, if you started out in the
web, how did you move on to doing IxD for medical devices, hand-held
non-web applications, desktop apps, etc.?  For, I would assume that the
technology behind such products as medical devices is so very different
than what is used for the web.  Do any of you shift product types
depending on the project, or have you just shifted product types as a
whole?  What is the most difficult part of making such transitions?  

Thanks in advance for your responses.

Lukeisha




 
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