It's Not the Hardware, It's the User Experience That's Broken

I wax a good deal of my conversations here about the user experience of mobile devices. It's an important point though. We are at the place where mobile devices are more than just attachments to our lifestyle, but they are elements of it. For that reason, software design has to pick up the pace in terms of getting to the point of solving user's issues in an elegant manner.
My latest editorial at Brighthand points out that despite what you read in the newspaper and in reviews, you don't need more hardware or features, but just software that works according to how it was designed to be used. Here is a snippet:
...I say all of this not to bemoan the hardware. Every mobile device sold today has the ability to do everything and more, and do it simply. The problem is the software. Between short-sighted hobby developers, lack of code and user interface standards, and a general lack of discernible direction from major companies, its no wonder the iPhone was a breath of fresh air...
Read the entire editorial at Brighthand. And think about it like this, would you purchase a car knowing that the wheels needed to be aligned every time you wanted to talk it on a different type of road (highway, dirt, hills, city, etc.); you just want to drive and go. The same should be true for mobile devices, the hardware is here to travel far, but there is far too much that is not "just do."
Labels: Brighthand, mobility
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