The six secrets to mobile computing success
  There are six things that developers need to keep in mind when developing for  mobile computers, six things that don't necessarily come into play when thinking  about PCs.
That's how Ben Bederson and John SanGiovanni, co-founders of  Zumobi, described their  philosophies of mobile computing: Immediacy, adaptability, one-handed use,  visual elegance, put the user in control, and thinking differently. The two  engineers hosted a session during the waning days of the Web 2.0 Expo for Web  developers interested in making products for smart phones, mobile Internet  devices, or whatever convention we settle on to describe the next generation of  mobile computing.
Bederson is a professor at the University of Maryland,  College Park, and spends much of his time researching human-computer  interaction, which is getting a fresh look after 20 years of desktop computing.  The surge in interest in mobile devices gives researchers a clean slate to  figure out how people want to use computers, and Bederson and SanGiovanni have  their theories.
Let's take those one by one:
 Immediacy. People have no tolerance for an hourglass on their smart  phone, Bederson said. Developers should aim for a 15-second interaction: Take  the phone out of the pocket, access the information, put the phone back in the  pocket. It should only be out of that pocket for 15 seconds, otherwise, you're  going to frustrate the user.
 Adaptability. The iPhone may have made D-pads and QWERTY keyboards  passé for now, but those types of input methods aren't going to disappear  overnight, SanGiovanni said. Software for early smart phones was all about  capitalizing on the "up-down-left-right" action of the D-pad, which resulted in  a "lowest-common denominator" experience, he said. Instead, developers have to  free themselves from the D-pad and design applications that aren't tied to one  method of input or another, if they want to spread their work far and wide. 
 One-handed use. Bederson pulled out some data for this one. People  tend to use two hands when they are producing content, and one hand when they  are consuming content. But mobile device users consume far more data than they  produce. "The basic principle of HCI (human-computer interaction) is support the  most common activities excellently, and the other activities adequately,"  Bederson said.
This directly relates to the size of the icons or buttons  that you use on your application, he said. If you ask users to try and hit  buttons that are 1 centimeter wide, error rates average about 5 percent, but  they grow exponentially as the buttons get smaller. The iPhone gets close to  that target, with buttons that are around 7 millimeters to 8 millimeters wide,  but other devices use buttons that are far, far smaller and almost necessitate  the use of a stylus, and two hands.
 Visual elegance. SanGiovanni pointed to four popular mobile devices,  including the iPhone and Nintendo's DS gaming system. The common thread across  all four is that they use hardware acceleration to produce rich graphics, and  you have to take advantage of that if you're making an application for those  products. Think about transitions, moving through screens in your applications  or into and out of applications: This has to be visually pleasing to the user. 
 Put the user in control. In the past, computers haven't always been  designed for the user, Bederson said. They've been designed for the developer,  or the IT manager. There were good reasons why that evolution took place, but it  can be frustrating  to the end user. And with mobile phones, carriers have historically  controlled just about all the applications on a home screen, which doesn't sit  well with many people.
 Different patterns of use. This is sort of the core idea behind  mobile development; it's a whole new  world. For example, SanGiovanni points out that when you design a Web  application with desktop users in mind, you want it to be "sticky," where people  spend a lot of time using your particular application. A mobile application, on  the other hand, has to be "bouncy," allowing people to "fly in and fly back out"  of your application. They'll reward you by coming back if you make the product  easy to use on the go.
As with anything in life, the factors above all  involve trade-offs. Immediacy can be a function of the network speed. Designing  larger buttons to make one-handed use easier means you can fit less information  on the screen. Rich graphics can sap performance.
The iPhone is a prime  example. Bederson and SanGiovanni referred multiple times to the iPhone during  their presentation, praising it as a breakthrough in human-computer interaction  in the mobile world. "It was a pebble dropped in the pond of a static phone  industry," SanGiovanni said of Apple's first smart phone.
But while  Apple's iPhone designers made users feel like they were in control with  gesture-based control, they maintained a hammerlock on the applications you can  run (officially, anyway) on the iPhone.
They designed an  intelligent touch-screen keyboard that can predict what letter might come next  in a given word, and expand the surface area of that key to improve accuracy.  But they didn't give users direct feedback on which application key they hit off  the home screen, zooming in on that application from the center of the screen  each time it's activated rather than the key itself. That last one seemed a bit  nitpicky to me, but I'm not a design geek.
However, it's very early in  the historical development of these devices. Apple didn't invent any of the  major selling points of the iPhone, such as multitouch, use of accelerometers  and sensors, or zooming into the screen. But what they accomplished might even  be more impressive, according to SanGiovanni: The successful amalgamation and  commercialization of design tidbits that had been circulating for years. 
"The synthesis of these things is the more impressive achievement than  somebody who has spent their whole life working on virtual keyboards. Innovation  doesn't just mean spending ten years of your life diving deep on just one  concept," he said.
(Originally posted in "One More Thing" blog at CNET News.com)