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Mobile interaction : ウィキペディア英語版
Mobile interaction

Mobile interaction is the study of interaction between mobile users and computers. Mobile interaction is an aspect of human–computer interaction that emerged when computers became small enough to enable mobile usage around 1990's.
Mobile devices are a pervasive part of our everyday lives. People use mobile phones, PDAs, and portable media players almost everywhere. These devices are the first truly pervasive interaction devices that are currently used for a huge variety of services and applications.〔 Mobile devices affect the way we interact, share, and communicate with others. They are growing in diversity and complexity, featuring new interaction paradigms, modalities, shapes, and purposes (e.g., e-readers, portable media players, handheld game consoles). The strong differentiating factors that characterize mobile devices from traditional personal computing (e.g., desktop computers), are their ubiquitous use, usual small size, and mixed interaction modalities.〔
The history of mobile interaction includes different design trends. The main six design trends are Portability, Miniaturization, Connectivity, Convergence, Divergence, and Apps. The main reason behind those trends is to understand the requirements and needs of mobile users which is the main goal for mobile interaction. Mobile interaction is a multidisciplinary area with various academic subjects making contributions to it. The main disciplines involved in mobile interaction are Psychology, Computer Science, Sociology, Design, and Information Systems. The processes in mobile interaction design includes three main activities: understanding users, developing prototype designs, and evaluation.
== History ==
The history of mobile interaction can be divided into a number of eras, or waves, each characterized by a particular technological focus, interaction design trends, and by leading to fundamental changes in the design and use of mobile devices. Although not strictly sequential, they provide a good overview of the legacy on which current mobile computing research and design is built.〔
#Portability
#:One of the first work in the mobile interaction discipline was the concept of the Dynabook by Alan Kay in 1968. However, at that time the necessary hardware to build such system was not available. When the first laptops were built in the early 1980s they were seen as transportable desktop computers.
#Miniaturization
#:By the early 1990s, many types of handheld devices were introduced such as labelled palmtop computers, digital organizers, or personal digital assistants (PDAs).
#Connectivity
#:By 1973, Martin Cooper worked at Motorola developed a handheld mobile phone concept, which later on by 1983, led to the introduction of the first commercial mobile phone called the DynaTAC 8000X.
#Convergence
#:During this era, different types of specialized mobile devices started to converge into new types of hybrid devices with primarily different form factors and interaction designs. On 1992, the first device of such technique, the "smartphones" was introduced. The first smart phone was the IBM Simon and it was used for making phone calls, calendars, addresses, notes, e-mail, fax and games.
#Divergence
#:During the 2000s, a trend toward a single function many devices started to spread. the basic idea behind divergence is that specialized tools facilitate optimization of functionality over time and enhancement of use. The most famous device of this era was the Apple iPod on 2001.
#Apps
#:During 2007, Apple introduced their first iPhone. It was a converged mobile device with different features functionality. The most important thing is that it represents a significant rethinking of the design of mobile interactions and a series of notable interaction design choices.〔

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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