6 Ways to Extend User Experiences Through Mobile Devices
More people are using mobile devices to handle their everyday computer tasks. Given three minutes and my iPhone, I can check my work and personal emails, my schedule, the news, the weather, and sometimes even get in a game of Tetris. It, like so many mobile devices, is usable, engaging, efficient, informative, and scalable. This mobile convenience should carry through training and marketing solutions as well. Unfortunately, often due to certain limitations of each mobile device and their short shelf life, there is often not a credible mobile counterpart to most training applications. To bridge the gaps, here are 6 ways to extend the user experience of your web or CD-ROM based app through mobile devices.
- Limit Your Limitations
It is often said that the difficulty in developing mobile experiences is that there are too many custom devices, all with unique technologies that need unique solutions, and therefore too many limitations to justify the development price. In reality, you can often find that two or three devices, or types of devices, make up a majority of what your audience uses. This may not always be the case, but survey your audience, you may find out that that most use iPhones and Blackberries, or maybe they tend to use more generalized cell phones. There is nothing wrong with developing towards a couple specific types of devices if it makes sense. By understanding what devices are typically used by your audience, you can limit the limitations, save time and money.


When defining the best solution to any project, one step within the discovery process is the creation and use of personas. User personas are fictitious characters who represent unique groups of users. We use personas to understand how different groups of users will use a website and application. By focusing on how a persona interacts with a website, navigates to content and through content, understands and retains the content, we can begin to understand the different user experiences that occur. These user experiences must fulfill the goals, objectives, and needs. This step can also help determine new goals, objectives, and needs as well as limitations users may have.