Smartphone Design at Fujitsu

Smartphone Design at Fujitsu

Smartphone Design at Fujitsu Mitsuhiko Kawami The expansion of the communications infrastructure and advances in Web services, applica- tions, and user devices are accelerating the switchover from conventional mobile, i.e., feature, phones to smartphones in Japan. However, while Japanese makers have been dominant in the development of feature phones for the Japanese market, overseas makers have been the dominant force in smartphones, and this situation is bringing about a gradual change in Japanese attitudes toward preferences and quality. This market environment calls for smart- phone designs that customers find attractive, and to this end, Fujitsu needs to develop designs that embody customer values on the basis of an understanding of usage scenarios and cus- tomer preferences. At the same time, Fujitsu needs to clarify the design requirements so that the products produced reflect Fujitsu’s originality and thereby make them distinguishable as a Fujitsu smartphone. This paper outlines the evolution of mobile phones, describes Fujitsu’s three steps to smartphone design, the design requirements associated with each of these steps, and Fujitsu’s response to those requirements. It also presents specific design examples. 1. Introduction various conditions and have a good understanding of Internet access from mobile devices has been customer preferences. rising in Japan since 2008 thanks to the construction In this paper, we introduce the three main steps of high-speed communication environments such as that we take to smartphone design at Fujitsu, clarify 3G and Wi-Fi, the provision of always-on connections the design requirements of each, discuss our response due to inexpensive, fixed-rate communication fees, to these requirements, and present specific examples and the availability of diverse service content and of smartphone design. applications. In addition, the switchover from conventional 2. Three steps to design mobile, i.e., feature phones to smartphones has been The smartphone is synonymous with touchscreen accelerating since 2010 owing to improvements in car- operation, which differs from the 10-key operation rier services, the evolution of the iOS/Android operating of conventional mobile phones. This difference has systems (OSs), and the growing number of users of so- caused many users of feature phones to voice anxiety cial networking sites (SNSs) like Facebook and Twitter. over ease-of-use when considering a switch to a smart- In response to this trend, Japanese mobile device mak- phone. With this in mind, our objective at Fujitsu is to ers have been rushing into the smartphone market, develop the “world’s easiest-to-use smartphones” by which has so far been dominated by overseas makers, making use of the knowledge gained in designing and resulting in a rapidly growing number of smartphones manufacturing our “Raku-Raku (easy-to-use) PHONE” that match the values and lifestyles of Japanese cus- series of handsets and by addressing key issues in how tomers. In such a market environment, a device maker to make touchscreen operations more comfortable and must come up with phone designs that customers find enjoyable for users. attractive and compelling. To do so, it must be knowl- To this end, we take the following three steps to edgeable of what makes a phone easy to use under smartphone design (Figure 1).1) 220 FUJITSU Sci. Tech. J., Vol. 49, No. 2, pp. 220–226 (April 2013) M. Kawami: Smartphone Design at Fujitsu Step 1 Step 2 Step 3 Easy-to-use and attractive Basic style UI Styling CMF ubiquitous product design CMF: Color, Material, Finish Figure 1 Three steps to design. Figure 1 Three steps to design. Camera, TV, Information Voice calling Mail, i-mode services, New services full browser gadgets Expanded communication Diverse media Push-type services Ubiquitous services Figure 2 Development of basic styles tailored to services. Figure 2 Development of basic styles tailored to services. • Step 1 3. Smartphone basic style Create a Fujitsu “basic style” that fi ts information The design of mobile phones as ubiquitous prod- and communications technology (ICT) services and ucts has evolved toward a style that is most suitable usage scenarios. for handling new services (Figure 2). The transition in • Step 2 mobile phone design at Fujitsu up to the present can Create a “user interface (UI)” that fi ts human psy- be described as follows.2) chological and cognitive characteristics. In the 1990s, when voice services were main- • Step 3 stream, the basic style of mobile phones was the Create “styling” and “color, material, and fi nish “candybar style,” which made calling easy. Then, with (CMF)” that fi ts customer values and lifestyles. the launch of i-mode services by NTT DOCOMO, INC. We are convinced that we can provide a smart- (hereinafter, DOCOMO) in 1999 and the appearance phone design that customers fi nd easy-to-use and of new applications like e-mail, the “clamshell” or attractive by merging in a single product the require- “folding-type” of mobile phone with a larger screen ments obtained from each of these steps and our became dominant. Next, with the coming of diverse way of thinking on how to best satisfy each of those media functions and services such as one-seg broad- requirements. casting, full Internet browsing, and built-in cameras, the “swing-type” of mobile phone with a screen that could be rotated to the most suitable viewing position FUJITSU Sci. Tech. J., Vol. 49, No. 2 (April 2013) 221 M. Kawami: Smartphone Design at Fujitsu became mainstream. This style subsequently evolved the expansion of provided services. In a similar man- into a “slide/swing-type” with a large screen to accom- ner, smartphones must incorporate requirements that modate new PUSH-type services and an increase in reflect a wide variety of services and usage scenarios. the amount of displayed information. Then, to enable Today, in smartphone design, common design mobile users to enjoy the many and varied composite policies for hardware and UI are advancing in the form services that began to appear in 2008 (including more of “human flow and fit,” which aims for design that fits PUSH services plus content services, SNS services, and human actions and emotions. In the basic style of a games), Fujitsu mobile phone design evolved into a slate-type smartphone, the screen takes on a variety “slate-type” touchscreen style with a large screen that of roles. In addition to serving as a browser, it must met the demand for compactness and comfortable also serve as a pad for inputting characters and as a operation. finder and shutter for capturing images and video. In 2010, Fujitsu announced a progression of Consequently, since human behavior in this regard (the its slide/swing style with its new series of “separable way in which a user holds and operates the smartphone handsets” (docomo PRIME series F-04B) that en- and user intent in relation to such actions) changes ables the screen and keyboard unit to be detached from moment to moment depending on the usage sce- from each other. Compared to the present slate-type nario and purpose, providing a smartphone shape that smartphones, this separable style enables a variety of goes well with the human hand (i.e., a “sense of fit”) hardware options (keyboards, projectors, etc.) to be at- and that makes it easier to hold the handset is impor- tached according to the usage scenario and purpose. In tant in the creation of a basic style (Figure 3). the above way, Fujitsu has been developing ubiquitous To achieve this sense of fit, due consideration products with a basic style that evolves in parallel with must be given to a symmetric shape that does not Fingerprint Calling Screen operation Camera operation Video viewing FeliCanote) authentication One hand Portrait orientation Both hands One hand Landscape orientation Both hands note) Japan’s original contactless smartcard FigureFigure 3 3 TypicalTypical ways ways of holding of holding a smartphone. a smartphone. 222 FUJITSU Sci. Tech. J., Vol. 49, No. 2 (April 2013) M. Kawami: Smartphone Design at Fujitsu affect the way the handset is held, edges that enable These three elements can be combined with the the handset to be held firmly, and a form that makes it usage purpose such as “calling” or “screen operation” to easy to pick up the handset. extract a variety of usage scenarios. The usage scenarios envisioned in this manner can be analyzed by asking, 4. UI optimization based on human- “Where, when, and why is the smartphone being used, centric design how is the handset being held, and how is the smart- The factors affecting ease of use in the case of phone being operated?” Next, on the basis of this smartphones can be divided into two main categories: analysis, we can optimize the arrangement of those those of the solid user interface (SUI) covering hard- SUI elements that affect ease of operation (such as the ware aspects such as shape and size and those of the power key, fingerprint sensor, connectors, and volume graphical user interface (GUI) covering the display, keys), as shown in Figure 4. We can then perform a us- layout, and visual effect of icons and other elements ability test for each of these SUI constituent elements, displayed on the screen. evaluate the position and size of each element in mil- First, we consider how ease of use with respect to limeter units, and save the evaluation results. a smartphone’s SUI means ease of holding the handset Finally, by applying these requirements as- and ease of operation for different usage states and sociated with the SUI’s ease of use while taking into purposes. account actual model specifications and implementa- At Fujitsu, we define usage state as a combina- tion requirements, we can decide on a design that tion of three types of characteristics as follows: makes the operations required for any usage scenario Physical: moving, stationary, special more intuitive.

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