What RIA developers could learn from the iPhone
May 1st, 2010The Apple iPhone, just like its bigger brother (the iPad), does not exactly shine with its universality: In the end, the technical options and the contents that may be used are determined by the parent company.
However, it is precisely this limitation in the user and developer flexibility, in addition to the purist and inherently coherent design of the user interface that are the secret of its universal success. The user experiences a successful reduction in complexity from app to app within a homogenous user interface environment, in which he quickly finds his way around. The problem of information transport, according to media expert Neil Postman, has long been solved. Now it is about developing the right selection techniques in order to come to terms with this flood of information.
Successful complexity reduction
Precisely this demand is fulfilled by the in-house engineers at Apple, as well as the developers of successful programs that run on the iPhone. Now however, these inventers often are not exactly world-beaters when it comes to experience in UI design or architecture development. Rather they place themselves intuitively in the shoes of the users and ask themselves what information they would like to call up on their iPhone themselves. And Apple supports this implementation via an SDK that delivers many graphic effects and interface components out of the box. This intentional simplification of options creates a world which eases the navigation through this flood of information to such a degree that most users happily put up with any such limitations.
Levelling the fastest routes
What can we learn now from the iPhone phenomenon for the development of Rich Internet Applications? In production systems it is less crucial to push the limits of technical feasibility or to place emphasis on the maximum user flexibility. What counts instead is to smooth the most rapid route to the required information and functions for the users, without them having the need to deal with the intricacies of program structure. To fulfil these needs the developers need to put themselves in the users’ shoes, which is easier in the case of greatly restricted iPhone apps than with complicated web applications that quite often cover the scope of entire departments.
In view of these over-complications it seems tempting in the initial phase of a project not to pose too many questions to the end users (or indeed one’s own intuition), but rather to proceed in the hope that people will get used to the technically more familiar structures. These are, however, shortcuts that can come with acrimonious paybacks at a later date.
Tools that help those in charge to see things from the users’ point of view (e.g. paper prototyping) may initially appear laborious and, due to the lack of “hard” results, unnecessary. But rather than definitive guide-rails, this phase is more concerned with developing a feeling how the users’ workflows could be integrated into the future application, and to identify which paths in the current IT environment are often or only seldom trodden, so as to provide orientation for the subsequent development process.
The goal is therefore to pick out the basic limitations and requirements for simplification right at the start of a project, so as to attain similar complexity reductions in the context of productive systems such as some successful iPhone apps demonstrate.
Posted by Felix Schrape


