Mobile+phone.+George.

=Mobile Phones =

The Apple iPhone
The following wikipage will look at the Human Factors of a mobile phone in relation to the Apple iPhone.

The Apple iPhone 3G is known for its ease of use, superb aesthetics and its tactility - One of the most tactile phones on the market today, with its entire interface run essentially from its screen and nothing else.

It is still one of the most popular phones on the market.


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 * Word, phrase, aspect etc.**

|| ** Definition, Example etc. ** ||

Outline three elements of **anthropometric data** used in the design of a mobile phone. ||  **Finger Dimensions** - The iPhone has one size that fits MOST. The designers would have incorporated the 95th Percentile into the design so that it would fit as many users as possible. Outline one design factor related to **ease of use** of the mobile phone that has comprimised the use of human factors data. || The iPhone is a bit too big, it is hard to put into your pocket (harder than many other phones). But it has to incorporate the good screen to get the, 'wow' factor. It is difficult to find the balance between the two. || Outline **psychological human factors** data that could be used in the design of a mobile phone. || **Texture** - High Gloss finish - pleasing to the eye and in terms of tactile data, people enjoy the smoothness.
 * Hand Size** - The iPhone fits snugly into a person's hand, however, this would have been made in consideration of the 50th percentile, so that the size fits most people.
 * Thumb Width** - For this phone your index finger does the talking, or whichever finger you feel most comfortable with.
 * Viewing Angle -** The phone has a large screen and can be seen from a large range of angles, however, if you are looking for a phone that is more private, this isn't the one due to its large screen. ||
 * Sound** - An integrated speaker, not the best on the market - in terms of psychological human factors, it could do with a louder speaker.
 * Colour and light** - It has a great screen, that it bright and easy to see. The colour content is clear and this makes it easier to use too.
 * Exclusivity** - For some people, having a phone that is wanted by many people gives them a good feeling - part of the 'IT Crowd'. Psycholocially, they feel better about this. ||

Discuss the relationship between **fashion and human factors** in the design of a mobile phone. || //"Fashion relates to style, for example, chunky or ultra-slim, and texture, which then have an impact on ease of use, portability"//:

The iPhone is very popular, stylish and definetely fashionable. In terms of the design of a mobile phone, a phone can be stylish and easy to use, the smaller it is though, it could prove to be harder to use. ||

Define **aesthetic-usability** effect. || This is a condition whereby users perceive more aesthetically pleasing designs to be easier to use than less aesthetically pleasing designs.

In terms of the iPhone, users will //perceive// the simplistic, high-glossed and aestheticall pleasing design of the phone, and //assume// it to be easy to use. || Discuss how the **aesthetics** of a mobile phone make it look easier to use and increase the probability of it being used, whether or not it is actually easier to use. || Consider point-of-sale impact and recommendations of other users even though they have different human factors requirements. The iPhone has one button on the front of it, a button that has one function - to return to the menu. On the top there is a lock button, on the side a silent mode button and a volume control. One of the easiest to use on the market. ||