Discover what is involved in designing the world's most popular and advanced consumer product to date - the phone in your pocket. With this essential guide you will learn how the dynamics of the market, and the pace of technology innovation, constantly create new opportunities which design teams utilize to develop new products that delight and surprise us. Explore core technology building blocks, such as chipsets and software components, and see how these components are built together through the design lifecycle to create unique handset designs. Learn key design principles to reduce design time and cost, and best practice guidelines to maximize opportunities to create a successful product. A range of real-world case studies are included to illustrate key insights. Finally, emerging trends in the handset industry are identified, and the global impact those trends could have on future devices is discussed.
Abhi Naha is the CEO and Founder of Zone V Ltd which specialises in empowering blind people through mobile devices. Previously he held senior management roles at Powermat and Idem. Idem is a leading mobile handset design house with over one hundred million mobile handsets designed in the market for top tier one handset brands. Prior to that he was a senior manager at a Silicon Valley mobile touch screen and user interface technology provider, Synaptics. He is an ex-Chairman of the UK-based charity Beatbullying, and Vice President and board member of the Communications and Manufacturing Association of India. He has also held advisory roles for Goldman Sachs and Silver Lake in the area of mobile handset user interface technologies. He holds an MBA from Aston Business School and a BSc (Honours) degree in Electronic Engineering from Leicester University. Peter Whale is Director of Product Management for the Qualcomm subsidiary, Xiam Technologies. During his career in the mobile industry he has created numerous innovative technology products shipped in very high volumes and used by consumers many times a day. At Qualcomm, he leads the conceiving and development of innovative software products, applying machine learning techniques to the fields of device optimisation, content discovery and offer personalisation. These products are deployed by major network operator groups globally and help tens of millions of users each day to find relevant content and enjoy richer mobile experiences. Prior to joining Qualcomm, he held a number of management and technical roles at wireless technology licensing business TTPCom, whose technology shipped in over 100 million GSM handsets. Since 2008 he has led the team delivering the Future of Wireless International Conference, run by Cambridge Wireless, an industry membership organisation of which he is also a board member. He has a degree in computer science, is a member of the British Computer Society and is a chartered engineer.
Preface; Acknowledgements; 1. Beginnings: 1.1. Development of the first mobile handset; 1.2. Generations of mobile communication capability; 1.3. The digital revolution -2G; 1.4. High-speed data - 3G; 1.5. Mobile broadband - 4G; 1.6. Conclusion; 1.7. Timeline of the mobile phone; 2. Design influences: 2.1. Core design influence - engagement value; 2.2. Trends; 2.3. Desirability; 2.4. User journey; 2.5. Usability; 2.6. Corporate user versus personal user; 2.7. Business models; 2.8. New entrants into the mobile industry; 2.9. Content; 2.10. Applications and services; 2.11. Internet; 2.12. Innovation in handset design; 2.13. Legislation; 2.14. Conclusion; 3. Design architecture: 3.1. Design perspective; 3.2. Physical view - a product teardown; 3.3. Standards view; 3.4. Hardware architecture view; 3.5. Software architecture view; 3.6. Manufacturer view; 3.7. Operator view; 3.8. Summary; 4. Hardware design: 4.1. Introduction; 4.2. Helicopter view; 4.3. The radio spectrum; 4.4. Radio chipset design; 4.5. Digital chipset design; 4.6. Baseband cellular modem design; 4.7. Mobile application processor design; 4.8. Multimedia processor design; 4.9. Peripheral component design; 4.10. Conclusion; 5. Software design: 5.1. Application software design; 5.2. Protocol stack software design; 5.3. Physical layer software design; 5.4. Mobile operating systems and execution environments; 5.5. Conclusion; 6. Product design: 6.1. Introduction; 6.2. The design process; 6.3. Planning a handset design program; 6.4. Brand DNA design; 6.5. Visual and desirable design; 6.6. User experience design; 6.7. Industrial design; 6.8. Mechanical design engineering; 6.9. Hardware design engineering; 6.10. Software platform design; 6.11. Manufacturing production; 6.12. Testing and qualification; 6.13. Channel marketing design; 6.14. Case study: capacitive touchscreens in mobile handsets; 6.15. Using the design process as a strategic tool for innovation; 6.16. Inclusive design and accessibility; 6.17. Conclusion; 7. Future trends: 7.1. Introduction; 7.2. The journey; 7.3. Designing for the environmental footprint; 7.4. The 'smart' journey; 7.5. The mobile home; 7.6. Near-field sensing; 7.7. Augmented reality; 7.8. Wireless power charging; 7.9. Case study: wireless charging in smart devices; 7.10. Social values and shared experiences; 7.11. Efficient handset platforms; 7.12. Handsets and the retail experience; 7.13. Summary; 7.14. Conclusion; 8. Conclusion; Appendix: user interaction and experience design phases; Glossary; Index.