It’s a sad but common sight in modern society – a person walking around in the world, utterly disengaged, head buried in a mobile device – a victim of the visually greedy mobile interface.
Sure, one might argue there’s more to blame than the interface, like our growing Pavlovian response to phone calls and messages and the “always on” expectation, or our strange and ravenous human need to consume more and more information and media.
But as designers, how much control do we really have over those issues?
What we do have some semblance of control over are interfaces and it is curious that we rely so heavily on the sense of sight to guide users through technology experiences. Ask anybody with a vision impairment who uses a computer or a mobile phone, visually-driven interfaces dominate the technology landscape.
On the PC, we can get away with it. But the dominance of visually-driven interfaces become especially problematic in the mobile context. Design principles and conventions like WYSIWYG and GUI become brittle and broken on small devices. The screens are simply too small and the requirements of the mobile context too great to support interfaces that are visually demanding. Even the lauded and successful iPhone demands we disengage with the world and worship it’s visual luster during use.
The thing is, humans are actually pretty good at knowing where things are even when we can’t see them. The sound of the fire truck, the smell of the garbage, the vibration of an earthquake… our senses are tuned to innately tell us about the world around us. Unfortunately, these instincts haven’t been finely tuned with regard to our behaviors around information and technology. We rely heavily on sight.
How do we break this pattern?
Swing for the fences when thinking about senses. Leverage context, gesture, haptics and sound to convey information.
Admittedly, thinking about interfaces that engage our sense of touch, smell, and hearing can feel wonky, weird … preposterous even. It’s largely unchartered territory without the guideposts and maps of the typical, visually-driven approach to interface design.
However, it feels like letting ourselves explore the land of the senses is the only way to start to break the dominance of the greedy, visually-driven interfaces and deliver mobile experiences and interactions that - as Adam Greenfield says - dissolve into behavior.
Evangeline Haughney from Adobe Systems gave a great talk on using comics to communicate qualitative research findings. She noticed that readers of research reports are usually skimmers and get bogged down with traditional research reports. She wanted to find compelling way to communicate findings and was inspired by 
