Live data from Hacker News

There was a stretch where phone design went bananas

twitter.com

61–70 of 123 posts

Re: There was a stretch where phone design went bananas

#61
I miss the Nokia 7700 which was a high-resolution touchscreen phone in 2003 and looked like a prop from "Star Trek: Deep Space Nine":

https://en.wikipedia.org/wiki/Nokia_7700

This was the high point of Nokia design's plastic fantastic insanity. It had side-talking and everything.

Re: There was a stretch where phone design went bananas

#62
post #37

I just wish we could get some smaller smartphones again. I absolutely loved the Nexus One (HTC Passion). Just the right size.

If you want an absolutely minuscule phone, there's Unihertz: https://www.unihertz.com/products/jelly-pro

That's my daily-driver phone. I love everything about it except the camera.

Re: There was a stretch where phone design went bananas

#63

My favorite phone ever is still the Sony Ericsson P800. It had a full touchscreen, jog dial and detachable stylus. The number pad was just an overlay on the bottom half of the touch screen and could be flipped open or removed. I got so much flak as it cost as much as an iPhone, but in 2003. https://www.pocket-lint.com/phones/reviews/sony-mobile/67352...

I had one and thought it was pretty cool - first phone I owned that could run an SSH client. I miss the tactile controls (jog dial) that compliment touch screens.

Re: There was a stretch where phone design went bananas

#64
post #52

Late Nokia phones had this feature where you could enter numbers and the phone would autocomplete based on the numeric character codes. So 4 [GHI] 3 [DEF] 5 [JKL] would give "Hello" as the first option, and so on. It's still the best typing experience I've had on a phone.

Do you mean T9? https://en.wikipedia.org/wiki/T9_(predictive_text)

Re: There was a stretch where phone design went bananas

#65
post #22

Missing: the Danger Hiptop aka T-Mobile Sidekick, with its swivel-up screen revealing a full keyboard in landscape. https://amp.www.complex.com/pop-culture/2015/09/history-of-t... This thing's software is maybe more interesting than its form factor, due to it being a kind of proto-Android stack (Java VM equivalent with some amount of build-time bytecode preprocessing to accelerate it on devices)

Its form factor is also reminiscent of the later T-Mobile G1, the first Android phone. :)

Re: There was a stretch where phone design went bananas

#66
I had the first edition Compaq Ipaq pocket pc phone, running on windows. It had a dedicated keyboard and built in 28.8k modem. It was the first 'smart' phone, in that I could somewhat browse the web, but it was mostly useful for email.

The modem also functioned as a fax, so I could send and receive faxes, though not all that practical. It didn't have a camera, and was nearly as big as a brick, but it was the first portable, internet connected device that was small enough to carry. Came with a stylus thing to function like a mouse, sort of. It only got about a days use before needed a recharge.

Google didn't exist at the time, but Lycos did. I smuggled my brand new phone into a local pub triva night, and with all my new tech powers, ensured our team won that night. $20 of beer was our prize, and the concept of smartphone was firmly embedded in culture.

Re: There was a stretch where phone design went bananas

#68

I wish phone makers weren't all designing down to the lowest common denominator. You can spend a thousand dollars on a "gaming phone" but you haven't been able to buy a phone with actual buttons for playing games in eleven damn years because god forbid anybody diverge from the "glass monolith" design.

The physical buttons get in the way of day-to-day use. That's why brands like Asus and Razer design phones that are shipped with special cases containing things like joysticks, trigger, and other physical buttons (using USB-C ports or Bluetooth for transmissing buttons). Others still experiment. The ROG Phone 2 came with distance sensors on the side to function as analogue triggers.

Phones with buttons have been tried and failed. Same with using your phone's processor for a desktop environment by simply plugging it into a dock; Samsung's DeX comes closest, but very few people seem to use it.

In practice, the easiest way to combine phones and games is to either stick with the touch screen interaction all games are designed for, or to grab a Bluetooth controller. Works across many games, almost all phones, and you have a pick in the hand feel or button quality rather than being limited by the design choices of the phone designer.

If you're into playing games on the go, tools like the Steam Deck or one of the more recent cloud streaming handhelds are probably better.

Re: There was a stretch where phone design went bananas

#69
post #52

Late Nokia phones had this feature where you could enter numbers and the phone would autocomplete based on the numeric character codes. So 4 [GHI] 3 [DEF] 5 [JKL] would give "Hello" as the first option, and so on. It's still the best typing experience I've had on a phone.

There are T9 phone keyboards on the Play Store and almost all phones (with Apple being the notable exception) also incorporate T9 into their dialers.

T9 worked great for words in the dictionary. When your word wasn't in the (often limited) dictionary, though...

Post reply on HN