The Ten Deadly Sins of Mobile Video Calling - Sins 6-8: Experience

This is the second of three posts in my mini-series about mobile video calling. 
If you're new, you might like to take a look at the first post before diving in 
here.

Having already discussed some of the technical barriers to good mobile video 
experiences, in this post I cover some of the more fundamental experiential 
problems that can turn a great call into a terrible one.

Sin 6: Lighting

Good video requires good lighting. Bad lighting means a bad call - and it's 
really that simple.

Lighting is actually a problem for all video - not just mobile video. Very high 
end video conferencing systems will often include specifications for what 
colors the walls need to be in the room, and exactly what kind of lighting is 
needed and where in the room it needs to be placed. Sound extreme? Think about 
how movies are filmed and how important lighting is there.

Now think about Skype on your desktop or TV. If you're sitting in front of your 
computer in your home or office, there is typically some form of lighting that 
stays reasonably consistent throughout the call. Perhaps the lights are on in 
the room; or the sun is out and you are getting light through the windows. 
Nevertheless, you might end up being backlit, especially in rooms lit with 
direct sunlight. This has a negative effect on video calling.

Now, consider the case on a mobile device. Lighting is much more variable. You 
might be outside - it might be dark or dusk or in a place where no lighting is 
available. Or, it may be midday outside, with the sun overhead. Or, you might 
be backlit by the rising sun. In fact, the situation might change during a call.

If you're outside on your mobile phone, and you're backlit by the sun, and then 
you turn around - you're now front-lit. In other words, mobile video 
complicates lighting even further by introducing two new variables - one is 
movement, which can cause significant variation in lighting. The other is 
uncontrolled lighting, where you may be in situations where you can't turn 
lights on or off.

Some of this can be solved by lighting adjustments, often provided by the 
camera itself. But sometimes, lighting is just bad. And there's not much you 
can do about it.

Sin 7: Centering and shaking

In a mobile video call, for the other people to see you, you need to hold the 
phone at exactly the right distance from your face, and then hold it at exactly 
the right angle to capture you properly. Of course, the same problem exists in 
desktop or TV video calling. However, on the desktop - the PC or laptop is in a 
fixed position, usually on a desk, as is the camera. You're usually in a 
sitting position in a chair - or on a sofa in the case of TV.

On desktops, the camera can be adjusted so that it always captures your face as 
long as you're sitting in the chair at the normal distance from the camera. On 
a laptop, where the camera is embedded in the bezel of the display, the angle 
of the display can be adjusted to similar effect. In other words, the proper 
angle and distance of the camera to your face is maintained by a physical 
apparatus.

This is absolutely not the case for mobile video. In a mobile video call, you 
have to hold the mobile phone in your hand, and keep it at the correct 
distance. Maintaining this distance is not handled by a physical apparatus - 
it's maintained by your arm. This makes it difficult to do correctly, and 
requires continuous adjustment. Indeed, many mobile video calling applications 
give you a full-screen self-view while the call is ringing. This gives you a 
chance to 'prepare' and place the handset at the proper distance before the 
call. Nonetheless, people naturally move their arms and head during a call, and 
as a consequence, their face will often fall out of center, giving a poor 
experience for the person on the other side of the call.



Indeed, the relatively small self-view, which is not the focus of the your 
attention during a call, is the only bit of feedback that you're getting 
something wrong, and without clear feedback, you often don't realizes that all 
the other person can see is the top of your head, or your ear.

Motion complicates things even further. In a typical laptop or desktop video 
call, you don't move very much during a call. However, in a mobile video call, 
you're much more often in motion. Indeed, people often tend to pace or move 
around while on mobile calls, so that moving around is the norm and not the 
exception. Motion will naturally cause the distance between the phone and the 
caller's face to change during the call, aggravating the problem.

Like lighting, this is an experience problem that is primarily not technical.

Sin 8: Discomfort

This problem is very much related to the video shaking and centering problem, 
but is slightly different.

It gets pretty uncomfortable holding a phone at a fixed distance from your face 
for an extended period of time. Give it a try - take your mobile phone, hold it 
out from your face, and keep it there for a minute; five minutes; ten minutes; 
thirty minutes - and figure out how long you can hold it in place before you 
just can't stand it anymore.

This discomfort issue can be addressed with things like mobile kickstands, but 
it means that mobile video calling is not going to be the thing you use to have 
a one hour long call with grandma. You're still going to want to use the PC or 
TV for that.

However, mobile video lets you do things that you simply can't do on the PC or 
TV. An obvious example is 'see-what-I-see', which is typically a shorter call, 
whose purpose is to show something to the other person. My favorite use case 
for this is when you go to the grocery store to buy a box of pasta for your 
wife, only to discover that there are a million different brands of that pasta 
on the shelves. With see-what-I-see, you can show her the options and discuss 
them in real time. This is much more useful than trying to describe what each 
box looks like in order to find the one she wants.

Technology can't solve these problems in quite the same way as the first five, 
so we'll have to look elsewhere for solutions. In my final post, I'll discuss 
two societal problems that probably have the most fundamental effect on the way 
people make mobile video calls.
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