Heads Up
Applied speculation for mobile interaction beyond the screen
A full working wall showing Heads Up interaction sequences, principles, and interface references.
Heads Up Wall, photographed July 26, 2010
INTERACTION DESIGNRESEARCHSPECULATIVE PROTOTYPEUX/HCI
Project Summary
An archival Nokia Design Strategic Projects exploration of mobile interaction that kept walking and attention beyond the screen as the design condition.
Client:Nokia
Team: Nokia Design Strategic Projects, Los Angeles
Project Year:2010
Project Dates:
Published On:Aug 30, 2026, 12:00
Updated On:Aug 30, 2026, 12:00
Written By: Julian Bleecker
heads-up
Project Semantic Tags
APPLIED SPECULATIONAUDIO INTERACTIONHCIHEADS UPHEADSPACEINTERACTION DESIGNLOS ANGELESMOBILE INTERACTIONNOKIANOKIA DESIGN STRATEGIC PROJECTSPHYSICAL INTERACTIONRESEARCHSPECULATIVE PROTOTYPEUXVOICE INTERACTION
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Applied speculation for a person in motion

Heads Up was a Nokia Design Strategic Projects exploration of what mobile interaction could become when a person was walking, moving through a place, and attending to something beyond the phone. The project developed principles, interface studies, physical interaction ideas, and short films that kept the screen available for brief moments without making the screen the whole experience.

The work treated applied speculation as a practical design activity. A point of view became a filter, the filter became interaction principles, and the principles became small studies that could be watched, discussed, and carried into presentation and prototype work.

A person holding and using a handheld device while walking.
An in-hand walking reference image from the Heads Up archive. The person’s primary activity remains part of the interaction condition.

Mobility, not portability

The project’s useful distinction was between portability and mobility. Portability describes the ability to carry a device. Mobility describes what a person is doing while the device is carried: walking, navigating, listening, looking around, carrying something, or staying available to another person.

Walking became the primary design condition. The interaction had to work at arm’s length, often with one hand, through a glance or a brief physical gesture. It had to coexist with the person’s activity instead of asking that activity to pause for a long sequence of confirmations and screen states.

The Heads Up filter

The Heads Up filter organized the project around three kinds of mobile task: monitoring, initiating, and responding. It asked which small set of actions people perform frequently and which of those actions could remain clear with less visual attention.

The principles and guidelines gathered around a few recurring conditions:

The source material described this as a focus on “5% of the things you do 95% of the time.” The phrase gave the project a practical scale: reduce the attention required by a small group of recurring mobile actions, then examine what kinds of interfaces and physical behaviors become possible.

Heads Up Movies

These three short films are individually named interaction studies. They show the Heads Up filter operating at the level of a task: a map, a picture, and a reply.

newMap, 12.7 seconds: a glanceable map task presented as a portrait interaction study.Original archive file: newMap.m4v
newPic, 16.2 seconds: a glanceable photo task presented as a portrait interaction study.Original archive file: newPic.m4v
reply, 16.7 seconds: a glanceable reply task presented as a portrait interaction study.Original archive file: reply.m4v

Headspace

Headspace was a related family of explorations inside the larger Heads Up point of view. Its three titles describe a sequence of attention and communication: Turn On, Tune In, and Talk Up.

Turn On, 46.5 seconds: a close-up of a mobile interface exploring how attention can begin with a small visual cue.Photarium delivery derivative of the original 1920×1080 film; original archive file: headspace_01turn_on_cs-1_28apr2010.mov
Tune In, 36.7 seconds: a person wearing an earbud in a dark setting, exploring audio attention and ambient interaction.Original archive file: headspace_02tune_in_cs-1_28apr2010.mp4
Talk Up, 44.1 seconds: a Nokia tablet on a kitchen table, exploring voice and conversational interaction in an everyday setting.Photarium delivery derivative of the original 1280×720 film; original archive file: headspace_03talk_up_cs-1_28apr2010.mov

The Heads Up Wall

The wall photographs show the project as a sequence of working material: interface screens, interaction sequences, principles, diagrams, notes, and references arranged for discussion and revision. Each photograph is shown in full. Select an image to open its larger Photarium version.

A full wall covered with Heads Up interface studies, notes, and physical interaction sketches.
Heads Up Wall, photographed October 5, 2010: printed interface studies, notes, and physical interaction sketches arranged across the wall.
A full wall of printed mobile interface screens, diagrams, and notes from the Heads Up project.
Heads Up Wall, photographed July 16, 2010: printed screens, diagrams, and notes used to develop the project point of view.
A wall covered in clustered Heads Up principles, interface studies, and working notes.
Heads Up Wall, photographed July 26, 2010: principles, interface studies, and working notes grouped across the wall.
A full working wall showing Heads Up interaction sequences, principles, and interface references.
Heads Up Wall, photographed July 26, 2010: interaction sequences, principles, and interface references arranged for review.

From principles to specification

The Principles document moves the project from a point of view toward a more technical specification. Its two pages describe the attention problem, the monitoring/initiating/responding categories, glanceable interaction, one-handed use, audio and voice, and the relationship between a richer screen and a brief Heads Up moment.

Primary source document

Heads Up UI Principles and Specifications

Precis to a more technical principles and guidelines specification, created October 22, 2010 by Julian Bleecker.

This PDF can be opened or downloaded using the link below.

The original transcript is retained as a primary source for the project’s development and internal circulation. It is available as a hosted DOCX for readers who want to examine the discussion directly.

Open the Heads Up discussion transcript (DOCX)

The internal circulation story

The discussion transcript describes Heads Up as a challenger to the existing mobile interaction paradigm that became a point of view for Nokia Design. In one attributed formulation, the project was about “mobility, not portability”: walking and the person’s primary activity were treated as the starting condition for interaction.

The transcript also records how the filter was applied. The recurring terms were monitoring, initiating, and responding; interaction had to be glanceable; audio, voice, visual, and physical behaviors could work together; and ordinary tasks could avoid unnecessary confirmations. The work moved between principles, guidelines, interface studies, and prototype behavior, with the participants examining how a point of view could become specific enough to use across hardware and software.

The project was presented across Nokia Design in a concentrated presentation effort. The transcript attributes a goal of presenting Heads Up to every member of Nokia Design in roughly ten days, a detail that shows the scale of the internal communication task. The work then continued through lock-screen and alternative-OS explorations, low-power interaction, clock and pinning studies, and other prototype directions described in the discussion.

The transcript is equally valuable for the friction it records. It describes a California design team developing a strong point of view alongside the difficulty of carrying that work into a larger product organization with different schedules, responsibilities, and measures of relevance. That account belongs to the people speaking in the transcript; this page preserves it as attributed testimony about handoff and organizational circulation.

What the work demonstrates

Heads Up is a compact record of a broad practice. It demonstrates strategic reframing of a familiar interaction problem; HCI, UX, and interaction design; industrial and physical interaction design; audio and voice behavior; interface and service prototyping; visual and technical communication; and creative leadership across a multi-disciplinary design effort.

The project also shows how applied speculation can produce useful intermediate forms: a filter, a set of principles, a film sequence, a related family of explorations, a wall of working evidence, and a technical document. Each artifact holds a different part of the work while remaining connected to the same question about attention, mobility, and the screen.