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Designing and deploying
mobile user studies in the wild
          a practical guide



              By Karen Church, Telefonica Research
             MobileHCI 2012, San Francisco, 19th Sept
hello. my name is karen church.
i work as a research scientist in
telefonica research in barcelona.
i love the mobile space
i try to understand how mobile users
behave in their day-to-day lives
and to devise new services aimed at
enriching their online experiences
aim of this
tutorial
the goal of today….
•  Provide practical tips and guidelines
•  Share learning outcomes
  –  Some simple / obvious
  –  Some not so simple / not so obvious
•  “what not to do”
disclaimer!
tutorial schedule
tutorial overview
•  Part 1
  –  Case studies of projects I’ve been involved in
  –  Overview of the various components of
     designing and deploying mobile studies
  –  Important considerations during each phase
  –  My top tips
•  Part 2
  –  Hands on group exercise!!
  –  Put what you’ve learned into practice!
introductions....
show of
hands
mobile is
challenging
≠	
  
Mobile phones are “personal”




Image source: http://www.flickr.com/photos/chaparral/2900350456
Context impacts on mobile behaviors
Mobile doesn’t always mean mobile!
Lots and lots and lots of phone types
Tiny screens




       Image source: http://threetwelvecreative.com/resources/device-icons-svg-vector-graphic-format
Tedious input
mobile
also has
advantages
anytime, anywhere
Image source: http://www.flickr.com/photos/moriza/126238642/
[	
  
   “more users will connect to the
   Internet over mobile devices
   than desktop PCs by 2013”                          ]	
  
        Morgan Stanley | Mobile Internet Report | Dec 2009
mobile = first point of contact for some
Image source: http://www.flickr.com/photos/wink/169792021/
case study
examples
Social
 Search
Browser
ssb v1
facebook application
first mobile field study of ssb
•  16 users, 1 week period, ireland, 2009
•  Pre + post study questionnaire
•  Hybrid-iPhone app on users own
   device
•  Tracked queries, locations, answers
   and all interactions with the app
•  Used SMS notifications
ssb v2: map vs. text
second field study of ssb
•  Focus on the interface
•  4 week period, 34 users, ireland
•  Pre + post study questionnaire
•  Hybrid-iPhone app on users own
   device
•  Tracked queries, locations and all
   interactions with the app
•  No social component
tracking my moods + context
sharing my moods
field study of mobimood
•  15 users, mostly male, 5 closely-knit
   groups
•  2 week period in August 2009
•  Pre and post study survey
•  Tracked moods, situational and social
   context, date/time and physical location.
•  Used SMS and email notifications to keep
   users informed of interactions
•  Sent users a visualization of their moods at
   the end of the study
U1




U2
field study of WaggleBee
•  17 users, 6 groups
•  2 week period, spring 2012
•  Logged location, queries, shared
   pages, sessions, etc.
•  Pre/post survey
•  Semi-structured interviews
understanding mobile needs
mobile needs methodology
field study of mobile needs
•  Pre-study screening questionnaire
•  Online diary study + SMS as a means of
   Experience Sampling
•  3 months, > 100 users
•  12,000 SMS messages generated
Some references
Church, K., Neumann, J., Cherubin,M., and Oliver N. (2010) SocialSearchBrowser: A
novel mobile search and information discovery tool. In Proceedings of the International
Conference on Intelligent User Interfaces (IUI ’10)

Church, K., Neumann, J., Cherubin,M., and Oliver N. (2010) The “Map Trap”? An
evaluation of map versus text-based interfaces for location-based mobile search
services . In Proceedings of the World Wide Web (WWW ’10)

Church, K., Hoggan, E. and Oliver N. (2010) A Study of Mobile Mood Awareness and
Communication through MobiMood . In Proceedings of the 6th Nordic Conference on
Human-Computer Interaction (NordiCHI ’10)

Church, K., Cherubini, M., Neumann, J. and Oliver N. (2011) Understanding Mobile
Information Needs on a Large-Scale: Tools, Experiences and Challenges. In 2nd
Research in the Large Workshop (held as part of UbiComp ’11)

Reis, S., Church, K. and Oliver N. (2012) Rethinking mobile search: towards casual,
shared, social mobile search experiences. In Searching 4 Fun Workshop (held as part of
ECIR’12)
mobile
studies
development

        prototype                             piloting



 idea
                            participant
                            selection +
                            recruitment       deployment
               study
             methodology


                                 tracking +
General phases of                analysis     participant
                                              engagement
mobile field study
the idea!
so you have an idea…..
•  Reality filter – possible or fantasy?
•  Do your homework!
•  Research existing commercial
   applications and services
•  Talk to friends, family members,
   colleagues to gather feedback
high-level concepts
•  Who is going to be interested in this?
•  What are their goals, intents, needs?
•  How is this idea different than what
   exists at present?
  –  Different app?
  –  Or different way of doing something?
paper
prototyping
Image source: http://www.flickr.com/photos/rosenfeldmedia/3978119393/lightbox/
benefits of prototyping
•    Rapid + iterative
•    Saves time + money
•    Proves concepts early
•    Helps in decision making
•    Powerful way of collaborating
•    Gather feedback from people quickly
•    User-centric rather than technology-
     centric
various types/methods
•  Wireframes + sketching tools
•  Paper in-screen prototypes
•  Powerpoint/keynote templates
•  More interactive/online tools like
   Balsamiq, OmniGraffe, Axure, etc.
•  But…I’m a big fan of simple pen +
   paper!
Tom Hume – Android Templates
UXPin Paper Prototying Kit
Online iPhone Mockup Tool
Balsamiq online mockups
In-screen prototyping
Image source: http://uxmag.com/articles/paper-in-screen-prototyping
how to start?
•  Think about users needs, context and goals
•  Start with the basics
•  Think less is more - you are going to have to
   reduce /edit
•  Think about the types of content you want to
   support
•  Think about the structure
•  Think about the interaction and how users
   navigate / experience your application
•  Then sketch!!!
useful resources
Sneakpeak mobile sketch sheets (free)
http://sneakpeekit.com/mobile-sketchsheets/

Android wireframes (free)
http://gliderguns.files.wordpress.com/2010/01/android_wireframe_templates3.pdf

Paper In-screen prototyping tutorial
http://uxmag.com/articles/paper-in-screen-prototyping

Balsamiq online mockups demo
http://builds.balsamiq.com/b/mockups-web-demo/

Keynotetopia - Keynote/ppt resources (free for now!)
http://keynotopia.com/keynote-mockups-templates/

Rachel Hinman, Nokia Research - mobile paper prototyping essentials
http://www.slideshare.net/Rachel_Hinman
mobile
development
Web App                         Native App
•  Internet-enabled apps that   •  An app for a certain mobile
   have functionality for          device
   mobile devices.              •  Installed directly onto the
•  Accessed through the            device.
   device’s web browser         •  Typically acquired via online
•  No download / install           store or marketplace
native apps
•  Each platform requires it’s own dev process,
   language and environment – no single codebase
•  Multiple platforms = develop multiple apps
•  Access the device’s native features, information
   and hardware (camera, accelerometer, etc.)
•  Updates downloaded/installed manually - users
   can be running on different / older versions
•  App store approval process can be tedious
•  Typically faster
•  Typically “better” experience
web app
•  Runs in the mobile device’s web browser
   - each can have its own features
•  Written in HTML5, CSS, JavaScript and
   server-side languages or web application
   frameworks e.g. php – therefore a single
   codebase
•  Can access a limited amount of the
   device’s native features and information
   (orientation, geolocation, etc.)
•  Updates to app are server-driven - all
   users run the same version
how to choose?
•  Does your mobile app require any
   special device features (i.e., location,
   camera, accelerometer, etc.)?
•  Does your mobile app need to be
   Internet-enabled?
•  Do you need to target all mobile devices
   or just certain devices?
•  What programming languages do you
   already know?
•  Is speed and performance important?
tools to make life easier
•  Tools and frameworks to help develop
   apps for multiple mobile platforms and
   browsers, e.g.:
•  Create mobile apps using web code!
•  Examples:
  –  PhoneGap
  –  Appcelerator Titanium
keep in mind
•  The type of application you choose to
   develop will have an impact on the
   study you can conduct and the
   participants you can recruit
piloting.....
piloting = crucial phase!
•  Helps detect any failure points and
   spot silly mistakes BEFORE deploying
   with “real” participants
•  Give yourself time to pilot and more
   time to make the required changes.
•  In every study I’ve ran, this phase
   revealed LOTS of problems!
methodology
methodology
•  Exploratory vs. more focused?
•  Large / small scale?
•  Not enough to simply log usage/
   interactions – only reveals WHAT
•  The WHY is also really interesting
  –  Mobile diary studies, Contextual ESM,
     interviews, questionnaires/surveys
exploratory studies
•  Unsure about how it will be adopted /
   used?
•  Breaching experiments – give it to users
   in-the-wild and see what happens /
   how it’s used (Crabtree 2004)
•  May not have very concrete research
   questions
focused studies
•  Concrete research questions
•  Testing specific components / making
   specific comparisons, e.g. two
   different UIs, two different
   recommendation algorithms, etc.
•  This does not mean lab-setting
diary studies
•  Can gather large amounts of
   ecologically valid user data.
•  Information can typically be entered in
   almost any situation.
•  Requires little effort or cost to be
   deployed.
•  Supports the generalization of the results
•  But, can be difficult in mobile
   environments
snippet-based mobile diaries
•  Mobile users submit “snippets” while on-the-
   move (Brandt et al 2007)
  –  SMS messages
  –  Pictures taken on their mobile
  –  Voice recordings
•  Lowers the burden of collecting diary entries
   in mobile environments
•  These snippets are visible / available in their
   online diaries
  –  Serve as a reminder to the participant
  –  Users can provide more details at a later, more
     convenient time
contextual ESM
•  Experience sampling method (ESM)
  –  Participants make notes of their experience in
     real time at certain times
  –  Subjects are normally sampled at random times
     or with little knowledge of their whereabouts.
  –  Probing might be invasive or take place at
     inappropriate times
•  Refinements to ESM have been suggested by
   modeling the participants’ context
•  In our work, “context” = users daily routines
keep in mind
•  The study methodology you choose
   will have an impact on the
   participants you select
•  Can also impact / influence your
   results/findings
•  No study is perfect so just try to be
   aware of the trade-offs
useful resources
CHERUBINI, M. AND OLIVER, N. 2009. A refined experience sampling method to
capture mobile user experience. In Presented at the International Workshop of
Mobile User Experience Research part of CHI’2009

BRANDT, J., WEISS, N., AND KLEMMER, S. R. 2007. txt 4 l8r: lowering the burden for
diary studies under mobile conditions. In Proceedings of CHI ’07 extended
abstracts.

CRABTREE, A. Design in the absence of practice: breaching experiments. In Proc.
DIS ’04

CONSOLVO, S., and WALKER, M. Using the experience sampling method to
evaluate ubicomp applications. IEEE Pervasive Computing 2, 2 (2003), 24–31.

“Mobile diaries – discovering daily life” by Hagan & Rowland
http://johnnyholland.org/2010/07/mobile-diaries-discovering-daily-life/
participants
selecting participants
•  Gender
  –  Even distribution of males/females?
  –  Does it matter?
•  Age
  –  Mixed or specific age group?
  –  Representative of population?
•  Culture
  –  Can your app be deployed anywhere in the
     world and used in the same way?
  –  Are you targeting specific countries or
     specific languages?
selecting participants
•  Education level
•  Socio-economic status
•  Technical abilities:
  –  Do you want / require tech-savvy users?
  –  Do they need to be active users of social
     networks?
  –  Do they need to be active Web users?
•  Mobile platform/device:
  –  specific type of device or any device
  –  Smart versus feature phone
recruiting
recruiting
•  Start as early as possible
•  Spend some time on this task as it’s
   important and can “make” or “break”
   a study!
•  Does your university, institute or
   company have participant resources
   or a means of helping you recruit?
options for sourcing users
•  Online services
  –  Forums, craigslist, mailing lists, etc.
•  Social networks
  –  Twitter, facebook, linkedin groups
•  Mobile App Markets
  –  Using app markets as a “test”
     environment
•  Referrals
know thy users!
•  Who are your target users?
  –  “actual” users will provide valid feedback
•  Be selective / screen
  –  Define who / what you need from testers and
     disregard users who don’t meet that criteria
  –  Put disqualifier questions in your initial recruitment
     questionnaire
•  If you need very specialized or unusual user
   profiles, look in specialized places
  –  E.g. school children, people with disabilities
keep in mind
•  The source you use for recruiting
   participants will likely effect the sample
   you end up with
  –  If you recruit via twitter, your sample will
     likely be skewed towards the standard
     twitter demographic
  –  If you use an app store to deploy your
     app, you will likely end up with a large
     pool of young tech-savvy, males
how many participants?
•    More than you think!
•    Exploratory or more controlled study?
•    High failure risk?
•    High dropout rate?
     –  Most studies see people drop-out so
        always recruit more than you need!
•  It is a social system, requiring network
   of users? Or social groups?
•  Remember to count pilot users too
clear instructions
•  What do participants need to do?
•  How long will the study take place?
•  How can they contact you should they
   need anything?
•  What incentives will they receive?
•  Are these incentives “conditional”?
generate a pool
•  Are users interested/willing to participate
   in future studies
•  Generating a pool might allow you to
   reuse some participants for other studies
•  Avoid reuse:
  –  if your conducting iterative tests of same app
  –  if the user in question has been involved in
     another study in the same year
  –  If you have had problems with the
     participant in question in past studies
deployment
app markets
•  Easy access to a potentially huge
   audience across the globe
•  Can also be used as an apparatus for
   controlled experiments
•  Generally no access to personal user
   data
•  Difficult to get qualitative feedback
  –  Comments / ratings
•  Difficult to assess WHY
local experiments
•  Complete control
  –  Participants
  –  Culture
  –  Location
  –  Device/platform
•  Easier to gather qualitative feedback
•  Easier to answer WHY certain
   behaviors emerge
•  Smaller-scale
hybrid approaches
•  Running both local and global
   experiments
•  Data recorded for each group can
   feed into the other group and
   generate research questions
•  Involves a lot more work
•  “Use the small to explain the large and
   use the large to verify the small”,
   Morrison et al. 2012
useful resources
•  Research in the Large Workshop Series
  –  MobileHCI 2012
  –  UbiComp 2011
  –  UbiComp 2010
•  Niels Henze
  –  Done lots of work in using app stores for mobile
     experiments
  –  Hosting a tutorial this afternoon at MobileHCI on
     using app stores for experimentation
•  Morrison et al. “A Hybrid Mass Participation
   Approach to Mobile Software Trials”, CHI 2012
user
engagement
engaging with participants
•    Set the right expectations
•    Be polite
•    Be responsive
•    Communicate in the way agreed
     –  Phone (mobile/home), email, skype, etc
•  Case example – personalized
   messages for mobile needs study
keeping track
participation over time
•  Participation tends to decrease over
   time
•  In the beginning everyone’s excited
•  But it doesn’t take long for the novelty
   to wear off!
•  You need to be able to spot decreases
   in usage
•  And hopefully do something about it
   without introducing biases!
Example: visual admin tool
privacy +
   ethics!
legal and ethical concerns
•  Is there a legal department in your
   company, organization, university?
•  Is there an ethical committee who sets
   out guidelines when dealing with users?
•  If you don’t know the answer, find out!
•  In most cases the legal / ethical
   department will have a set of guidelines
   for you to follow when conducting user
   studies.
legal and ethical concerns
•  How are you going to handle the end-
   users data?
•  What security / protection measures are
   in place for the users data?
•  Are you abiding by the appropriate data
   protection policies?
•  What are you logging from the user and
   more importantly WHY are you logging it?
•  If the answer is “because I can” then it’s
   probably best to stop!
my top tips
be aware of design choices
•  Remember
  –  The users you choose and where they are
     chosen from
  –  The platform you choose
  –  The device you choose
  –  The type of study you design and deploy
•  All have an impact
•  This is perfectly OK but you need to be
   aware that these choices can lead to
   some limitations / influences in observed
   behaviors
be selective
•  Selecting “appropriate” participants is
   critical to the “success” of your study
•  You need people who are interested
   and eager to take part
•  You want people who follow-through
•  Difficult to assess at the start
•  Always recruit more users than you
   need!
get out of the lab
•  If you’re testing an idea for mobile
   users, mobile field studies are KEY
•  Only when participants use our
   applications / services in the real world
   can we really assess how they behave
users own device
•  Mobile phones are personal and
   intimate devices
•  They tend not to be shared with others
•  To gather naturalistic behaviors we
   need to study users in their natural
   environments
•  This means their OWN mobile phone
•  Avoid giving users an extra handset to
   carry
don’t drain the battery!
•  Very very very very very important!!
•  This issue has been a big problem in
   the studies we have conducted
•  Even if your application is AMAZING,
   users get annoyed very quickly if your
   application causes battery drainage
•  Testing will help you assess how battery
   friendly your application is
know thy network limits
•  Does you app perform the same on
   3G vs. WiFi? Test for this
•  Remember, network problems or
   network constraints can impact on the
   experience of your app
•  You need to be aware of these limits
•  If you can’t fix it, be honest about it
prototype, prototype, prototype…..

•  Prototyping is a must
•  Do it early
•  Do it often
•  Get feedback as often as you can
•  Get feedback from as many people as
   you can
•  Aim for unbiased feedback!
pilot testing is a must
•  Allocate at least 1 or 2 weeks for this
•  It will enable you
  –  To iron out problems
  –  To test all logging and data collection is
     working correctly
•  I guarantee that you will find at least
   once issue during the pilot phase
social + mobile = OMG!!!
•  If your app has a social component be prepared
   for more complications
•  Recruiting will be more difficult so try to recruit via
   referrals / social networking sites
•  It’s also worth considering deployment on at least
   two mobile platforms
   –  It’s difficult to find groups of users who all own the
      same type of mobile phone, e.g. all iPhone users
•  Be open to seeing usage that you never even
   dreamed of!
•  Crumlish & Malone, Designing Social Interfaces:
   –  www.designingsocialinterfaces.com
time x2
•  Always allow more time for coding,
   testing and piloting
•  Always start recruiting earlier
•  Designing and deploying mobile user
   studies is hard and it takes time
•  Actual time needed = time you think x
   at least 2
provide good information
•    Instructional videos
•    Help page
•    FAQ page
•    Website with study details, etc
•    Your direct contact information
•    Let users know you’ve prepared well for
     them and they have access to
     information and YOU when they need it
be nice!
•  Be reachable, approachable, polite
•  Participants are doing you a favor
useful
resources
interesting websites/blogs
Adaptive Path:
http://www.adaptivepath.com/

Smashing magazine
http://www.smashingmagazine.com/

UX matters
www.uxmatters.com/

Small surfaces:
http://smallsurfaces.com/
http://mobiledesign.org/toc
Part 2
Hands on design exercise
•  Group-based
•  45 minutes for the exercise
•  45 minutes for us to present and discuss
   our efforts
Foursquare Explore
•  Design a mobile user study
   to assess the value of the
   recommendations
   provided to mobile users
   of Foursquare Explore
•  Think about:
   –  Participant recruitment
      (max 50)
   –  Their background,
      experiences
   –  Study methodology
   –  How do you assess
      “value” in terms of the
      recommendation?
thank you!
                                              Karen Church
                                      www.karenchurch.com
                                               karen@tid.es
                                             @karenchurch

Images from: Flickr (where acknowledge) – others from stock.xchng http://www.sxc.hu

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Designing and deploying mobile user studies in the wild: a practical guide

  • 1. Designing and deploying mobile user studies in the wild a practical guide By Karen Church, Telefonica Research MobileHCI 2012, San Francisco, 19th Sept
  • 2. hello. my name is karen church. i work as a research scientist in telefonica research in barcelona. i love the mobile space i try to understand how mobile users behave in their day-to-day lives and to devise new services aimed at enriching their online experiences
  • 4. the goal of today…. •  Provide practical tips and guidelines •  Share learning outcomes –  Some simple / obvious –  Some not so simple / not so obvious •  “what not to do”
  • 7. tutorial overview •  Part 1 –  Case studies of projects I’ve been involved in –  Overview of the various components of designing and deploying mobile studies –  Important considerations during each phase –  My top tips •  Part 2 –  Hands on group exercise!! –  Put what you’ve learned into practice!
  • 12. Mobile phones are “personal” Image source: http://www.flickr.com/photos/chaparral/2900350456
  • 13. Context impacts on mobile behaviors
  • 14. Mobile doesn’t always mean mobile!
  • 15. Lots and lots and lots of phone types
  • 16. Tiny screens Image source: http://threetwelvecreative.com/resources/device-icons-svg-vector-graphic-format
  • 19. anytime, anywhere Image source: http://www.flickr.com/photos/moriza/126238642/
  • 20. [   “more users will connect to the Internet over mobile devices than desktop PCs by 2013” ]   Morgan Stanley | Mobile Internet Report | Dec 2009
  • 21. mobile = first point of contact for some Image source: http://www.flickr.com/photos/wink/169792021/
  • 26. first mobile field study of ssb •  16 users, 1 week period, ireland, 2009 •  Pre + post study questionnaire •  Hybrid-iPhone app on users own device •  Tracked queries, locations, answers and all interactions with the app •  Used SMS notifications
  • 27. ssb v2: map vs. text
  • 28. second field study of ssb •  Focus on the interface •  4 week period, 34 users, ireland •  Pre + post study questionnaire •  Hybrid-iPhone app on users own device •  Tracked queries, locations and all interactions with the app •  No social component
  • 29.
  • 30. tracking my moods + context
  • 32. field study of mobimood •  15 users, mostly male, 5 closely-knit groups •  2 week period in August 2009 •  Pre and post study survey •  Tracked moods, situational and social context, date/time and physical location. •  Used SMS and email notifications to keep users informed of interactions •  Sent users a visualization of their moods at the end of the study
  • 33.
  • 34. U1 U2
  • 35.
  • 36. field study of WaggleBee •  17 users, 6 groups •  2 week period, spring 2012 •  Logged location, queries, shared pages, sessions, etc. •  Pre/post survey •  Semi-structured interviews
  • 39. field study of mobile needs •  Pre-study screening questionnaire •  Online diary study + SMS as a means of Experience Sampling •  3 months, > 100 users •  12,000 SMS messages generated
  • 40. Some references Church, K., Neumann, J., Cherubin,M., and Oliver N. (2010) SocialSearchBrowser: A novel mobile search and information discovery tool. In Proceedings of the International Conference on Intelligent User Interfaces (IUI ’10) Church, K., Neumann, J., Cherubin,M., and Oliver N. (2010) The “Map Trap”? An evaluation of map versus text-based interfaces for location-based mobile search services . In Proceedings of the World Wide Web (WWW ’10) Church, K., Hoggan, E. and Oliver N. (2010) A Study of Mobile Mood Awareness and Communication through MobiMood . In Proceedings of the 6th Nordic Conference on Human-Computer Interaction (NordiCHI ’10) Church, K., Cherubini, M., Neumann, J. and Oliver N. (2011) Understanding Mobile Information Needs on a Large-Scale: Tools, Experiences and Challenges. In 2nd Research in the Large Workshop (held as part of UbiComp ’11) Reis, S., Church, K. and Oliver N. (2012) Rethinking mobile search: towards casual, shared, social mobile search experiences. In Searching 4 Fun Workshop (held as part of ECIR’12)
  • 42. development prototype piloting idea participant selection + recruitment deployment study methodology tracking + General phases of analysis participant engagement mobile field study
  • 44. so you have an idea….. •  Reality filter – possible or fantasy? •  Do your homework! •  Research existing commercial applications and services •  Talk to friends, family members, colleagues to gather feedback
  • 45. high-level concepts •  Who is going to be interested in this? •  What are their goals, intents, needs? •  How is this idea different than what exists at present? –  Different app? –  Or different way of doing something?
  • 48. benefits of prototyping •  Rapid + iterative •  Saves time + money •  Proves concepts early •  Helps in decision making •  Powerful way of collaborating •  Gather feedback from people quickly •  User-centric rather than technology- centric
  • 49. various types/methods •  Wireframes + sketching tools •  Paper in-screen prototypes •  Powerpoint/keynote templates •  More interactive/online tools like Balsamiq, OmniGraffe, Axure, etc. •  But…I’m a big fan of simple pen + paper!
  • 50.
  • 51. Tom Hume – Android Templates
  • 53.
  • 54.
  • 57. In-screen prototyping Image source: http://uxmag.com/articles/paper-in-screen-prototyping
  • 58. how to start? •  Think about users needs, context and goals •  Start with the basics •  Think less is more - you are going to have to reduce /edit •  Think about the types of content you want to support •  Think about the structure •  Think about the interaction and how users navigate / experience your application •  Then sketch!!!
  • 59. useful resources Sneakpeak mobile sketch sheets (free) http://sneakpeekit.com/mobile-sketchsheets/ Android wireframes (free) http://gliderguns.files.wordpress.com/2010/01/android_wireframe_templates3.pdf Paper In-screen prototyping tutorial http://uxmag.com/articles/paper-in-screen-prototyping Balsamiq online mockups demo http://builds.balsamiq.com/b/mockups-web-demo/ Keynotetopia - Keynote/ppt resources (free for now!) http://keynotopia.com/keynote-mockups-templates/ Rachel Hinman, Nokia Research - mobile paper prototyping essentials http://www.slideshare.net/Rachel_Hinman
  • 61. Web App Native App •  Internet-enabled apps that •  An app for a certain mobile have functionality for device mobile devices. •  Installed directly onto the •  Accessed through the device. device’s web browser •  Typically acquired via online •  No download / install store or marketplace
  • 62. native apps •  Each platform requires it’s own dev process, language and environment – no single codebase •  Multiple platforms = develop multiple apps •  Access the device’s native features, information and hardware (camera, accelerometer, etc.) •  Updates downloaded/installed manually - users can be running on different / older versions •  App store approval process can be tedious •  Typically faster •  Typically “better” experience
  • 63. web app •  Runs in the mobile device’s web browser - each can have its own features •  Written in HTML5, CSS, JavaScript and server-side languages or web application frameworks e.g. php – therefore a single codebase •  Can access a limited amount of the device’s native features and information (orientation, geolocation, etc.) •  Updates to app are server-driven - all users run the same version
  • 64. how to choose? •  Does your mobile app require any special device features (i.e., location, camera, accelerometer, etc.)? •  Does your mobile app need to be Internet-enabled? •  Do you need to target all mobile devices or just certain devices? •  What programming languages do you already know? •  Is speed and performance important?
  • 65. tools to make life easier •  Tools and frameworks to help develop apps for multiple mobile platforms and browsers, e.g.: •  Create mobile apps using web code! •  Examples: –  PhoneGap –  Appcelerator Titanium
  • 66. keep in mind •  The type of application you choose to develop will have an impact on the study you can conduct and the participants you can recruit
  • 68. piloting = crucial phase! •  Helps detect any failure points and spot silly mistakes BEFORE deploying with “real” participants •  Give yourself time to pilot and more time to make the required changes. •  In every study I’ve ran, this phase revealed LOTS of problems!
  • 70. methodology •  Exploratory vs. more focused? •  Large / small scale? •  Not enough to simply log usage/ interactions – only reveals WHAT •  The WHY is also really interesting –  Mobile diary studies, Contextual ESM, interviews, questionnaires/surveys
  • 71. exploratory studies •  Unsure about how it will be adopted / used? •  Breaching experiments – give it to users in-the-wild and see what happens / how it’s used (Crabtree 2004) •  May not have very concrete research questions
  • 72. focused studies •  Concrete research questions •  Testing specific components / making specific comparisons, e.g. two different UIs, two different recommendation algorithms, etc. •  This does not mean lab-setting
  • 73. diary studies •  Can gather large amounts of ecologically valid user data. •  Information can typically be entered in almost any situation. •  Requires little effort or cost to be deployed. •  Supports the generalization of the results •  But, can be difficult in mobile environments
  • 74. snippet-based mobile diaries •  Mobile users submit “snippets” while on-the- move (Brandt et al 2007) –  SMS messages –  Pictures taken on their mobile –  Voice recordings •  Lowers the burden of collecting diary entries in mobile environments •  These snippets are visible / available in their online diaries –  Serve as a reminder to the participant –  Users can provide more details at a later, more convenient time
  • 75. contextual ESM •  Experience sampling method (ESM) –  Participants make notes of their experience in real time at certain times –  Subjects are normally sampled at random times or with little knowledge of their whereabouts. –  Probing might be invasive or take place at inappropriate times •  Refinements to ESM have been suggested by modeling the participants’ context •  In our work, “context” = users daily routines
  • 76. keep in mind •  The study methodology you choose will have an impact on the participants you select •  Can also impact / influence your results/findings •  No study is perfect so just try to be aware of the trade-offs
  • 77. useful resources CHERUBINI, M. AND OLIVER, N. 2009. A refined experience sampling method to capture mobile user experience. In Presented at the International Workshop of Mobile User Experience Research part of CHI’2009 BRANDT, J., WEISS, N., AND KLEMMER, S. R. 2007. txt 4 l8r: lowering the burden for diary studies under mobile conditions. In Proceedings of CHI ’07 extended abstracts. CRABTREE, A. Design in the absence of practice: breaching experiments. In Proc. DIS ’04 CONSOLVO, S., and WALKER, M. Using the experience sampling method to evaluate ubicomp applications. IEEE Pervasive Computing 2, 2 (2003), 24–31. “Mobile diaries – discovering daily life” by Hagan & Rowland http://johnnyholland.org/2010/07/mobile-diaries-discovering-daily-life/
  • 79. selecting participants •  Gender –  Even distribution of males/females? –  Does it matter? •  Age –  Mixed or specific age group? –  Representative of population? •  Culture –  Can your app be deployed anywhere in the world and used in the same way? –  Are you targeting specific countries or specific languages?
  • 80. selecting participants •  Education level •  Socio-economic status •  Technical abilities: –  Do you want / require tech-savvy users? –  Do they need to be active users of social networks? –  Do they need to be active Web users? •  Mobile platform/device: –  specific type of device or any device –  Smart versus feature phone
  • 82. recruiting •  Start as early as possible •  Spend some time on this task as it’s important and can “make” or “break” a study! •  Does your university, institute or company have participant resources or a means of helping you recruit?
  • 83. options for sourcing users •  Online services –  Forums, craigslist, mailing lists, etc. •  Social networks –  Twitter, facebook, linkedin groups •  Mobile App Markets –  Using app markets as a “test” environment •  Referrals
  • 84. know thy users! •  Who are your target users? –  “actual” users will provide valid feedback •  Be selective / screen –  Define who / what you need from testers and disregard users who don’t meet that criteria –  Put disqualifier questions in your initial recruitment questionnaire •  If you need very specialized or unusual user profiles, look in specialized places –  E.g. school children, people with disabilities
  • 85. keep in mind •  The source you use for recruiting participants will likely effect the sample you end up with –  If you recruit via twitter, your sample will likely be skewed towards the standard twitter demographic –  If you use an app store to deploy your app, you will likely end up with a large pool of young tech-savvy, males
  • 86. how many participants? •  More than you think! •  Exploratory or more controlled study? •  High failure risk? •  High dropout rate? –  Most studies see people drop-out so always recruit more than you need! •  It is a social system, requiring network of users? Or social groups? •  Remember to count pilot users too
  • 87. clear instructions •  What do participants need to do? •  How long will the study take place? •  How can they contact you should they need anything? •  What incentives will they receive? •  Are these incentives “conditional”?
  • 88. generate a pool •  Are users interested/willing to participate in future studies •  Generating a pool might allow you to reuse some participants for other studies •  Avoid reuse: –  if your conducting iterative tests of same app –  if the user in question has been involved in another study in the same year –  If you have had problems with the participant in question in past studies
  • 90. app markets •  Easy access to a potentially huge audience across the globe •  Can also be used as an apparatus for controlled experiments •  Generally no access to personal user data •  Difficult to get qualitative feedback –  Comments / ratings •  Difficult to assess WHY
  • 91. local experiments •  Complete control –  Participants –  Culture –  Location –  Device/platform •  Easier to gather qualitative feedback •  Easier to answer WHY certain behaviors emerge •  Smaller-scale
  • 92. hybrid approaches •  Running both local and global experiments •  Data recorded for each group can feed into the other group and generate research questions •  Involves a lot more work •  “Use the small to explain the large and use the large to verify the small”, Morrison et al. 2012
  • 93. useful resources •  Research in the Large Workshop Series –  MobileHCI 2012 –  UbiComp 2011 –  UbiComp 2010 •  Niels Henze –  Done lots of work in using app stores for mobile experiments –  Hosting a tutorial this afternoon at MobileHCI on using app stores for experimentation •  Morrison et al. “A Hybrid Mass Participation Approach to Mobile Software Trials”, CHI 2012
  • 95. engaging with participants •  Set the right expectations •  Be polite •  Be responsive •  Communicate in the way agreed –  Phone (mobile/home), email, skype, etc •  Case example – personalized messages for mobile needs study
  • 97. participation over time •  Participation tends to decrease over time •  In the beginning everyone’s excited •  But it doesn’t take long for the novelty to wear off! •  You need to be able to spot decreases in usage •  And hopefully do something about it without introducing biases!
  • 99.
  • 100. privacy + ethics!
  • 101. legal and ethical concerns •  Is there a legal department in your company, organization, university? •  Is there an ethical committee who sets out guidelines when dealing with users? •  If you don’t know the answer, find out! •  In most cases the legal / ethical department will have a set of guidelines for you to follow when conducting user studies.
  • 102. legal and ethical concerns •  How are you going to handle the end- users data? •  What security / protection measures are in place for the users data? •  Are you abiding by the appropriate data protection policies? •  What are you logging from the user and more importantly WHY are you logging it? •  If the answer is “because I can” then it’s probably best to stop!
  • 104. be aware of design choices •  Remember –  The users you choose and where they are chosen from –  The platform you choose –  The device you choose –  The type of study you design and deploy •  All have an impact •  This is perfectly OK but you need to be aware that these choices can lead to some limitations / influences in observed behaviors
  • 105. be selective •  Selecting “appropriate” participants is critical to the “success” of your study •  You need people who are interested and eager to take part •  You want people who follow-through •  Difficult to assess at the start •  Always recruit more users than you need!
  • 106. get out of the lab •  If you’re testing an idea for mobile users, mobile field studies are KEY •  Only when participants use our applications / services in the real world can we really assess how they behave
  • 107. users own device •  Mobile phones are personal and intimate devices •  They tend not to be shared with others •  To gather naturalistic behaviors we need to study users in their natural environments •  This means their OWN mobile phone •  Avoid giving users an extra handset to carry
  • 108. don’t drain the battery! •  Very very very very very important!! •  This issue has been a big problem in the studies we have conducted •  Even if your application is AMAZING, users get annoyed very quickly if your application causes battery drainage •  Testing will help you assess how battery friendly your application is
  • 109. know thy network limits •  Does you app perform the same on 3G vs. WiFi? Test for this •  Remember, network problems or network constraints can impact on the experience of your app •  You need to be aware of these limits •  If you can’t fix it, be honest about it
  • 110. prototype, prototype, prototype….. •  Prototyping is a must •  Do it early •  Do it often •  Get feedback as often as you can •  Get feedback from as many people as you can •  Aim for unbiased feedback!
  • 111. pilot testing is a must •  Allocate at least 1 or 2 weeks for this •  It will enable you –  To iron out problems –  To test all logging and data collection is working correctly •  I guarantee that you will find at least once issue during the pilot phase
  • 112. social + mobile = OMG!!! •  If your app has a social component be prepared for more complications •  Recruiting will be more difficult so try to recruit via referrals / social networking sites •  It’s also worth considering deployment on at least two mobile platforms –  It’s difficult to find groups of users who all own the same type of mobile phone, e.g. all iPhone users •  Be open to seeing usage that you never even dreamed of! •  Crumlish & Malone, Designing Social Interfaces: –  www.designingsocialinterfaces.com
  • 113. time x2 •  Always allow more time for coding, testing and piloting •  Always start recruiting earlier •  Designing and deploying mobile user studies is hard and it takes time •  Actual time needed = time you think x at least 2
  • 114. provide good information •  Instructional videos •  Help page •  FAQ page •  Website with study details, etc •  Your direct contact information •  Let users know you’ve prepared well for them and they have access to information and YOU when they need it
  • 115. be nice! •  Be reachable, approachable, polite •  Participants are doing you a favor
  • 117. interesting websites/blogs Adaptive Path: http://www.adaptivepath.com/ Smashing magazine http://www.smashingmagazine.com/ UX matters www.uxmatters.com/ Small surfaces: http://smallsurfaces.com/
  • 119. Part 2
  • 120. Hands on design exercise •  Group-based •  45 minutes for the exercise •  45 minutes for us to present and discuss our efforts
  • 121. Foursquare Explore •  Design a mobile user study to assess the value of the recommendations provided to mobile users of Foursquare Explore •  Think about: –  Participant recruitment (max 50) –  Their background, experiences –  Study methodology –  How do you assess “value” in terms of the recommendation?
  • 122. thank you! Karen Church www.karenchurch.com karen@tid.es @karenchurch Images from: Flickr (where acknowledge) – others from stock.xchng http://www.sxc.hu