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How	
  to	
  do	
  Mobile	
  
HCI	
  Research	
  in	
  
the	
  large?	
  
	
  
Niels	
  Henze	
  
	
  
University	
  of	
  Oldenburg	
  
Media	
  Informa@cs	
  and	
  	
  
Mul@media	
  Systems	
  
	
  
OFFIS	
  -­‐	
  Ins@tute	
  for	
  Informa@on	
  
Technology	
  
Intelligent	
  User	
  Interface	
  Group	
  
	
  
…	
  but	
  lets	
  start	
  with	
  a	
  ques@on:	
  
	
  
Who	
  of	
  you	
  ever	
  par@cipated	
  in	
  a	
  user	
  study?	
  
do	
  you	
  think	
  that	
  any	
  of	
  these	
  guys	
  
 ever	
  did?	
  
Outline	
  
1.     Limita@ons	
  of	
  common	
  studies	
  
2.     Into	
  the	
  large	
  
3.     Types	
  of	
  studies	
  
4.     What	
  is	
  so	
  special?	
  
5.     What	
  works	
  for	
  me	
  
6.     Wrap	
  up	
  
	
  
 
	
  
User	
  studies	
  at	
  
     MobileHCI	
  2010	
  
       	
  20%	
  acceptance	
  rate	
  
       	
  43	
  short+long	
  papers	
  
	
  
 
                              	
  
                              User	
  studies	
  at	
  
                                   MobileHCI	
  2010	
  
                                 	
  20%	
  acceptance	
  rate	
  
                                 	
  43	
  short+long	
  papers	
  
                                 	
  subjects	
  per	
  paper	
  




hXp://nhenze.net/?p=810	
  
 
                              	
  
                              User	
  studies	
  at	
  
                                   MobileHCI	
  2010	
  
                                     	
  20%	
  acceptance	
  rate	
  
                                     	
  43	
  short+long	
  papers	
  
                                     	
  subjects	
  per	
  paper	
  
                                     	
  subject’s	
  gender	
  
                              	
  




hXp://nhenze.net/?p=810	
  
all	
  with	
  a	
  university	
  degree,	
  recruited	
  in	
          	
  
           the	
  Ins@tute	
  community	
  
                                                                                   	
  
 students	
  or	
  employees	
  at	
  our	
  
 university	
                                                                      User	
  studies	
  at	
  
                   recruited	
  through	
  flyers,	
  posters	
  and	
  
                   various	
  mailing	
  lists	
  at	
  the	
  university	
             MobileHCI	
  2010	
  
                                                                                          	
  20%	
  acceptance	
  rate	
  
 10	
  university	
  students	
  and	
  2	
  par@cipants	
  
                                                                                          	
  43	
  short+long	
  papers	
  
 are	
  marke@ng	
  professionals	
  
                                                                                          	
  subjects	
  per	
  paper	
  
                undergraduate	
  or	
  graduate	
  students	
  at	
  
                                                                                          	
  subject’s	
  gender	
  
                the	
  local	
  university	
  studying	
  a	
  variety	
  of	
  
                majors	
                                                                  	
  o]en	
  a	
  biased	
  sample	
  
                                         university	
  students	
  
                                                                                   	
  
most	
  subjects	
  were	
  students	
  with	
  a	
  
background	
  in	
  computer	
  sciences	
  
                            most	
  par@cipants	
  were	
  students	
  
studying	
  or	
  working	
  in	
  the	
  University	
  of	
  
Glasgow	
  
                    members	
  in	
  a	
  joint	
  research	
  project	
  
hXp://nhenze.net/?p=810	
  
Some	
  male	
  students	
  from	
  the	
  lab	
  
took	
  part	
  in	
  our	
  study...	
  
Small	
  sample	
  size	
  isn’t	
  necessarily	
  an	
  issue	
  for	
  a	
  
     study	
  
Not	
  every	
  study	
  needs	
  a	
  perfect	
  sample	
  of	
  the	
  
     popula@on	
  
	
  
Focussing	
  on	
  studies	
  with	
  few	
  subjects	
  prevents	
  
     finding	
  subtle	
  differences	
  
We	
  stew	
  in	
  our	
  own	
  juices	
  if	
  using	
  our	
  own	
  
     students	
  by	
  default	
  
Some	
  mo@va@on	
  
Large	
  numbers	
  are	
  expensive	
  in	
  the	
  lab	
  
   –  1,000	
  subjects	
  for	
  an	
  hour	
  -­‐>	
  10,000€	
  
   –  1,000	
  subjects	
  for	
  an	
  hour	
  -­‐>	
  6	
  month	
  
   –  1,000	
  subjects	
  from	
  around	
  the	
  world	
  -­‐>	
  impossible	
  
	
  
Different	
  contexts	
  are	
  hard	
  to	
  address	
  
   –  We	
  have	
  no	
  subway	
  in	
  Oldenburg	
  
   –  Don’t	
  want	
  to	
  pay	
  the	
  flight	
  for	
  my	
  par@cipant	
  	
  
   –  And	
  what	
  are	
  the	
  relevant	
  contexts	
  anyway?	
  
 
                                       	
  
Example	
  of	
  gehng	
  large…	
     Target	
  selec@on	
  on	
  
                                            mobile	
  phones	
  
                                          	
  thirty	
  right-­‐handed	
  subjects	
  
                                          	
  different	
  target	
  loca@ons	
  
                                              and	
  sizes	
  




[Park2008MobileHCI]	
  
 
                          	
  
                          Target	
  selec@on	
  on	
  
                               mobile	
  phones	
  
                                 	
  thirty	
  right-­‐handed	
  subjects	
  
                                 	
  different	
  target	
  loca@ons	
  
                                     and	
  sizes	
  
                          	
  

                          Taps	
  are	
  skewed	
  
                                 	
  fixed	
  posture	
  
                                 	
  single	
  device	
  
                                 	
  Korean	
  students	
  
                                 	
  	
  vague	
  results	
  



[Park2008MobileHCI]	
  
 
	
  
…same	
  thing	
  in	
  the	
  
     large	
  
       	
  game	
  published	
  on	
  the	
  
           Android	
  Market	
  
	
  
	
  
 
	
  
…same	
  thing	
  in	
  the	
  
     large	
  
       	
  game	
  published	
  on	
  the	
  
           Android	
  Market	
  
       	
  we	
  inform	
  the	
  player	
  
           about	
  the	
  study	
  
	
  
 
	
  
…same	
  thing	
  in	
  the	
  
     large	
  
       	
  game	
  published	
  on	
  the	
  
           Android	
  Market	
  
       	
  we	
  inform	
  the	
  player	
  
           about	
  the	
  study	
  
       	
  just	
  looks	
  like	
  an	
  ordinary	
  
           game	
  
	
  
	
  
 
	
  
…same	
  thing	
  in	
  the	
  
     large	
  
       	
  game	
  published	
  on	
  the	
  
           Android	
  Market	
  
       	
  we	
  inform	
  the	
  player	
  
           about	
  the	
  study	
  
       	
  just	
  looks	
  like	
  an	
  ordinary	
  
           game	
  
       	
  par@cipants	
  get	
  some	
  
           introduc@on	
  
	
  
	
  
 
	
  
…same	
  thing	
  in	
  the	
  
     large	
  
       	
  game	
  published	
  on	
  the	
  
           Android	
  Market	
  
       	
  we	
  inform	
  the	
  player	
  
           about	
  the	
  study	
  
       	
  just	
  looks	
  like	
  an	
  ordinary	
  
           game	
  
       	
  par@cipants	
  get	
  some	
  
           introduc@on	
  
	
  
	
  
 
	
  
…same	
  thing	
  in	
  the	
  
     large	
  
       	
  game	
  published	
  on	
  the	
  
           Android	
  Market	
  
       	
  we	
  inform	
  the	
  player	
  
           about	
  the	
  study	
  
       	
  just	
  looks	
  like	
  an	
  ordinary	
  
           game	
  
       	
  par@cipants	
  get	
  some	
  
           introduc@on	
  
       	
  they	
  tap	
  the	
  targets	
  
	
  
	
  
 
	
  
…same	
  thing	
  in	
  the	
  
     large	
  
       	
  game	
  published	
  on	
  the	
  
           Android	
  Market	
  
       	
  we	
  inform	
  the	
  player	
  
           about	
  the	
  study	
  
       	
  just	
  looks	
  like	
  an	
  ordinary	
  
           game	
  
       	
  par@cipants	
  get	
  some	
  
           introduc@on	
  
       	
  they	
  tap	
  the	
  targets	
  
       	
  we	
  vary	
  targets’	
  size	
  and	
  
           posi@on	
  
	
  
	
  
 
	
  
…same	
  thing	
  in	
  the	
  
     large	
  
    	
  game	
  published	
  on	
  the	
  
        Android	
  Market	
  
    	
  we	
  inform	
  the	
  player	
  
        about	
  the	
  study	
  
    	
  just	
  looks	
  like	
  an	
  ordinary	
  
        game	
  
    	
  par@cipants	
  get	
  some	
  
        introduc@on	
  
    	
  they	
  tap	
  the	
  targets	
  
    	
  we	
  vary	
  targets’	
  size	
  and	
  
        posi@on	
  
    	
  there	
  is	
  even	
  a	
  high	
  score	
  
        list	
  
 
	
  
	
  
published	
  on	
  the	
  
     Android	
  Market	
  
   	
  100,000	
  installa@ons	
  in	
  
       three	
  months	
  
   	
  120	
  million	
  touch	
  events	
  
   	
  more	
  than	
  hundred	
  
       different	
  devices	
  
   	
  players	
  from	
  all	
  over	
  the	
  
       world	
  
[Park2008MobileHCI]	
  
[Henze2011MobileHCI]	
  
Types	
  of	
  work	
  
Proof	
  of	
  concept	
  
     –     Showing	
  that	
  an	
  idea/concept/product	
  works	
  
     –     Lots	
  of	
  users,	
  good	
  ra@ngs,	
  posi@ve	
  comments,	
  ...	
  

App	
  stores	
  as	
  research	
  tool	
  
     –     Experience	
  report	
  
     –     Ethical	
  and	
  legal	
  issues	
  
	
  
Inves@ga@ng	
  app-­‐specific	
  aspects	
  
     –     How	
  a	
  specific	
  app	
  is	
  used	
  
     –     Compare	
  different	
  visualiza@ons	
  

Observing	
  general	
  aspects	
  
     –     Learn	
  about	
  how	
  people	
  and	
  devices	
  behave	
  
     –     How	
  are	
  apps	
  how,	
  how	
  people	
  touch	
  the	
  screen,	
  ...	
  
Proof	
  of	
  concept	
  
 
                     	
  
                     	
  
                     Smule’s	
  iPhone	
  
                          Ocarina	
  
                        	
  music	
  instrument	
  for	
  the	
  
                            iPhone	
  
                        	
  million	
  installa@ons	
  




[Wang2009NIME]	
  
 
                    	
  
                    	
  
                    Shapewriter	
  
                       	
  developed	
  gesture-­‐based	
  
                           keyboard	
  +	
  notepad	
  
                       	
  qualita@ve	
  feedback	
  from	
  
                           App	
  Store	
  comments	
  




[Zhai2009CHI]	
  
App	
  stores	
  as	
  research	
  tool	
  
 
                              	
  
                              	
  
                              Into	
  the	
  wild	
  with	
  
                                   Hungry	
  Yoshi	
  
                                  	
  loca@on	
  based	
  game	
  for	
  
                                      the	
  iPhone	
  
                                  	
  	
  94,642	
  unique	
  downloader	
  
                                  	
  inves@gated	
  how	
  to	
  get	
  
                                      subjec@ve	
  feedback	
  




[McMillan2010Pervasive]	
  
 
100%	
                                                                   	
  
                                                 83,68%	
   81,31%	
  
 80%	
  
                                                                         	
  
                                                                         Experience	
  from	
  	
  	
  	
  	
  
 60%	
                              54,76%	
  
                                                                              5	
  Studies	
  
 40%	
                                                                        	
  compare	
  amount	
  of	
  
                                                                                  collected	
  data	
  
 20%	
                                                                        	
  experience	
  with	
  collec@ng	
  
                        7,32%	
                                                   qualita@ve	
  data	
  
            0,46%	
                                                           	
  discuss	
  internal	
  and	
  
   0%	
  
                                                                                  external	
  validity	
  




 [Henze2011IJMHCI]	
  
Inves@ga@ng	
  
app-­‐specific	
  
aspects	
  
 
                          	
  
                          	
  
                          Ra@ngs	
  for	
  Mobile	
  
                               Applica@ons	
  
                             	
  compare	
  amount	
  of	
  
                                 collected	
  data	
  
                             	
  experience	
  with	
  collec@ng	
  
                                 qualita@ve	
  data	
  
                             	
  discuss	
  internal	
  and	
  
                                 external	
  validity	
  




[Girardello2010DSZ]	
  
 
                                                    	
  
                                                    	
  
                                                    Compare	
  off-­‐screen	
  
                                                         visualisa@ons	
  
                                                       	
  using	
  repeated	
  measures	
  
                                                       	
  using	
  a	
  tutorial	
  for	
  a	
  map	
  
                                                           applica@on	
  




[Henze2010MobileHCI]	
   [Henze2010MobileHCI]	
  
 
                                                    	
  
                                                    	
  
                                                    Compare	
  off-­‐screen	
  
                                                         visualisa@ons	
  
                                                       	
  using	
  repeated	
  measures	
  
                                                       	
  using	
  a	
  tutorial	
  for	
  a	
  map	
  
                                                           applica@on	
  
                                                       	
  and	
  using	
  a	
  simple	
  game	
  
                                                           (which	
  worked	
  much	
  
                                                           beXer!)	
  




[Henze2010MobileHCI]	
   [Henze2010MobileHCI]	
  
Observing	
  general	
  aspects	
  
Falling	
  Asleep	
  with	
  …	
  appazaar	
  




                                     [Böhmer2011MobileHCI]	
  
A	
  Study	
  of	
  BaXery	
  Life	
  




                                         [Ferreira2011Pervasive]	
  
app	
  stores	
  as	
  	
  a	
      inves@ga@ng	
  app-­‐         inves@ga@ng	
  
proof	
  of	
  concept	
  
                                 research	
  tool	
                  specific	
  aspects	
        general	
  aspects	
  
 [Wang2009NIME]	
               [McMillan2010RiL]	
                  [Girardello2010DSZ]	
         [Hood2011IJTR]	
  
                             [McMillan2010Pervasive]	
  
   [Zhai2009CHI]	
                                                   [Riccamboni2010IB]	
      [Henze2011MobileHCIa]	
  
                                [Henze2011IJMHCI]	
  
[Gilbertson2008CiE]	
                                                  [Kuhn2010MM]	
          [Henze2011MobileHCIb]	
  
                                  [Miluzzo2010RiL]	
  
                                                                                               [Watzdorf2010LocWeb]	
  
                              [Poppinga2010OMUE]	
                    [Yan2011MobiSys]	
  
                                                                                               [Ferreira2011Pervasive]	
  
                              [Oliver2010HotPlanet]	
                  [Budde2010IoT]	
  
                                 [Morrison2010RiL]	
                                            [Buddharaju2010CHI]	
  
                                                                     [Karpischek2011RiL]	
  
                                                                                                  [Sahami2011CHI]	
  
                                                                    [Henze2010MobileHCI]	
  
                                                                                                 [Verkasalo2010MB]	
  
                                   [Pielot2011ELV]	
                [Henze2010NordiCHI]	
  
                                                                                               [Böhmer2011MobileHCI]	
  
                              [Cramer2010UbiComp]	
  

                                [Morrison2011CHI]	
  

                             [Henderson2009HotPlanet]	
  

                                  [Norcie2011ELV]	
  

                             Ethics	
  and	
  legal	
  issues	
  
but	
  what	
  is	
  special	
  about	
  app	
  store	
  
studies?	
  
App-­‐based	
  vs.	
  other	
  studies	
  
Common	
  con-­‐ Mining	
  exis@ng	
   App-­‐based	
  
trolled	
  studies	
   data	
          studies	
  
Few	
  par@cipants	
           Many	
  par@cipants	
     Many	
  par@cipants	
  

Ar@ficial	
  context	
          Natural	
  context	
      Natural	
  context	
  

                                                         Defined	
  tasks	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
Defined	
  task	
               No	
  tasks	
  
                                                         (if	
  needed)	
  
Total	
  control	
  over	
                               Weak	
  control	
  over	
  
                               No	
  control	
  
par@cipants	
                                            par@cipants	
  
Heavily	
  biased	
                                      Biased	
  to	
  unbiased	
  
                               Unbiased	
  sample	
  
sample	
                                                 sample	
  
You	
  have	
  to	
  “sell”	
  your	
  study	
  
The	
  study	
  has	
  a	
  goal	
  
    –  Collect	
  informa@on	
  about	
  specific	
  behaviour	
  
    –  Performance	
  for	
  a	
  specific	
  task	
  
Users	
  have	
  to	
  install	
  the	
  app	
  on	
  their	
  own	
  will	
  
    –  App	
  needs	
  a	
  purpose	
  
    –  Good	
  ra@ngs,	
  high	
  ranking	
  
Find	
  a	
  compromise	
  
    –  Maintain	
  the	
  goals	
  of	
  the	
  study	
  
    –  AXract	
  sufficient	
  par@cipants	
  
Types	
  of	
  apps	
  




 Applica@ons	
            Games	
     Widgets	
  
 
                                                                     	
  
100.000	
  
 90.000	
  
                                                                     	
  
 80.000	
                                                            Par@cipants	
  
 70.000	
                                                               	
  How	
  do	
  we	
  count	
  the	
  
 60.000	
                                                                   number	
  of	
  par@cipant?	
  
 50.000	
  
 40.000	
  
 30.000	
  
 20.000	
  
 10.000	
  
      0	
  
              installa@ons	
     opt-­‐in	
     ac@ve	
  users	
  


  [McMillan2010Pervasive]	
                                                        [Morrison2010RiL]	
  
 
                                                                       	
  
          US	
  Android	
  users	
          US	
  popula@on	
          	
  
60%	
  
                                                                       Par@cipants	
  
50%	
                                                                     	
  How	
  do	
  we	
  count	
  the	
  
                                                                              number	
  of	
  par@cipant?	
  
40%	
  
                                                                          	
  A	
  good	
  sample	
  of	
  the	
  
30%	
                                                                         popula@on?	
  

20%	
  
10%	
  
 0%	
  
           18-­‐34	
   35-­‐44	
   45-­‐54	
   55-­‐64	
     65+	
  


  [Nielsen2011]	
        [USCensusBureau2008]	
  
Collec@ng	
  informa@on	
  
Objec@ve	
  data	
  
       –  As	
  early	
  as	
  possible	
  [Henze2011IJMHCI]	
  
       –  More	
  than	
  just	
  the	
  task	
  performance	
  
          •    All	
  aspects	
  that	
  affect	
  the	
  results	
  
          •    E.g.	
  device	
  type,	
  local,	
  @me,	
  screen	
  size,	
  resolu@on,	
  ...	
  
          •    In	
  par@cular:	
  a	
  version	
  number	
  
       –  Compromise	
  between	
  permissions	
  and	
  data	
  to	
  
          collect	
  
	
  
Collec@ng	
  informa@on	
  
Subjec@ve	
  data	
  
   –  App	
  Store	
  comments	
  can	
  provide	
  informa@on	
  
      •    but	
  usually	
  don't	
  [Henze2011IJMHCI]	
  
      •    Might	
  help	
  to	
  claim	
  an	
  app	
  is	
  great	
  (e.g.	
  [Zhai2009CHI])	
  
      •    Ra@ngs	
  without	
  baseline	
  are	
  meaningles	
  

   –  Inves@gated	
  how	
  to	
  get	
  subjec@ve	
  feedback	
  
       [McMillan2010Pervasive]	
  
      •    In-­‐game	
  “tasks”	
  with	
  dynamically	
  loaded	
  ques@ons	
  
      •    Integra@on	
  with	
  Facebook	
  
      •    Interviewed	
  10	
  people	
  over	
  VoIP	
  for	
  $25	
  
Realy	
  stupid	
                                                                     	
  
                hope	
                         Stupid	
  waste	
  of	
  @me!!!	
  
                                                                           cailan	
   	
  

                FC	
  the	
  rabbit....	
  uninstalled	
  
                                           Godimus	
  Prime	
  
                                                                                      	
  
                                                                                      Ready	
  for	
  prime	
  
Its	
  ok	
                                    Stupid	
  waste	
  of	
  @me.	
  
    erika	
                                                              lance	
           @me	
  
                                    boring	
  and	
  dumb.	
                                                	
  Users	
  don’t	
  care	
  if	
  it’s	
  a	
  
                                                               Beba	
                                           research	
  prototype	
  
        Stupid	
  and	
  offincive	
  
to	
  my	
  pet	
  rabbit	
  bayleigh	
  
                                       Logan	
              1	
  word......	
  dumb!	
  
                                                                                         josue	
  


           5	
  stars	
  if	
  there	
  is	
  a	
  way	
  to	
  turn	
  the	
  music	
  off.	
  
                                   Doesnt	
  go	
  to	
  well	
  with	
  slipknot	
  
                                                                                          Allen	
  


     What	
  the	
  hell	
  is	
  this??	
                                     Boo!	
  
                                         Luci	
                           Cullen	
  Girl	
            Examples	
  from	
  one	
  of	
  my	
  
                                                                                                      games	
  
 
	
  
	
  
Ready	
  for	
  prime	
  
     @me	
  
    	
  Users	
  don’t	
  care	
  if	
  it’s	
  a	
  
        research	
  prototype	
  
    	
  Low	
  quality	
  results	
  in	
  low	
  
        ra@ngs	
  
 
	
  
	
  
Ready	
  for	
  prime	
  
     @me	
  
    	
  users	
  don’t	
  care	
  if	
  it’s	
  a	
  
        research	
  prototype	
  
    	
  low	
  quality	
  results	
  in	
  low	
  
        ra@ngs	
  
    	
  and	
  few	
  install	
  
        installa@ons	
  
Ethical	
  and	
  legal	
  issues	
  




“One	
  should	
  treat	
  others	
  as	
  one	
  would	
  like	
  
others	
  to	
  treat	
  oneself”	
  [Flew1979Dic@onary]	
  

                                             “Primum	
  non	
  nocere”/”First,	
  do	
  no	
  
                                                         harm”	
  (Thomas	
  Sydenham)	
  
6.96%	
       57.28%	
     	
  
                                   	
  
                                   	
  
                                   Informed	
  consent	
  
                                      	
  Presenta@on	
  highly	
  affects	
  
                                          the	
  conversion	
  rate	
  


       67.42%	
       87.57%	
  




[Pielot2011ELV]	
  
 
                        	
  
                        	
  
                        Informed	
  consent	
  
                           	
  Presenta@on	
  highly	
  affects	
  
                               the	
  conversion	
  rate	
  
                           	
  Par@cipants	
  aren't	
  aware	
  
                               what	
  data	
  is	
  collected	
  




[Morrison2011CHI]	
  
 
	
  
	
  
Regula@ons	
  
   	
  Which	
  rules	
  to	
  follow?	
  
 
                                                                          	
  
“any	
   informa+on	
   rela+ng	
   to	
   an	
   iden+fied	
  
                                                                          	
  
or	
  iden+fiable	
  natural	
  person”	
                                  Regula@ons	
  
        •  Transparency:	
  the	
  persons	
  whose	
  data	
  
                                                                             	
  Which	
  rules	
  to	
  follow?	
  
        are	
  being	
  collected	
  or	
  accessed	
  have	
  the	
  
        right	
   to	
   be	
   informed	
   when	
   such	
   data	
        	
  e.g.	
  EU	
  Data	
  Protec@on	
  
        processing	
  is	
  taking	
  place.	
                                   Direc@ve	
  
     •  Legi+mate	
   purpose:	
   data	
   can	
   only	
   be	
  
        collected	
  for	
  specific	
  purposes	
  
     •  Propor+onality :	
   data	
   should	
   be	
  
        processed	
   in	
   a	
   fashion	
   that	
   is	
   not	
  
        excessive	
  beyond	
  the	
  purposes	
  for	
  which	
  
        they	
  were	
  collected	
  




                                                                            [Henderson2009HotPlanet]	
  
…	
  or	
  what	
  works	
  for	
  me	
  
 
                          number	
  of	
  installa+ons	
     	
  
                400	
                                        	
  
                350	
  
                                                             Games	
  vs.	
  Apps	
  
Thousands	
  




                300	
  
                                                                 	
  our	
  games	
  are	
  more	
  
                250	
                                                successful	
  
                200	
  
                150	
  
                100	
  
                 50	
  
                  0	
  
 
                                                           	
  
         games	
  
         15,6%	
                                           	
  
                                                           Games	
  vs.	
  Apps	
  
                                                               	
  our	
  games	
  are	
  more	
  successful	
  
                                                               	
  there	
  are	
  more	
  apps	
  than	
  
                                                                   games	
  




                                                apps	
  
                                               84,4%	
  

        available	
  in	
  the	
  Android	
  Market	
  


hXp://www.androlib.com/appstatstype.aspx	
  
 
	
  
	
  
Games	
  vs.	
  Apps	
  
    	
  our	
  games	
  are	
  more	
  successful	
  
    	
  there	
  are	
  more	
  apps	
  than	
  
        games	
  
    	
  players	
  execute	
  the	
  
        strangest	
  tasks	
  
    	
  	
  
 
	
  
	
  
Games	
  vs.	
  Apps	
  
    	
  our	
  games	
  are	
  more	
  successful	
  
    	
  there	
  are	
  more	
  apps	
  than	
  
        games	
  
    	
  players	
  execute	
  the	
  
        strangest	
  tasks	
  
    	
  widgets	
  and	
  background	
  
        services	
  are	
  perfect	
  for	
  
        longitudinal	
  observa@ons	
  
    	
  	
  
 
	
  
	
  
Informing	
  the	
  user	
  
    	
  provide	
  informa@on	
  in	
  the	
  
        Market	
  
    	
  	
  
 
	
  
	
  
Informing	
  the	
  user	
  
    	
  provide	
  informa@on	
  in	
  the	
  
        Market	
  
    	
  show	
  a	
  modal	
  dialog	
  at	
  the	
  
        first	
  start	
  
    	
  	
  
 
	
  
	
  
Informing	
  the	
  user	
  
    	
  provide	
  informa@on	
  in	
  the	
  
        Market	
  
    	
  show	
  a	
  modal	
  dialog	
  at	
  the	
  
        first	
  start	
  
    	
  provide	
  more	
  informa@on	
  
        and	
  a	
  link	
  in	
  an	
  about	
  page	
  
    	
  	
  
 
	
  
	
  
Publishing	
  
   	
  fancy	
  screenshots	
  and	
  icon	
  
       (that	
  the	
  first	
  thing	
  
       someone	
  sees)	
  
   	
  @tle	
  &	
  descrip@on	
  contain	
  
       words	
  users	
  search	
  for	
  
   	
  of	
  course	
  I	
  don’t	
  want	
  to	
  
       miss	
  a	
  single	
  user	
  
   	
  prepare	
  a	
  dedicated	
  
       webpage	
  for	
  each	
  app	
  
   	
  	
  
 
	
  
	
  
Playing	
  with	
  the	
  
     market	
  
    	
  weekly	
  updates	
  
    	
  	
  
 
	
  
	
  
Playing	
  with	
  the	
  
     market	
  
    	
  weekly	
  updates	
  
    	
  rate	
  your	
  app	
  as	
  soon	
  as	
  it	
  
        becomes	
  available	
  (and	
  
        force	
  everyone	
  you	
  know	
  
        to	
  do	
  it	
  as	
  well)	
  
    	
  	
  
 
	
  
	
  
Keep	
  it	
  simple	
  
    	
  focused	
  and	
  specialized	
  
        studies	
  
    	
  	
  
 
	
  
	
  
Keep	
  it	
  simple	
  
    	
  focused	
  and	
  specialized	
  
        studies	
  
    	
  learning	
  by	
  doing	
  
    	
  	
  
 
	
  
	
  
Keep	
  it	
  simple	
  
    	
  focused	
  and	
  specialized	
  
        studies	
  
    	
  learning	
  by	
  doing	
  
    	
  release	
  early,	
  o]en,	
  and	
  
        try	
  it	
  again	
  if	
  it	
  doesn’t	
  
        work	
  
 
	
  
	
  
Logging	
  
   	
  use	
  hXp	
  to	
  transmit	
  data	
  
   	
  	
  
 
	
  
	
  
Logging	
  
   	
  use	
  hXp	
  to	
  transmit	
  data	
  
   	
  store	
  unaggregated	
  measures	
  
   	
  	
  
 
                                     	
  
                                     	
  
                                     Logging	
  
                                           	
  use	
  hXp	
  to	
  transmit	
  data	
  
                                           	
  store	
  unaggregated	
  measures	
  
                                           	
  consider	
  limited	
  resources	
  
                                           	
  	
  




             in	
  total:	
  
       392,401	
  	
  	
  files	
  
27,331,383,646	
  bytes	
  
                                     Examples	
  from	
  one	
  of	
  my	
  
                                     games	
  
  	
  
                                        	
   	
  
                                             How	
  to	
  do	
  Mobile	
  
                                                    	
  
                                             HCI	
  Research	
  in	
  
                              Wrap	
  up	
   the	
  large?	
  
                                                       	
  
                                                              	
  
   ethnography,	
  controlled	
   Niels	
  Henze	
  
experiments,	
  observa@ons,	
   	
  
 …	
  can	
  all	
  work	
  in	
  the	
  large	
  	
   University	
  of	
  Oldenburg	
  
                                                               Media	
  Informa@cs	
  and	
  	
  
                 collect	
  data	
  early,	
  	
  	
  	
  	
  	
  Mul@media	
  Systems	
  
                                                                  	
  	
  
    release	
  o]en,	
  be	
  flexible	
                       	
  
                                                        OFFIS	
  -­‐	
  Ins@tute	
  for	
  Informa@on	
  
                 respect	
  ethics,	
  	
  	
  	
  	
  	
  Technology	
   ser	
  Interface	
  Group	
  
                                                            	
  	
  	
  	
  	
  	
  
                                                        Intelligent	
  U
            consider	
  regula@ons	
   	
  
References	
  
[Wang2009NIME]	
  Ge	
  Wang:	
  Designing	
  Smule’s	
  iPhone	
  Ocarina.	
  Proc.	
  NIME,	
  2009.	
  
[Zhai2009CHI]	
  Zhai,	
  S.,	
  Kristensson,	
  P.O.,	
  Gong,	
  P.,	
  Greiner,	
  M.,	
  Peng,	
  S.,	
  Liu,	
  L.	
  Dunnigan,	
  A.,	
  Shapewriter	
  on	
  the	
  iPhone:	
  
        from	
  the	
  laboratory	
  to	
  the	
  real	
  world.	
  Adjunct	
  Proc.	
  CHI,	
  2009.	
  
[Gilbertson2008CiE]	
  Paul	
  Gilbertson,	
  Paul	
  Coulton,	
  Fadi	
  Chehimi,	
  Tamas	
  Vajk:	
  Using	
  'Tilt'	
  as	
  an	
  Interface	
  to	
  control	
  'No	
  
        BuXon'	
  3-­‐D	
  Mobile	
  Games.	
  ACM	
  Computers	
  in	
  Entertainment,	
  2008.	
  
[Oliver2010HotPlanet]	
  Earl	
  Oliver.	
  The	
  Challenges	
  in	
  Large-­‐Scale	
  Smartphone	
  User	
  Studies.	
  Invited	
  talk	
  @	
  HotPlanet,	
  
        2010.	
  
[McMillan2010RiL]	
  Donald	
  McMillan:	
  iPhone	
  So]ware	
  Distribu@on	
  for	
  Mass	
  Par@cipa@on.	
  Proc.	
  Research	
  in	
  the	
  Large	
  
        Workshop	
  @	
  UbiComp,	
  2010.	
  
[Miluzzo2010RiL]	
  Emiliano	
  Miluzzo,	
  Nicholas	
  D.	
  Lane,	
  Hong	
  Lu,	
  Andrew	
  T.	
  Campbell:	
  Research	
  in	
  the	
  App	
  Store	
  Era:	
  
        Experiences	
  from	
  the	
  CenceMe	
  App	
  Deployment	
  on	
  the	
  iPhone.	
  Proc.	
  Research	
  in	
  the	
  Large	
  Workshop	
  @	
  
        UbiComp,	
  2010.	
  
[Henze2011IJMHCI]	
  Niels	
  Henze,	
  Mar@n	
  Pielot,	
  Benjamin	
  Poppinga,	
  Torben	
  Schinke,	
  Susanne	
  Boll:	
  My	
  App	
  is	
  an	
  
        Experiment:	
  Experience	
  from	
  User	
  Studies	
  in	
  Mobile	
  App	
  Stores,	
  accepted	
  by	
  the	
  Interna@onal	
  Journal	
  of	
  
        Mobile	
  Human	
  Computer	
  Interac@on	
  (IJMHCI),	
  2011	
  
[McMillan2010Pervasive]	
  Donald	
  McMillan,	
  Alistair	
  Morrison,	
  Owain	
  Brown,	
  Malcolm	
  Hall	
  &	
  MaXhew	
  Chalmers:	
  
        Further	
  into	
  the	
  Wild:	
  Running	
  Worldwide	
  Trials	
  of	
  Mobile	
  Systems,	
  Proc.	
  Pervasive	
  2010.	
  
[Cramer2010UbiComp]	
  HenrieXe	
  Cramer,	
  Mahas	
  Rost,	
  Nicolas	
  Belloni,	
  Didier	
  Chincholle,	
  Frank	
  Bentley:	
  Research	
  in	
  
        the	
  Large.	
  Using	
  App	
  Stores,	
  Markets,	
  and	
  Other	
  Wide	
  Distribu@on	
  Channels	
  in	
  Ubicomp	
  Research.	
  Adjunct	
  
        Proc.	
  Ubicomp,	
  2010.	
  
[Morrison2010RiL]	
  Alistair	
  Morrison,	
  Stuart	
  Reeves,	
  Donald	
  McMillan,	
  MaXhew	
  Chalmers:	
  Experiences	
  of	
  Mass	
  
        Par@cipa@on	
  in	
  Ubicomp	
  Research,	
  Proc.	
  Research	
  In	
  The	
  Large	
  Workshop	
  at	
  Ubicomp,	
  2010.	
  
[Poppinga2010OMUE]	
  Benjamin	
  Poppinga,	
  Mar@n	
  Pielot,	
  Niels	
  Henze,	
  Susanne	
  Boll:	
  Unsupervised	
  User	
  Observa@on	
  in	
  
        the	
  App	
  Store:	
  Experiences	
  with	
  the	
  Sensor-­‐based	
  Evalua@on	
  of	
  a	
  Mobile	
  Pedestrian	
  Naviga@on	
  Applica@on.	
  
        Proc.	
  OMUE	
  in	
  conjunc@on	
  with	
  NordiCHI,	
  2010.	
  
References	
  
[Pielot2011ELV]	
  Mar@n	
  Pielot,	
  Niels	
  Henze,	
  Susanne	
  Boll:	
  Experiments	
  in	
  App	
  Stores	
  –	
  How	
  to	
  Ask	
  Users	
  for	
  their	
  
        Consent?,	
  Proceedings	
  of	
  the	
  CHI	
  workshop	
  on	
  Ethics,	
  logs	
  &	
  videotape,	
  2011.	
  
[Henderson2009HotPlanet]	
  Tristan	
  Henderson,	
  Fehmi	
  Ben	
  Abdesslem:	
  Scaling	
  Measurement	
  Experiments	
  to	
  Planet-­‐
        Scale:	
  Ethical,	
  Regulatory	
  and	
  Cultural	
  Considera@ons.	
  Proc.	
  HotPlanet,	
  2009.	
  
[Morrison2011CHI]	
  Alistair	
  Morrison,	
  Owain	
  Brown,	
  Donald	
  McMillan,	
  MaXhew	
  Chalmers:	
  Informed	
  Consent	
  and	
  
        Users'	
  Ahtudes	
  to	
  Logging	
  in	
  Large	
  Scale	
  Trials.	
  Adjunct	
  Proc.	
  CHI,	
  2011.	
  
[Norcie2011ELV]	
  Greg	
  Norcie:	
  Ethical	
  and	
  Prac@cal	
  Considera@ons	
  For	
  Compensa@on	
  of	
  Crowdsourced	
  Research	
  
        Par@cipants,	
  Proc.	
  ETHICS,	
  LOGS	
  and	
  VIDEOTAPE	
  @	
  CHI,	
  2011.	
  
[Girardello2010DSZ]	
  A.	
  Girardello,	
  F.	
  Michahelles,	
  Explicit	
  and	
  Implicit	
  Ra@ngs	
  for	
  Mobile	
  Applica@ons.	
  In	
  3.	
  Workshop	
  
        “Digitale	
  Soziale	
  Netze”	
  and	
  der	
  40.	
  Jahrestagung	
  der	
  Gesellsha]	
  für	
  Informa@k,	
  September	
  2010,	
  Leipzig.	
  
[Riccamboni2010IB]	
  Rodolfo	
  Riccamboni,	
  Alessio	
  Mereu,	
  Chiara	
  Boscarol:	
  Keys	
  to	
  Nature:	
  A	
  test	
  on	
  the	
  iPhone	
  market.	
  
        Tools	
  for	
  Iden@fying	
  Biodiversity:	
  Progress	
  and	
  Problems,	
  2010.	
  
[Kuhn2010MM]	
  Michael	
  Kuhn,	
  Roger	
  WaXenhofer,	
  Samuel	
  Welten:	
  Social	
  Audio	
  Features	
  for	
  Advanced	
  Music	
  Retrieval	
  
        Interfaces.	
  Proc.	
  MM,	
  2010.	
  
[Yan2011MobiSys]Bo	
  Yan,	
  Guanling	
  Chen:	
  AppJoy:	
  Personalized	
  Mobile	
  Applica@on	
  Discovery.	
  Proc.	
  MobiSys,	
  2011.	
  
[Budde2010IoT]	
  Andreas	
  Budde,	
  Florian	
  Michahelles:	
  Product	
  Empire	
  -­‐	
  Serious	
  play	
  with	
  barcodes.	
  Proc.	
  IoT,	
  2010.	
  
[Karpischek2011RiL]	
  Stephan	
  Karpischek,	
  Geron	
  Gilad,	
  Florian	
  Michahelles:	
  Towards	
  a	
  BeXer	
  Understanding	
  of	
  Mobile	
  
        Shopping	
  Assistants	
  -­‐	
  A	
  Large	
  Scale	
  Usage	
  Analysis	
  of	
  a	
  Mobile	
  Bargain	
  Finder	
  Applica@on.	
  Workshop	
  on	
  
        Research	
  in	
  the	
  Large	
  @	
  UbiComp,	
  2011.	
  
[Henze2010MobileHCI]	
  Niels	
  Henze,	
  Susanne	
  Boll:	
  Push	
  the	
  Study	
  to	
  the	
  App	
  Store:	
  Evalua@ng	
  Off-­‐Screen	
  Visualiza@ons	
  
        for	
  Maps	
  in	
  the	
  Android	
  Market,	
  Proc.	
  MobileHCI,	
  2010	
  
[Henze2010NordiCHI]	
  Niels	
  Henze,	
  Benjamin	
  Poppinga,	
  Susanne	
  Boll:	
  Experiments	
  in	
  the	
  Wild:	
  Public	
  Evalua@on	
  of	
  Off-­‐
        Screen	
  Visualiza@ons	
  in	
  the	
  Android	
  Market,	
  Proc.	
  NordiCHI,	
  2010.	
  
References	
  
[Hood2011IJTR]	
  Jeffrey	
  Hood,	
  Elizabeth	
  Sall,	
  Billy	
  Charlton:	
  A	
  GPS-­‐based	
  Bicycle	
  Route	
  Choice	
  Model	
  for	
  San	
  Francisco,	
  
        California.	
  Transporta@on	
  LeXers:	
  The	
  Interna@onal	
  Journal	
  of	
  Transporta@on	
  Research,	
  2011	
  
[Henze2011MobileHCIa]	
  Niels	
  Henze,	
  Enrico	
  Rukzio,	
  Susanne	
  Boll:	
  100,000,000	
  Taps:	
  Analysis	
  and	
  Improvement	
  of	
  
        Touch	
  Performance	
  in	
  the	
  Large,	
  Proceedings	
  of	
  MobileHCI,	
  2011	
  
[Henze2011MobileHCIbNiels	
  Henze,	
  Susanne	
  Boll:	
  Release	
  Your	
  App	
  on	
  Sunday	
  Eve:	
  Finding	
  the	
  Best	
  Time	
  to	
  Deploy	
  
        Apps,	
  Adjunct	
  proceedings	
  of	
  MobileHCI,	
  2011	
  
[Watzdorf2010LocWeb]	
  Stephan	
  von	
  Watzdorf,	
  Florian	
  Michahelles:	
  Accuracy	
  of	
  Posi@oning	
  Data	
  on	
  Smartphones.	
  
        Proc.	
  LocWeb,	
  2010.	
  
[Ferreira2011Pervasive]	
  Denzil	
  Ferreira,	
  Anind	
  K.	
  Dey,	
  Vassilis	
  Kostakos:	
  Understanding	
  Human-­‐Smartphone	
  Concerns:	
  
        A	
  Study	
  of	
  BaXery	
  Life.	
  Proc.	
  Pervasive,	
  2011.	
  
[Buddharaju2010CHI]	
  Pradeep	
  Buddharaju,	
  Yuichi	
  Fujiki,	
  Ioannis	
  Pavlidis,	
  Ergun	
  Akleman:	
  A	
  Novel	
  Way	
  to	
  Conduct	
  
        Human	
  Studies	
  and	
  Do	
  Some	
  Good.	
  Adcunct	
  Proc.	
  CHI,	
  2010.	
  
[Sahami2011CHI]	
  Alireza	
  Sahami,	
  Michael	
  Rohs,	
  Robert	
  Schleicher,	
  Sven	
  Kratz,	
  Alexander	
  Müller,	
  Albrecht	
  Schmidt:	
  
        Real-­‐Time	
  Nonverbal	
  Opinion	
  Sharing	
  through	
  Mobile	
  Phones	
  during	
  Sports	
  Events,	
  Proc.	
  CHI	
  2011.	
  
[Verkasalo2010MB]	
  Hannu	
  Verkasalo:	
  Analysis	
  of	
  Smartphone	
  User	
  Behavior,	
  Proc.	
  Ninth	
  Interna@onal	
  Conference	
  on	
  
        Mobile	
  Business,	
  2010.	
  
[Böhmer2011MobileHCI]	
  MaXhias	
  Böhmer,	
  Brent	
  Hecht,	
  Johannes	
  Schöning,	
  Antonio	
  Krüger,	
  Gernot	
  Bauer:	
  Falling	
  
        Asleep	
  with	
  Angry	
  Birds,	
  Facebook	
  and	
  Kindle	
  –	
  A	
  Large	
  Scale	
  Study	
  on	
  Mobile	
  Applica@on	
  Usage.	
  Proc.	
  
        MobileHCI,	
  2011.	
  
[Agarwal2010HotNets]	
  Sharad	
  Agarwal,	
  Ratul	
  Mahajan,	
  Alice	
  Zheng,	
  Victor	
  Bahl:	
  There’s	
  an	
  app	
  for	
  that,	
  but	
  it	
  doesn’t	
  
        work.	
  Diagnosing	
  Mobile	
  Applica@ons	
  in	
  the	
  Wild.	
  Proc.	
  Hotnets,	
  2010.	
  
[Morrison2010RiL]	
  Alistair	
  Morrison,	
  MaXhew	
  Chalmers:	
  SGVis:	
  Analysis	
  of	
  Mass	
  Par@cipa@on	
  Trial	
  Data.	
  Proc.	
  
        Research	
  In	
  The	
  Large	
  Workshop	
  at	
  Ubicomp,	
  2010.	
  
[Lane2010CM]	
  Nicholas	
  D.	
  Lane,	
  Emiliano	
  Miluzzo,	
  Hong	
  Lu,	
  Daniel	
  Peebles,	
  Tanzeem	
  Choudhury,	
  Andrew	
  T.	
  Campbell:	
  
        A	
  Survey	
  of	
  Mobile	
  Phone	
  Sensing.	
  IEEE	
  Communica@ons	
  Magazine,	
  2010.	
  

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How to do MobileHCI Research in the Large

  • 1. How  to  do  Mobile   HCI  Research  in   the  large?     Niels  Henze     University  of  Oldenburg   Media  Informa@cs  and     Mul@media  Systems     OFFIS  -­‐  Ins@tute  for  Informa@on   Technology   Intelligent  User  Interface  Group    
  • 2. …  but  lets  start  with  a  ques@on:     Who  of  you  ever  par@cipated  in  a  user  study?  
  • 3. do  you  think  that  any  of  these  guys   ever  did?  
  • 4. Outline   1.  Limita@ons  of  common  studies   2.  Into  the  large   3.  Types  of  studies   4.  What  is  so  special?   5.  What  works  for  me   6.  Wrap  up    
  • 5.     User  studies  at   MobileHCI  2010    20%  acceptance  rate    43  short+long  papers    
  • 6.     User  studies  at   MobileHCI  2010    20%  acceptance  rate    43  short+long  papers    subjects  per  paper   hXp://nhenze.net/?p=810  
  • 7.     User  studies  at   MobileHCI  2010    20%  acceptance  rate    43  short+long  papers    subjects  per  paper    subject’s  gender     hXp://nhenze.net/?p=810  
  • 8. all  with  a  university  degree,  recruited  in     the  Ins@tute  community     students  or  employees  at  our   university   User  studies  at   recruited  through  flyers,  posters  and   various  mailing  lists  at  the  university   MobileHCI  2010    20%  acceptance  rate   10  university  students  and  2  par@cipants    43  short+long  papers   are  marke@ng  professionals    subjects  per  paper   undergraduate  or  graduate  students  at    subject’s  gender   the  local  university  studying  a  variety  of   majors    o]en  a  biased  sample   university  students     most  subjects  were  students  with  a   background  in  computer  sciences   most  par@cipants  were  students   studying  or  working  in  the  University  of   Glasgow   members  in  a  joint  research  project   hXp://nhenze.net/?p=810  
  • 9. Some  male  students  from  the  lab   took  part  in  our  study...   Small  sample  size  isn’t  necessarily  an  issue  for  a   study   Not  every  study  needs  a  perfect  sample  of  the   popula@on     Focussing  on  studies  with  few  subjects  prevents   finding  subtle  differences   We  stew  in  our  own  juices  if  using  our  own   students  by  default  
  • 10. Some  mo@va@on   Large  numbers  are  expensive  in  the  lab   –  1,000  subjects  for  an  hour  -­‐>  10,000€   –  1,000  subjects  for  an  hour  -­‐>  6  month   –  1,000  subjects  from  around  the  world  -­‐>  impossible     Different  contexts  are  hard  to  address   –  We  have  no  subway  in  Oldenburg   –  Don’t  want  to  pay  the  flight  for  my  par@cipant     –  And  what  are  the  relevant  contexts  anyway?  
  • 11.     Example  of  gehng  large…   Target  selec@on  on   mobile  phones    thirty  right-­‐handed  subjects    different  target  loca@ons   and  sizes   [Park2008MobileHCI]  
  • 12.     Target  selec@on  on   mobile  phones    thirty  right-­‐handed  subjects    different  target  loca@ons   and  sizes     Taps  are  skewed    fixed  posture    single  device    Korean  students      vague  results   [Park2008MobileHCI]  
  • 13.     …same  thing  in  the   large    game  published  on  the   Android  Market      
  • 14.     …same  thing  in  the   large    game  published  on  the   Android  Market    we  inform  the  player   about  the  study    
  • 15.     …same  thing  in  the   large    game  published  on  the   Android  Market    we  inform  the  player   about  the  study    just  looks  like  an  ordinary   game      
  • 16.     …same  thing  in  the   large    game  published  on  the   Android  Market    we  inform  the  player   about  the  study    just  looks  like  an  ordinary   game    par@cipants  get  some   introduc@on      
  • 17.     …same  thing  in  the   large    game  published  on  the   Android  Market    we  inform  the  player   about  the  study    just  looks  like  an  ordinary   game    par@cipants  get  some   introduc@on      
  • 18.     …same  thing  in  the   large    game  published  on  the   Android  Market    we  inform  the  player   about  the  study    just  looks  like  an  ordinary   game    par@cipants  get  some   introduc@on    they  tap  the  targets      
  • 19.     …same  thing  in  the   large    game  published  on  the   Android  Market    we  inform  the  player   about  the  study    just  looks  like  an  ordinary   game    par@cipants  get  some   introduc@on    they  tap  the  targets    we  vary  targets’  size  and   posi@on      
  • 20.     …same  thing  in  the   large    game  published  on  the   Android  Market    we  inform  the  player   about  the  study    just  looks  like  an  ordinary   game    par@cipants  get  some   introduc@on    they  tap  the  targets    we  vary  targets’  size  and   posi@on    there  is  even  a  high  score   list  
  • 21.       published  on  the   Android  Market    100,000  installa@ons  in   three  months    120  million  touch  events    more  than  hundred   different  devices    players  from  all  over  the   world  
  • 24. Types  of  work   Proof  of  concept   –  Showing  that  an  idea/concept/product  works   –  Lots  of  users,  good  ra@ngs,  posi@ve  comments,  ...   App  stores  as  research  tool   –  Experience  report   –  Ethical  and  legal  issues     Inves@ga@ng  app-­‐specific  aspects   –  How  a  specific  app  is  used   –  Compare  different  visualiza@ons   Observing  general  aspects   –  Learn  about  how  people  and  devices  behave   –  How  are  apps  how,  how  people  touch  the  screen,  ...  
  • 26.       Smule’s  iPhone   Ocarina    music  instrument  for  the   iPhone    million  installa@ons   [Wang2009NIME]  
  • 27.       Shapewriter    developed  gesture-­‐based   keyboard  +  notepad    qualita@ve  feedback  from   App  Store  comments   [Zhai2009CHI]  
  • 28. App  stores  as  research  tool  
  • 29.       Into  the  wild  with   Hungry  Yoshi    loca@on  based  game  for   the  iPhone      94,642  unique  downloader    inves@gated  how  to  get   subjec@ve  feedback   [McMillan2010Pervasive]  
  • 30.   100%     83,68%   81,31%   80%     Experience  from           60%   54,76%   5  Studies   40%    compare  amount  of   collected  data   20%    experience  with  collec@ng   7,32%   qualita@ve  data   0,46%    discuss  internal  and   0%   external  validity   [Henze2011IJMHCI]  
  • 32.       Ra@ngs  for  Mobile   Applica@ons    compare  amount  of   collected  data    experience  with  collec@ng   qualita@ve  data    discuss  internal  and   external  validity   [Girardello2010DSZ]  
  • 33.       Compare  off-­‐screen   visualisa@ons    using  repeated  measures    using  a  tutorial  for  a  map   applica@on   [Henze2010MobileHCI]   [Henze2010MobileHCI]  
  • 34.       Compare  off-­‐screen   visualisa@ons    using  repeated  measures    using  a  tutorial  for  a  map   applica@on    and  using  a  simple  game   (which  worked  much   beXer!)   [Henze2010MobileHCI]   [Henze2010MobileHCI]  
  • 36. Falling  Asleep  with  …  appazaar   [Böhmer2011MobileHCI]  
  • 37. A  Study  of  BaXery  Life   [Ferreira2011Pervasive]  
  • 38. app  stores  as    a   inves@ga@ng  app-­‐ inves@ga@ng   proof  of  concept   research  tool   specific  aspects   general  aspects   [Wang2009NIME]   [McMillan2010RiL]   [Girardello2010DSZ]   [Hood2011IJTR]   [McMillan2010Pervasive]   [Zhai2009CHI]   [Riccamboni2010IB]   [Henze2011MobileHCIa]   [Henze2011IJMHCI]   [Gilbertson2008CiE]   [Kuhn2010MM]   [Henze2011MobileHCIb]   [Miluzzo2010RiL]   [Watzdorf2010LocWeb]   [Poppinga2010OMUE]   [Yan2011MobiSys]   [Ferreira2011Pervasive]   [Oliver2010HotPlanet]   [Budde2010IoT]   [Morrison2010RiL]   [Buddharaju2010CHI]   [Karpischek2011RiL]   [Sahami2011CHI]   [Henze2010MobileHCI]   [Verkasalo2010MB]   [Pielot2011ELV]   [Henze2010NordiCHI]   [Böhmer2011MobileHCI]   [Cramer2010UbiComp]   [Morrison2011CHI]   [Henderson2009HotPlanet]   [Norcie2011ELV]   Ethics  and  legal  issues  
  • 39. but  what  is  special  about  app  store   studies?  
  • 40. App-­‐based  vs.  other  studies   Common  con-­‐ Mining  exis@ng   App-­‐based   trolled  studies   data   studies   Few  par@cipants   Many  par@cipants   Many  par@cipants   Ar@ficial  context   Natural  context   Natural  context   Defined  tasks                     Defined  task   No  tasks   (if  needed)   Total  control  over   Weak  control  over   No  control   par@cipants   par@cipants   Heavily  biased   Biased  to  unbiased   Unbiased  sample   sample   sample  
  • 41. You  have  to  “sell”  your  study   The  study  has  a  goal   –  Collect  informa@on  about  specific  behaviour   –  Performance  for  a  specific  task   Users  have  to  install  the  app  on  their  own  will   –  App  needs  a  purpose   –  Good  ra@ngs,  high  ranking   Find  a  compromise   –  Maintain  the  goals  of  the  study   –  AXract  sufficient  par@cipants  
  • 42. Types  of  apps   Applica@ons   Games   Widgets  
  • 43.     100.000   90.000     80.000   Par@cipants   70.000    How  do  we  count  the   60.000   number  of  par@cipant?   50.000   40.000   30.000   20.000   10.000   0   installa@ons   opt-­‐in   ac@ve  users   [McMillan2010Pervasive]   [Morrison2010RiL]  
  • 44.     US  Android  users   US  popula@on     60%   Par@cipants   50%    How  do  we  count  the   number  of  par@cipant?   40%    A  good  sample  of  the   30%   popula@on?   20%   10%   0%   18-­‐34   35-­‐44   45-­‐54   55-­‐64   65+   [Nielsen2011]   [USCensusBureau2008]  
  • 45. Collec@ng  informa@on   Objec@ve  data   –  As  early  as  possible  [Henze2011IJMHCI]   –  More  than  just  the  task  performance   •  All  aspects  that  affect  the  results   •  E.g.  device  type,  local,  @me,  screen  size,  resolu@on,  ...   •  In  par@cular:  a  version  number   –  Compromise  between  permissions  and  data  to   collect    
  • 46. Collec@ng  informa@on   Subjec@ve  data   –  App  Store  comments  can  provide  informa@on   •  but  usually  don't  [Henze2011IJMHCI]   •  Might  help  to  claim  an  app  is  great  (e.g.  [Zhai2009CHI])   •  Ra@ngs  without  baseline  are  meaningles   –  Inves@gated  how  to  get  subjec@ve  feedback   [McMillan2010Pervasive]   •  In-­‐game  “tasks”  with  dynamically  loaded  ques@ons   •  Integra@on  with  Facebook   •  Interviewed  10  people  over  VoIP  for  $25  
  • 47. Realy  stupid     hope   Stupid  waste  of  @me!!!   cailan     FC  the  rabbit....  uninstalled   Godimus  Prime     Ready  for  prime   Its  ok   Stupid  waste  of  @me.   erika   lance   @me   boring  and  dumb.    Users  don’t  care  if  it’s  a   Beba   research  prototype   Stupid  and  offincive   to  my  pet  rabbit  bayleigh   Logan   1  word......  dumb!   josue   5  stars  if  there  is  a  way  to  turn  the  music  off.   Doesnt  go  to  well  with  slipknot   Allen   What  the  hell  is  this??   Boo!   Luci   Cullen  Girl   Examples  from  one  of  my   games  
  • 48.       Ready  for  prime   @me    Users  don’t  care  if  it’s  a   research  prototype    Low  quality  results  in  low   ra@ngs  
  • 49.       Ready  for  prime   @me    users  don’t  care  if  it’s  a   research  prototype    low  quality  results  in  low   ra@ngs    and  few  install   installa@ons  
  • 50. Ethical  and  legal  issues   “One  should  treat  others  as  one  would  like   others  to  treat  oneself”  [Flew1979Dic@onary]   “Primum  non  nocere”/”First,  do  no   harm”  (Thomas  Sydenham)  
  • 51. 6.96%   57.28%         Informed  consent    Presenta@on  highly  affects   the  conversion  rate   67.42%   87.57%   [Pielot2011ELV]  
  • 52.       Informed  consent    Presenta@on  highly  affects   the  conversion  rate    Par@cipants  aren't  aware   what  data  is  collected   [Morrison2011CHI]  
  • 53.       Regula@ons    Which  rules  to  follow?  
  • 54.     “any   informa+on   rela+ng   to   an   iden+fied     or  iden+fiable  natural  person”   Regula@ons   •  Transparency:  the  persons  whose  data    Which  rules  to  follow?   are  being  collected  or  accessed  have  the   right   to   be   informed   when   such   data    e.g.  EU  Data  Protec@on   processing  is  taking  place.   Direc@ve   •  Legi+mate   purpose:   data   can   only   be   collected  for  specific  purposes   •  Propor+onality :   data   should   be   processed   in   a   fashion   that   is   not   excessive  beyond  the  purposes  for  which   they  were  collected   [Henderson2009HotPlanet]  
  • 55. …  or  what  works  for  me  
  • 56.   number  of  installa+ons     400     350   Games  vs.  Apps   Thousands   300    our  games  are  more   250   successful   200   150   100   50   0  
  • 57.     games   15,6%     Games  vs.  Apps    our  games  are  more  successful    there  are  more  apps  than   games   apps   84,4%   available  in  the  Android  Market   hXp://www.androlib.com/appstatstype.aspx  
  • 58.       Games  vs.  Apps    our  games  are  more  successful    there  are  more  apps  than   games    players  execute  the   strangest  tasks      
  • 59.       Games  vs.  Apps    our  games  are  more  successful    there  are  more  apps  than   games    players  execute  the   strangest  tasks    widgets  and  background   services  are  perfect  for   longitudinal  observa@ons      
  • 60.       Informing  the  user    provide  informa@on  in  the   Market      
  • 61.       Informing  the  user    provide  informa@on  in  the   Market    show  a  modal  dialog  at  the   first  start      
  • 62.       Informing  the  user    provide  informa@on  in  the   Market    show  a  modal  dialog  at  the   first  start    provide  more  informa@on   and  a  link  in  an  about  page      
  • 63.       Publishing    fancy  screenshots  and  icon   (that  the  first  thing   someone  sees)    @tle  &  descrip@on  contain   words  users  search  for    of  course  I  don’t  want  to   miss  a  single  user    prepare  a  dedicated   webpage  for  each  app      
  • 64.       Playing  with  the   market    weekly  updates      
  • 65.       Playing  with  the   market    weekly  updates    rate  your  app  as  soon  as  it   becomes  available  (and   force  everyone  you  know   to  do  it  as  well)      
  • 66.       Keep  it  simple    focused  and  specialized   studies      
  • 67.       Keep  it  simple    focused  and  specialized   studies    learning  by  doing      
  • 68.       Keep  it  simple    focused  and  specialized   studies    learning  by  doing    release  early,  o]en,  and   try  it  again  if  it  doesn’t   work  
  • 69.       Logging    use  hXp  to  transmit  data      
  • 70.       Logging    use  hXp  to  transmit  data    store  unaggregated  measures      
  • 71.       Logging    use  hXp  to  transmit  data    store  unaggregated  measures    consider  limited  resources       in  total:   392,401      files   27,331,383,646  bytes   Examples  from  one  of  my   games  
  • 72.         How  to  do  Mobile     HCI  Research  in   Wrap  up   the  large?       ethnography,  controlled   Niels  Henze   experiments,  observa@ons,     …  can  all  work  in  the  large     University  of  Oldenburg   Media  Informa@cs  and     collect  data  early,            Mul@media  Systems       release  o]en,  be  flexible     OFFIS  -­‐  Ins@tute  for  Informa@on   respect  ethics,            Technology   ser  Interface  Group               Intelligent  U consider  regula@ons    
  • 73. References   [Wang2009NIME]  Ge  Wang:  Designing  Smule’s  iPhone  Ocarina.  Proc.  NIME,  2009.   [Zhai2009CHI]  Zhai,  S.,  Kristensson,  P.O.,  Gong,  P.,  Greiner,  M.,  Peng,  S.,  Liu,  L.  Dunnigan,  A.,  Shapewriter  on  the  iPhone:   from  the  laboratory  to  the  real  world.  Adjunct  Proc.  CHI,  2009.   [Gilbertson2008CiE]  Paul  Gilbertson,  Paul  Coulton,  Fadi  Chehimi,  Tamas  Vajk:  Using  'Tilt'  as  an  Interface  to  control  'No   BuXon'  3-­‐D  Mobile  Games.  ACM  Computers  in  Entertainment,  2008.   [Oliver2010HotPlanet]  Earl  Oliver.  The  Challenges  in  Large-­‐Scale  Smartphone  User  Studies.  Invited  talk  @  HotPlanet,   2010.   [McMillan2010RiL]  Donald  McMillan:  iPhone  So]ware  Distribu@on  for  Mass  Par@cipa@on.  Proc.  Research  in  the  Large   Workshop  @  UbiComp,  2010.   [Miluzzo2010RiL]  Emiliano  Miluzzo,  Nicholas  D.  Lane,  Hong  Lu,  Andrew  T.  Campbell:  Research  in  the  App  Store  Era:   Experiences  from  the  CenceMe  App  Deployment  on  the  iPhone.  Proc.  Research  in  the  Large  Workshop  @   UbiComp,  2010.   [Henze2011IJMHCI]  Niels  Henze,  Mar@n  Pielot,  Benjamin  Poppinga,  Torben  Schinke,  Susanne  Boll:  My  App  is  an   Experiment:  Experience  from  User  Studies  in  Mobile  App  Stores,  accepted  by  the  Interna@onal  Journal  of   Mobile  Human  Computer  Interac@on  (IJMHCI),  2011   [McMillan2010Pervasive]  Donald  McMillan,  Alistair  Morrison,  Owain  Brown,  Malcolm  Hall  &  MaXhew  Chalmers:   Further  into  the  Wild:  Running  Worldwide  Trials  of  Mobile  Systems,  Proc.  Pervasive  2010.   [Cramer2010UbiComp]  HenrieXe  Cramer,  Mahas  Rost,  Nicolas  Belloni,  Didier  Chincholle,  Frank  Bentley:  Research  in   the  Large.  Using  App  Stores,  Markets,  and  Other  Wide  Distribu@on  Channels  in  Ubicomp  Research.  Adjunct   Proc.  Ubicomp,  2010.   [Morrison2010RiL]  Alistair  Morrison,  Stuart  Reeves,  Donald  McMillan,  MaXhew  Chalmers:  Experiences  of  Mass   Par@cipa@on  in  Ubicomp  Research,  Proc.  Research  In  The  Large  Workshop  at  Ubicomp,  2010.   [Poppinga2010OMUE]  Benjamin  Poppinga,  Mar@n  Pielot,  Niels  Henze,  Susanne  Boll:  Unsupervised  User  Observa@on  in   the  App  Store:  Experiences  with  the  Sensor-­‐based  Evalua@on  of  a  Mobile  Pedestrian  Naviga@on  Applica@on.   Proc.  OMUE  in  conjunc@on  with  NordiCHI,  2010.  
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