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Dr Lukasz Piwek
L.Z.Piwek@bath.ac.uk
lukaszpiwek.com
Good practice in doing research
with young ‘digital natives’
PSYCHOLOGY
SENSOR LAB
PEOPLE CONNECTED TO INTERNET
3.4 billion
(2016)
PEOPLE WITH SMARTPHONES GLOBALLY
2.1 billion
(2016)
of 12-15 years old in UK
own smartphone
Ofcom, 2016
79%
average time spend weekly
on the internet
by 12-15 years old
Ofcom, 2016
20 hours
2016
Age 3-4
Age 5-7
Age 8-11
Age 12-15
0 2 5 7 10 12 15 17 20 22
20.1
12.9
8.8
8.2
Estimated weekly hours of internet use by age (2016)
Data source: Ofcom, 2016
20%
40%
60%
80%
Age 5 Age 6 Age 7 Age 8 Age 9 Age 10 Age 11 Age 12 Age 13 Age 14 Age 15
Mobile phone Tablet TV set
Device children would miss the most, by age
Data source: Ofcom, 2016
Tablets and mobile phones are
now the most popular devices
for going online, knocking
laptops into third place.
Ofcom, 2016
39% 33%
28%
Average heart rate increase
when participants were
prevented from answering their
iPhones during the study
Clayton, Leshner & Almond (2015)
10 bpm
Average heart rate decrease
after participants have been
reunited with their iPhones
Clayton, Leshner & Almond (2015)
13 bpm
Andrews, Ellis, Shaw, Piwek (2015)
PLoS ONE 10(10): e0139004.
Average number of times
participants actually
checked their smartphone
per day85
Average number of times
participants estimated they
checked their smartphone
per day40
Good Practice 1
Everything has to be
mobile device friendly.
Incidence of having a social media profile, by age
Data source: Ofcom, 2016
25%
50%
75%
100%
Age 5 Age 6 Age 7 Age 8 Age 9 Age 10 Age 11 Age 12 Age 13 Age 14 Age 15
1 2
5
9
21 21
43
50
74
77
89
Piwek & Joinson (2015)
Computers in Human Behaviour: 54, 358–367
Patterns of Snapchat use
Snapchat is
primarily used to
send (and receive)
selfies photos.
explicit
animal
coursework
location
do not remember
other people
message
object
other
food
screenshot
selfie
1%
2.9%
2.9%
3.4%
4.3%
4.3%
5.3%
6.2%
6.2%
6.7%
7.2%
49.8%
Photo Video
95% 5%
What did they Send?Participants
209
139
70
Piwek & Joinson (2015)
Computers in Human Behaviour: 54, 358–367
Who did they send to?
person just-met online
date
work friend
distant friend
family member
partner
close friend
2%
2.6%
4.6%
9.2%
9.2%
17.6%
54.9%
distant friends
family
mix of random people
close friends
1.8%
7.1%
28.6%
62.5%
73%
27%
Snapchat is
primarily used for
instant
communication
with close friends
as an ‘easier and
funnier’ alternative
to other instant
messaging services
Piwek & Joinson (2015)
Computers in Human Behaviour: 54, 358–367
Why did they send it?
other
bored
do not remember
sharing emotional
sharing other
sharing bragging
sharing funny
communication chat
communication reply
2.4%
4.8%
5.3%
5.3%
5.7%
12.4%
16.8%
21.5%
25.8%
Very Unhappy
Somewhat Unhappy
Neither Happy nor Unhappy
Happy
Very Happy
1.2%
4.4%
18.1%
63.8%
12.5%
What was their Mood?
Piwek & Joinson (2015)
Computers in Human Behaviour: 54, 358–367
Snapchat is
primarily used for
instant
communication
with close friends
as an ‘easier and
funnier’ alternative
to other instant
messaging services
Good Practice 2
Make things as non-
invasive as possible
for the user experience
of mobile device.
Short survey length is a key to
lower attrition rates - no more
than 10-15 minutes - or break
into chunks if possible. If not
possible - embed most critical
questions in the first 10 minutes
of survey.
10
Good Practice 3
APPS USED ONLY ONCE*
25%
APPS USED NO MORE THAN 10 TIMES*
68%
*Localytics (2016)
Good Practice 4
Always look at the web
and mobile analytics.
Good Practice 5
Visual and interactive
more than textual and
static.
yourtime?16th
monday
traveled
to campus?
why not
cycling?
how?
L ?
=
=
Piwek, Joinson & Morvan (2015)
Transportation Research Part A, 77:126 - 136
Gamification may be
“the future key”.
Good Practice 6
DOWNLOADS
Jul 2016 - Nov 2016
500 mln
ACTIVE USERS
20-30 mln
Bloomberg.com, 2016Bloomberg.com, 2016
Increase in average physical
activity for users
who played Pokémon Go
across men and women
of all ages, weight status,
and prior activity levels.
25%
Althoff, White, Horvitz (2016)
arXiv:1610.02085v1
Everything has to be
mobile device friendly.
Make things as non-invasive as
possible for the mobile device
user experience.
Short survey length is a key to
lower attrition rates - no more
than 10-15 minutes - or break into
chunks if possible. If not possible
- embed most critical questions in
the first 10 minutes of survey.
10
Always look at the web
and mobile analytics.
Visual and interactive
more than textual and
static.
Gamification may be
“the future key”.
Prof Adam Joinson
Dr David Ellis
Dr Fiona Spotswood
Prof Alan Tapp
Dr Yvette Morey
THANK YOU!
L.Z.Piwek@bath.ac.uk
@lukaszpiwek
THANK YOU!
lukaszpiwek.com

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Good practice in doing research with young ‘digital natives’

  • 1. Dr Lukasz Piwek L.Z.Piwek@bath.ac.uk lukaszpiwek.com Good practice in doing research with young ‘digital natives’ PSYCHOLOGY SENSOR LAB
  • 2. PEOPLE CONNECTED TO INTERNET 3.4 billion (2016) PEOPLE WITH SMARTPHONES GLOBALLY 2.1 billion (2016)
  • 3.
  • 4. of 12-15 years old in UK own smartphone Ofcom, 2016 79%
  • 5. average time spend weekly on the internet by 12-15 years old Ofcom, 2016 20 hours
  • 6. 2016 Age 3-4 Age 5-7 Age 8-11 Age 12-15 0 2 5 7 10 12 15 17 20 22 20.1 12.9 8.8 8.2 Estimated weekly hours of internet use by age (2016) Data source: Ofcom, 2016
  • 7. 20% 40% 60% 80% Age 5 Age 6 Age 7 Age 8 Age 9 Age 10 Age 11 Age 12 Age 13 Age 14 Age 15 Mobile phone Tablet TV set Device children would miss the most, by age Data source: Ofcom, 2016
  • 8. Tablets and mobile phones are now the most popular devices for going online, knocking laptops into third place. Ofcom, 2016 39% 33% 28%
  • 9. Average heart rate increase when participants were prevented from answering their iPhones during the study Clayton, Leshner & Almond (2015) 10 bpm
  • 10. Average heart rate decrease after participants have been reunited with their iPhones Clayton, Leshner & Almond (2015) 13 bpm
  • 11. Andrews, Ellis, Shaw, Piwek (2015) PLoS ONE 10(10): e0139004. Average number of times participants actually checked their smartphone per day85 Average number of times participants estimated they checked their smartphone per day40
  • 12. Good Practice 1 Everything has to be mobile device friendly.
  • 13. Incidence of having a social media profile, by age Data source: Ofcom, 2016 25% 50% 75% 100% Age 5 Age 6 Age 7 Age 8 Age 9 Age 10 Age 11 Age 12 Age 13 Age 14 Age 15 1 2 5 9 21 21 43 50 74 77 89
  • 14. Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367 Patterns of Snapchat use
  • 15. Snapchat is primarily used to send (and receive) selfies photos. explicit animal coursework location do not remember other people message object other food screenshot selfie 1% 2.9% 2.9% 3.4% 4.3% 4.3% 5.3% 6.2% 6.2% 6.7% 7.2% 49.8% Photo Video 95% 5% What did they Send?Participants 209 139 70 Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367
  • 16. Who did they send to? person just-met online date work friend distant friend family member partner close friend 2% 2.6% 4.6% 9.2% 9.2% 17.6% 54.9% distant friends family mix of random people close friends 1.8% 7.1% 28.6% 62.5% 73% 27% Snapchat is primarily used for instant communication with close friends as an ‘easier and funnier’ alternative to other instant messaging services Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367
  • 17. Why did they send it? other bored do not remember sharing emotional sharing other sharing bragging sharing funny communication chat communication reply 2.4% 4.8% 5.3% 5.3% 5.7% 12.4% 16.8% 21.5% 25.8% Very Unhappy Somewhat Unhappy Neither Happy nor Unhappy Happy Very Happy 1.2% 4.4% 18.1% 63.8% 12.5% What was their Mood? Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367 Snapchat is primarily used for instant communication with close friends as an ‘easier and funnier’ alternative to other instant messaging services
  • 18. Good Practice 2 Make things as non- invasive as possible for the user experience of mobile device.
  • 19. Short survey length is a key to lower attrition rates - no more than 10-15 minutes - or break into chunks if possible. If not possible - embed most critical questions in the first 10 minutes of survey. 10 Good Practice 3
  • 20. APPS USED ONLY ONCE* 25% APPS USED NO MORE THAN 10 TIMES* 68% *Localytics (2016)
  • 21. Good Practice 4 Always look at the web and mobile analytics.
  • 22. Good Practice 5 Visual and interactive more than textual and static.
  • 23. yourtime?16th monday traveled to campus? why not cycling? how? L ? = = Piwek, Joinson & Morvan (2015) Transportation Research Part A, 77:126 - 136
  • 24. Gamification may be “the future key”. Good Practice 6
  • 25. DOWNLOADS Jul 2016 - Nov 2016 500 mln ACTIVE USERS 20-30 mln Bloomberg.com, 2016Bloomberg.com, 2016
  • 26. Increase in average physical activity for users who played Pokémon Go across men and women of all ages, weight status, and prior activity levels. 25% Althoff, White, Horvitz (2016) arXiv:1610.02085v1
  • 27. Everything has to be mobile device friendly. Make things as non-invasive as possible for the mobile device user experience. Short survey length is a key to lower attrition rates - no more than 10-15 minutes - or break into chunks if possible. If not possible - embed most critical questions in the first 10 minutes of survey. 10
  • 28. Always look at the web and mobile analytics. Visual and interactive more than textual and static. Gamification may be “the future key”.
  • 29. Prof Adam Joinson Dr David Ellis Dr Fiona Spotswood Prof Alan Tapp Dr Yvette Morey THANK YOU!