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Mobile Usability Testing

Lecture :: „Mobile Usability Testing“. Mobile Usability Testing. Topics Motivation & Definition Mobile Devices Challenges in Mobile Usability Testing Methods & Approaches Heuristics & Guidelines Examples & Ideas. Inst. f. Softwaretechnik und Interaktive Systeme

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Mobile Usability Testing

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  1. Lecture :: „Mobile Usability Testing“ Mobile Usability Testing • Topics • Motivation & Definition • Mobile Devices • Challenges in Mobile Usability Testing • Methods & Approaches • Heuristics & Guidelines • Examples & Ideas Inst. f. Softwaretechnik und Interaktive Systeme qse.ifs.tuwien.ac.at, thurnher@qse.ifs.tuwien.ac.at, christian.fruehwirth@qse.ifs.tuwien.ac.at

  2. Goals ::What do we want to achieve in this lecture? Mobile Usability Testing • What we want: • Enable you to set up a Mobile Usability Test based on Quantitative as well as Qualitative Methods. • Give you Inspirations & Ideas about what can be done to make mobile applications more usable. *vgl.: Schilit and Theimer (1994) 2

  3. Methods ::How do we want to achieve our goals? • How we want to do it: • Creating an awareness for the challenges of mobile-Usability • Compare common Usability Testing Methods • Overview about possible Heuristics & Guidelines for Mobile Usability Testing Mobile Usability Testing *vgl.: Schilit and Theimer (1994) 3

  4. Definition ::„Mobile Usability Testing“ I. Motivation & Definition • Considerations for Mobile Testing: • Results are strongly influenced by surrounding environment • Results are influenced by devices used for testing • Collected Data will be „richer“ (Gesture, Voice, …) 4

  5. Mobile Usability Testing I. Motivation

  6. Costs of late Usability research I. Motivation & Definition For every dollar spent acquiring a customer you will spend $100 dollars reacquiring them after they leave because of poor usability or bad customer service. (*) *vgl.: MauroNewMedia (2002) 6

  7. Usability Engineering in the Software Development Process I. Motivation & Definition *vgl.: INTERACT 2001 Workshop, Jan Gulliksen, Inger Boivie) 7

  8. Mobile Usability Testing II. MobileDevices

  9. Mobile Devices :: Definition Are used “on -the-run and for activities that may last only a few seconds or are highly context dependent” (*) II. Mobile Devices *vgl.: (Vetere et al., 2003, p.1) 9

  10. Mobile Devices :: Realistic View 1 • „Mobile Devices: One Generation From Useful“(*) • Tighter Integration needed: • Devices do not work together well with each other. Synchronization with other Applications • Different Features packed into one device do notact as one entity  PDAs with GSM modules • Ad-hoc Networking is still far from realisation Network coverage & Roaming (WLAN, UMTS, GPRS, GSM) Industry Standards (Bluetooth compatibility, vulnerability) II. Mobile Devices *vgl.: (Jakob Nielsen 2003, Alertbox , Aug. 18th.) 10

  11. Mobile Devices :: Realistic View 2 • Design / Interface Problems still to be solved: • Deck-of-Card Size(*) limits the Screen Size Higher Screen-Resolutions, better viewing angle. • One Dimensional Interfaces (Scroll wheels) are not suitablefor 2D – Screens. • Text-input is still a great Problem.Small Devices  small Buttons.  new Button Alignments? II. Mobile Devices *vgl.: (Jakob Nielsen 2003, Alertbox , Aug. 18th.) 11

  12. Mobile Devices :: Realistic View 3 • Fundamental Problems: • Quality of Service of local Network Providers.Things that „could be done“ just can‘t because of local Service-Limitations or lack of network coverage. (Broadband, UMTS, etc.) • Online Services must specialize for Mobile useMuch shorter Articles, more use of XML, simplyfied Navigation • Reconsider the way email is used  not just forward every mail to the PDA (Attachments, Executeables) II. Mobile Devices 12

  13. Mobile Usability Testing III. Challenges

  14. Challenges ::of Mobile Usability Testing (*) • 1. Device Proliferation • Handling many different Devices, Rendering Methods • 2. Application Modality • Handling simultaneous voice / Data User interactions • 3. User Mobility • Users are likely to be distracted during use • 4. Data Collection • Recording eye-movement and video taping will not work everywhere III. Challenges *vgl.: http://www.littlespringsdesign.com/analysis/utest.html 14

  15. Challenges :: 1 : Device Proliferation (*) • Devices can be • As small as possible, optimized for voice communication • Quite large, optimized for data display • Optimized for gaming • Optimized for multimedia III. Challenges • Applications are perceived differently • Reading News-Bulletin on a point-matrix phone display  content is forgotten 3 hours later. • Reading News-Bulletin on a java-enabled 19“ CRT Monitor Will be stored in long-term memory *vgl.: http://www.littlespringsdesign.com/analysis/utest.html 15

  16. Challenges :: 2 : Application Modality(*) • Mobile Applications often combine Graphic / Data and Voice Elements. • Difficult to test in an early stage of development(Software isn‘t fully functional / not yet written.) • Test must be able to provide simultaneous experiences III. Challenges *vgl.: http://www.littlespringsdesign.com/analysis/utest.html 16

  17. Challenges :: 3 : User Mobility • Mobile Users are very likely to be distracted. • Natural Environment is not always manageable/affordable to be simulated in a lab • Distractions and „Normal anomalies“ (Waiter interrupting you in a restaurant to take your order) have to be part of the test III. Challenges 17

  18. Challenges :: 4: Data Collection 1 • Acquiring Data outside the Lab • Eye tracking will hardly work on tiny screens and under mobile conditions. • Recording tools interfere with the users‘ interaction with the device.(Cameras mounted on a cell phone make the user hold it in an unnatural position) III. Challenges “It is cold and snowing and you do not know from where your bus leaves in 5 minutes. You pick up your WAP phone to check: The mobile user runs to catch her bus, after her run three researchers with cameras and microphones..(*)“ *(vgl.: Per-Ola Rasmussen ExarbII 2003) 18

  19. Challenges :: 4: Data Collection 2 • Mobile Users interact not just with the screen and keyboard. • Test needs to record, gestures, face-expressions, voice, body-language, etc. •  Much richer Data (People leaning left and right while playing a Formula-1 racing Game on their Java-enabled Phone.) • Record what is the user doing, what is he/she NOT doing. III. Challenges 19

  20. Mobile Usability Testing IV. Methods & Approaches

  21. Methods :: Approaches to Mobile Usability Testing 1 • The common Methods IV. Methods & Approaches *(vgl.: Tomas Lindroth, Stefan Nilsson & Per-Ola Rasmussen, ExarbII – HT2000) 21

  22. Methods :: Approaches to Mobile Usability Testing 2 • The common Methods IV. Methods & Approaches *(vgl.: Tomas Lindroth, Stefan Nilsson & Per-Ola Rasmussen, ExarbII – HT2000) 22

  23. Methods :: Approaches to Mobile Usability Testing 3 • The common Methods IV. Methods & Approaches *(vgl.: Tomas Lindroth, Stefan Nilsson & Per-Ola Rasmussen, ExarbII – HT2000) 23

  24. Methods :: Approaches to Mobile Usability Testing 4 • The common Methods IV. Methods & Approaches *(vgl.: Tomas Lindroth, Stefan Nilsson & Per-Ola Rasmussen, ExarbII – HT2000) 24

  25. Methods :: Lab vs. natural environment The larger the number of factors that is under control in a test, the more scientific rigour is emphasized. The more natural like the test setting is, the more relevant and applicable the results will be. IV. Methods & Approaches *(vgl.: Mason 1988, Järvinen, 1999) 25

  26. Methods :: Approaches to Mobile Usability Testing 5 • The Ideal Test • Natural situation / environment • Application is fully functional • All possible forms of devices are being tested • Users are free to do what they would normally doUsers don't feel „tested“ • Tester can record every audio / visual / voice / movement / screen datafrom the user without affecting the users behavior. • Tester sees the Application the way the users see it. IV. Methods & Approaches 26

  27. Methods :: General Mobile Usability Testing Process 1 • Preparation • Define goals, methods and tasks/scenarios for the test. Introduction, Warm-up • Introduce the test to the user • Start with easier tasks, give time for a short warm-up phase. Testing • Perform the actual test with as less interaction between user and tester as possible IV. Methods & Approaches 27

  28. Methods :: General Mobile Usability Testing Process 2 Test situation • Give the user time to get out of the test-situation. • Then start reviewing his/her opinions, impressions and suggestions. • Make sure to discuss special occurrences that may have happened during the test with the user. IV. Methods & Approaches 28

  29. Remember ::Challenges to deal with (*) • 1. Device Proliferation • 2. Application Modality • 3. User Mobility • 4. Data Collection IV. Methods & Approaches *vgl.: http://www.littlespringsdesign.com/analysis/utest.html 29

  30. Methods :: Handling User Mobility 1 • For informal, problem identifying tests • Ask participants to use the application maybe over lunch • Offering a compensation helps „motivating“ the participant • Don‘t forget to have them sign an informed consent statement • Interruptions (waiter, etc.) are welcome Watch what happens when the users resumes the task and see what difficulties occur. IV. Methods & Approaches 30

  31. Methods :: 3 : Handling User Mobility 2 • For formal, statistically precise tests • Don‘t try to introduce distractions into the test unless you are testing with a greater number of participants • Referring to Nielson, the marginal benefit will decrease if you are testing with more then 10 UsersThesis and formula is questioned from many researchers. IV. Methods & Approaches 31

  32. Methods :: 3 : Simulate the natural environment? 1 • Chances(*): • Reproducible conditions • Easier / more complete documentation • Use of more sophisticated tools Risks • Unusual environment for the user • Restrictions due to simulation • Non recording of the original work surrounding field (office atmosphere, disturbances, etc.) IV. Methods & Approaches *(vgl.: akziv. Requirements from users point of view. 2004) 32

  33. Interactive Example • Which environmental factors are reproduceable in a laboratory surrounding. Environmental Conditions BT 041118.xls IV. Methods & Approaches 33

  34. Methods :: 3 : Simulate the natural environment? 2 • „Mobile Devices are build to be mobile so take them out into the field“ (*) • Take the lab to the user, not the user to the lab. IV. Methods & Approaches *(vgl.: akziv, „wearability“. 2004 34

  35. Methods :: 3 : Lab Test vs. Field Test(*) 1 • Example Application: Using SMS Service on a PDA while walking • In the lab: on a treadmill • In the field: on a pedestrian street IV. Methods & Approaches *(vgl.: Jesper Kjeldskov, Aalborg University Denmark) 35

  36. Methods :: 3 : Lab Test vs. Field Test(*) 2 IV. Methods & Approaches *(vgl.: Jesper Kjeldskov, Aalborg University Denmark) 36

  37. Methods :: 3 : Lab Test vs. Field Test(*) 3 Usability problems identified by the test subjects • Numbers are basically equal • Notice that while sitting on a desk the cosmetic problemsidentified by the users were far more! IV. Methods & Approaches *(vgl.: Jesper Kjeldskov, Aalborg University Denmark) 37

  38. Methods :: 3 : Lab Test vs. Field Test(*) 4 Are Lab tests superior? • Consider Cost / benefit of different techniques and settingsTime and effort per problem found • Can you afford NOT to find a problem? • Costs of missing Usability: • lost of repurchases • increased calls at helpdesk • lost of repurchases • lost of brand reputation • necessary redesign in late state or next version • law suits • …… IV. Methods & Approaches *(vgl.: Jesper Kjeldskov, Aalborg University Denmark) 38

  39. Methods :: 4 : Handling Data Collection 1 • Mobile devices are extremely personal. Users may pick them up, gesture, or lean back with them.(*) • Record Device Screen + Users Face at the same time • Use wireless tracking & recording technology(WLAN, Bluetooth, small radio cameras, etc.) •  Users should not be handicapped by the testing equipment IV. Methods & Approaches *(vgl.: Little Springs Inc. 2004) 39

  40. Methods :: 4 : Handling Data Collection 2 • Recording a mobile phone‘s screen and the users face at the same time with two cameras mounted on the phone(*) IV. Methods & Approaches *(vgl.: Little Springs Inc. 2004) 40

  41. Methods :: 4 : Handling Data Collection 3 • Recording „Soft Information“ • Define methods to integrate „soft-information“E. g.: Users starts shaking the Phone to make it start the application faster; user‘s thumb tends to cover up parts of the device‘s display) • Many qualitative information can be quantized. • Measuring heart-beats / second to determine the stress-level • Recording subconscious hand and leg movements. • Record number of extra-applicational interactions(user answered 2 phone calls and asked his colleague for help during the use of the application for 5. min.) IV. Methods & Approaches *(vgl.: Little Springs Inc. 2004) 41

  42. Mobile Usability Testing V. Possible Heuristics & Guidelines

  43. Heuristics :: General Guidelines for mobile Applications 1 • Highly functional design • Don‘t use fancy designs if they don‘t bring a real benefit for the User • Consistent usage of icons / buttons / names and labels • Consider the users mental-models when you introduce new functions or name buttons. • Integrated content navigation • Help the user tracking it‘s way through the information, always provide a clear exit – point. • Consider Shortcuts V. Heuristics & Guidelines *(vgl.: Little Springs Inc. 2004) 43

  44. Heuristics :: GeneralGuidelines for mobile Applications 2 • Reduced HCI interactions • Especially when done on mobile devices interactions with the user are often difficult and time-consuming (text-input on a mobile phone) • Reduce Interactions by any means possible (Location based services, Heuristics, default-values, etc.) • Offer intelligent search-functions • Assist the user in finding the information, as any unnecessary interaction makes the applications less usable for the user. V. Heuristics & Guidelines *(vgl.: Little Springs Inc. 2004) 44

  45. Heuristics :: Mobile Games 1 • For Mobile Games the Rules are • a little different • Navigation Consistency? • The User should not feel like using his/her phone, he/she should experience the Game World V. Heuristics & Guidelines *(vgl.: NOKIASeries 60 Developer Platform 2.0: Usability Guidelines For J2ME™ Games 45

  46. Heuristics :: Mobile Games 2 • Game experience vs. Social acceptable behavior • Sound, Light and Vibration enhance the users Game experience •  Typically, games are played in locations where it is not suitable or socially acceptable to have the sound on. • During Mobile Usab. Testing consider there are usually other people close by when the user plays the game. V. Heuristics & Guidelines *(vgl.: NOKIASeries 60 Developer Platform 2.0: Usability Guidelines For J2ME™ Games 46

  47. Mobile Usability Testing VI. Examples & Ideas

  48. Text Interface :: Projecting the image • A standard-sized Query-Keyboard is projectedby laser on any given surface. • The Users input is recognised by a small camera in the cigarette-pack sized device. • Note: Being announced in 1999 the product is still under development and may never reach market maturity. (2004)(*) • www.virtualdevices.net VI. Examples & Ideas *(vgl.: http://www.ibizpda.com) 48

  49. Text Interface :: Breaking the Qwerty Paradigm • Standard-sized keys aligned for one-handed use. • Can be used under mobile conditions (doesn't need chair + desk environment as similar fold-up keyboards for PDAs) VI. Examples & Ideas *(vgl.: www.frogpad.com/) 49

  50. Remote Controll :: Force Push • Operate household devices with agesture of your fingertip. • IR-Led points at Device to be controlled • Touch & Acceleration Sensors combinedwith Software recognise gestures and execute command VI. Examples & Ideas *(vgl.: Koji Tsukada, mobiquitous.com/pub/apchi2002-ubi-finger.pdf/) 50

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