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Heuristics for developing and evaluating smartphone mobile websites
Vasileios Xanthopoulos, MSc
York University ABSTRACT
Websites for smartphone use require different design and development approaches to desktop websites, taking into account the different physical designs, functionalities, and contexts of use, as well as the mental load of working with each platform. This study investigated usability problems with 7 smartphone websites via both iPhone and Android smartphones. 24 participants undertook tasks using a retrospective think aloud protocol. The usability problems identified were analyzed using a grounded theory approach where they were iteratively categorized with similar
problems and factoring for frequency of occurrences and
mean severity resulting in a final list of 4 categories and 16
problem subcategories. This categorization of problems was transformed into a set of 16 heuristics for the development and evaluation of websites for smartphone use. Comparing
the mobile heuristics with well-established web heuristics
showed high overlap but with a specialized view concerning
the mobile web. The use of the new heuristics increase the usability and user experience of smartphone websites and help create a more trustworthy, profitable and hospitable mobile web.
Author Keywords
Heuristics; mobile usability; mobile phone; mobile web
heuristics; smartphone;
INTRODUCTION
The mobile web has been an everyday commodity of the past
few years with 25% and rising, of global web access being
mobile [1]. Usability has surprisingly fallen behind causing
user frustration and confusion. The purpose of this study is
to develop heuristics for the design and development of
websites viewed on smartphones.
Smartphones and mobile web access have transformed every
aspect of human life. It was not always like this, I am
fortunate enough to remember the phones with the round dial
and the feedback sound they made when the dial returned to
its initial position. I hated having to call my father from that
phone because, back then, mobile phone numbers in Greece
started with 0. 0 made the round dial go all the way around
which took more time because I had to wait for the dial to
return back to its initial position to dial the next number
which made you think ‘how badly do I want to talk to this
person to have to endure this?’. Another issue with land line
phones was the fact that they were stationary. If you
happened to live in a big house you had to run to answer that
phone before the caller got bored and just hung up rendering
your sprint effort moot.
Nowadays mobile phones have reached 7billion subscribers
worldwide with 30% of those being smartphones [1]. 30% of
7 billion people have the ability to access the web on their
smartphones. Viewing websites on our mobile phones has
been a much different experience than accessing the web on
desktops/laptops, with this experience often being a tedious
one because designers and developers, without taking into
account the differences of mobile phones such as the smaller
screen size, input and output functions and context of use,
they adopted the same guidelines for designing and
developing websites meant for conventional web to the
mobile web. Why they do that? One reason could be that
there are no mobile web heuristics to help them achieve in
building a usable website for mobile use. The results of
adopting heuristics for conventional web access can be found
in everyday interaction with the mobile web. Websites look
different, they are difficult to use and navigate resulting in
poor user experience and task performance.
The approach followed to resolving these problems was,
firstly, understanding the need for developing new heuristics
by examining the differences between conventional and
mobile web access that would provide the foundation for
conducting a usability study to discover usability problems
that would eventually contribute to the development of
heuristics that would provide ‘rules of thumb’ that would
help mobile web access a usable and seamless experience.
Sections to follow are review of the relevant literature,
method section where the process and the equipment and
materials used to conduct this study, results section,
discussion section where the results will be discussed as well
as comparisons with well-established heuristics, limitations
and further work in the field and conclusions will be drawn
in the conclusion section.
REVIEW OF RELEVANT LITERATURE
Mobile web access being in its infancy has a lot of obstacles
to overcome and research has focused on the differences in
accessing the web on a mobile phone rather than from a
desktop pc or laptop (conventional web access). The
differences can be identified by just looking at the two
devices. Their physical design is one important factor to be
considered, the contexts of use are, theoretically, countless
for the mobile phone so accessing the web while on the move
is an important feature of mobile phones if not the most
important but how good are humans in multitasking i.e
walking and browsing, listening to the announcements on a
train to avoid missing your stop while browsing those are just
some of the questions that someone could ask even if he does
not have any special kind of knowledge about mobile web
access. These are reasonable questions that need to be
answered and that is why this literature review is structured
in a sequence to answer these questions as they were asked.
Small screen size
Screen size is the most obvious difference between accessing
the web from a mobile phone and accessing the web using
conventional methods.
[2] investigated the effect of small screen size and results
showed that users interacted in a much higher level when
reading from small screen displays rather than those of larger
displays because they had to page forward and backwards
much more in order to have a view of the text than those on
conventional displays on desktop pcs. Based on that fact, he
predicted that users of mobile web will make use of scrolling
and paging much more than conventional display users.
[3] conducted an experiment to measure the effects of screen
size on usability and perceived usability using 3 devices with
representative screen sizes on which users would interact
with an application. Results showed that perceived usability
and effectiveness were not affected by the screen size but
efficiency was significantly affected. [4] conducted a study
to examine the impact of screen size on users while they try
to achieve certain goals on mobile devices. Results showed
that the group with the large display answered twice as many
questions than the one with the small size display, also screen
size affects task performance, small screen users used the
search facilities twice as many time then large screen users
and that users of small screen performed a lot more
navigation actions such as scrolling or paging than their
conventional counterparts, interestingly most of the scrolling
was down and right. [2-4] showed not only the severe effects
of screen size and but also, [4] promoted the importance of
search functions on a webpage especially when accessing the
web through a mobile phone.
Search functions on the mobile web
Realizing the importance of search facilities on the mobile
web, [5] conducted a study on how to improve search on
mobile devices and results showed that when users succeed
in their search they do so quickly, in 2-3 minutes, and with a
small number of interactions while failures took
considerably more time. On average, users took twice as long
to successfully complete a search and were 60% less
successful than when using the conventional large screen
interface.
Context of use of mobile web
With accessing the web from our smartphone being so
common nowadays, the need for deeper understanding of
this phenomenon was required for this study to move
forward. More specifically where, when and how users
access the Web using their phones. Usage and its context are
very important pieces of understanding the needs users have
since the mobile phone was built to be used in a wide variety
of contexts.
[6] conducted an important study to identify the contexts
under which mobile internet is used most frequently and
what is the impact of context on the ease of use. Results
showed that participants used the internet 61 minutes on
average, the most frequent context of use was identified
when participants had a hedonic goal, their emotional state
was joyful, they were stationary, visual and auditory
distractions were low, very few people were around them and
the interactions were reported as low. 85.9% of 256 contexts
identified participants were stationary when interacting with
their mobile phone and 69.5% of total use was for hedonic
purposes rather than utilitarian and one hand interaction was
used 76.6% of the sessions. [6],[7] agreed on the fact that
users access the web from a stationary position. Additionally,
[7] shows very short sessions of usage. Why is this the case?
Cognitive aspects of mobile use in different contexts
[8] provided an explanation on why mobile usage while in
different contexts is done in short sessions conduct in a field
study were participants were asked to visit certain websites
and the researchers would record their actions while a page
was loading. Results showed that participant’s attention
shifted away 46% for mobile situations such as the railway
station, 70% for Metro platform while waiting for a train and
80% in a long quite street. The effect of context had a
significant effect on the duration of continuous attention to
the mobile device with bursts of attention of 8-16 seconds
while in the lab and the café while, in the escalator or a busy
street the bursts of attention were much shorter, below 6
seconds. [7],[8] showed consistency in their results that
usage sessions are very short because the second showed that
attentional resources are limited
Visual information density and navigation
How information is presented in small screen devices is of
grave importance because displaying information suitable
for a conventional screen would be inappropriate and
unusable because it is widely known that the legibility and
also the readability is hampered by increased density of text
on the screen [9],[10].
How do users navigate through webpage after webpage of,
admittedly, visually dense pages, what kind of problems they
face and what causes these problems?
[11] investigated whether the influence from cognitive
preview or visual density, affects the usability of small
screen devices and observe the effects on navigational
performance by manipulating text size, information density
and cognitive preview in older users. Results shows that font
size did not significantly affect performance but there was a
meaningful interaction between font size and size of preview
showing that the combination of the two contribute to
performance with a stronger impact on the preview size.
Also, font size did not affect navigation performance either
but the size of the preview affected disorientation measures.
Best performance was observed in the 4th condition of large
text/large preview and poorest performance was observed in
large font/small preview.
Conventional vs mobile web access
After examining the effects of context of use and cognition
in mobile web, we need to get to the chase by examining the
differences between conventional and mobile methods of
accessing the web. The questions to be answered is how easy
it is for users to browse full websites on their mobile phone
compared to the conventional web?
[12] evaluated mobile web browsing compared to desktop
web browsing. Results showed that user’s performance was
poor on mobile phones, the average completion time on
mobile was 5.7 minutes while on desktop it was 1.41minutes
and total average task completion time for all tasks on
desktop browsers for all participants was under 6 minutes
while the same average was 23 minutes for mobile phones.
[13] reached the same conclusion with results again showing
that on mobile optimized versions, participants were 30-40%
faster but they were annoyed by the limited features of the
optimized version. Setting aside the limited features issue,
mobile optimized pages, although far from perfect, are
clearly more usable and efficient so why not every company
designs a mobile optimized version of its full website? A few
companies decided to create mobile tailored websites
suitable for mobile viewing. These tailored websites were
designed to have fewer functions than the full website and
their design was fit for viewing on small screen displays but
far from perfect, with usability problems persisting. A
staggering report came from Google Inc. reporting that in
2011, only 21% of its largest advertisers have mobile
friendly websites [14].
This study was conducted to help close the gap presented in
the literature that mobile web access and interaction is
different from the conventional web access and there are no
heuristics to be used to help design and develop mobile
usable websites or evaluate the existing ones. This study
presents a unique and easy to follow and understand
heuristics and help designers and developers to finally, build
and evaluate websites for mobile phones.
METHOD
Design
The development of heuristics for websites viewed and
interacted with on a smartphone required extensive user
testing. Websites and participants to perform tasks on those
websites were identified. Usability problems identified
during retrospective think aloud were categorized iteratively
following a grounded theory approach. The mobile web has
been around for a few years now and its rise and usage ratio
does not justify the lack of design and development
heuristics for the creation of websites for mobile use with
significant usability and user experience issue raised by
users. To solve this problem, a usability study was conducted
to help designers and developers by producing heuristics for
smartphone websites. 7 interactive websites were identified,
a mixture of mobile optimized and non-optimized ones, or
full website as they are called in relevant literature. It was
decided that a homogenous sample was needed in terms of
age and web experience. 24 participants were identified who
fit certain criteria such as age, experience with mobile web
and experience with mobiles in general, to establish a
coherent group of users of the same general attitude and
attribute to mobile web because age and different experience
levels would be confound variables and they would affect
our results. These users would participate in a between
participant design usability study with 12 participants being
Android users and 12 being iPhone users both user types
would complete all tasks in all 7 websites and rate the
usability problem on a scale (0-4)[18].
Participants
24 participants took part in this study. 7 women and 17 men
between the ages of 20 and 30 years old with a mean average
of 26.58 years (standard deviation= 3.175). On average these
participants have owned a smartphone for 2.79 years (SD =
.977). Their weekly web access via their smartphone
estimated at 4.75 (SD = .532) on a 5 point Likert scale from
‘never’ to ‘everyday’ with 79.17% (19 of 24 participants) of
them reporting everyday access to the web via their
smartphones during the previous week, with a mean average
of 2.667 hours (SD = 1.5156) of daily web access. Results
showed a mean average of 3.33 (SD=.816) on that Likert
scale with 50% of them, not surprisingly, choosing the
middle choice/ground and 37.5% leaning toward the ‘expert’
side of the scale. A 5 point Likert scale from ‘Not Important’
to ‘Very important’ was used and a mean average of 3.75
(SD= 1.327) showed that participants considered accessing
the web through their phones as ‘important’ but not ‘very
important’. At the end of the session participants were
offered coffee and cookies as a reward for their participation.
Equipment
A laptop was used, throughout user testing, which carried the
software needed for recording video and audio during user
testing. Each participant would use his own mobile phone.
The video recording equipment for mobile phones was self-
made. Borrowing Steve Krug’s idea, a Creative 720p
resolution USB 2.0 webcam and a lightweight LED reading
light were purchased and with the help of a lot of duct tape,
the LED reading light’s flexible neck attached firmly on the
mobile phone and the webcam was taped on it to focus on
the mobile phone’s display firmly throughout the user
testing. The webcam’s native software was used to record the
first stage of the user testing where users perform tasks.
Camtasia 8.0, a screen capturing software was used to
capture the retrospective think aloud stage of the session and
rendering the finalized file for each participant. Finally, IBM
SPSS Statistics 20 was used for data analysis.
Materials
A pre-screening questionnaire divided in two sections was
given to the participant. The first section was for
demographic information and the second section consisted
of Likert scales, open-ended questions, and closed check box
questions. The questionnaire was given to the participant
prior to the main testing session after he/she had read and
signed 2 consent forms devised for both audio voice
recording and mobile display recording. During the test
session, pieces of paper with the website URL and tasks to
be performed on each website and a sheet with the severity
rating definitions, were given to the participant.
Procedure
Each session lasted around 60 minutes depending on how
much the user had to say during the retrospective think aloud
portion of the session. The users were greeted with coffee
and biscuits and were given the consent forms for video and
audio recording to read and sign them. After signing the
consent forms, the researcher explained to them the
procedure that would follow.
The mobile testing webcam was equipped on the
participant’s mobile phone and a brief test on the audio and
video recording quality followed. The participant was
handed a piece of paper with the website he needed to visit
and the tasks to be completed on that website so he would
not have to ask the facilitator again and again if he had
forgotten the task or he did not know how to type the URL
of the website, which might make him feel uncomfortable.
After the completion of the two tasks of that particular
website, the second website task paper was handed to them
and so on until the 3rd website-task paper was handed to
them. At that point the task session was paused and the
retrospective think aloud portion followed for the 3 first
websites. For each participant who took part in this study the
order of websites was reversed to accommodate for the
participants becoming tired and bored close to the end of the
process. During the retrospective think aloud portion,
participants would go through the replay of their interaction,
fast-forwarding in IDLE periods for example when pages
were loading, with the first 3 websites and talk about
problems they encountered as well as any good features they
encountered for each website separately.
If participants proved reluctant to talk they were kindly
prompted by the researcher on particular parts of the replay
video where the researcher detected uncertainty in their
(inter)actions, such as repeated scrolling left and right on the
same section of the website indicating that the user is looking
for something, or any prolonged pauses during the task that
could mean that the user is lost or cannot find something
important to continue with the task. Also, few participants
were reluctant to talk because they were shy and/or because
of their character. Those participants were prompted on the
homepage of each website to answer questions such as ‘what
do you see here’, ‘do you detect any problems or something
good you would like to mention’ and ‘what are your thoughts
of what you see on your display?’ If the user identified a
problem, the process was paused and the participant was
asked to rate the problem for its severity on a 4 point scale
where 1 = cosmetic, 2=minor, 3= major and 4 = catastrophic.
After the retrospective portion of testing was completed, the
user resumed the task portion with the 4 remaining websites.
At the end, the researcher thanked the users for their
participation in the experiment.
Data Analysis
A grounded theory approach was followed by the researchers
in the sense that the categories emerged from the data itself.
We proceeded with identifying patterns and recurring
themes. The first iteration of this process was the grouping
of usability problems of the same subject/theme and a title
was given to each group accordingly. The next iteration
included the creation of subcategories within these
categories and the merging of categories into more abstract
categories if necessary. Subcategories were identified and
each subcategory was then further analyzed for further
placement into one of the categories or as a higher level
category in itself. The third and last iteration of this data
analysis process included finalizing the abstract high level
categories, merging stand-alone categories into higher level
categories based on how and where the user identified the
problem. The completion of the third iteration resulted in the
first list of categorized problems. Those problems were then
further analyzed for frequency of occurrences and mean
severity ratings (1 - 4) to decide which of those would be
included in the final subcategory list. Categories with lower
than 3 frequency of occurrences were omitted or merged into
other subcategories. A second coder took a random sample
of approximately 10% of the problems identified by the first
coder and coded them independently into the initial set of
categories. The inter-coder reliability between the two sets
of coding was 82%. This inter-coder reliability was
considered adequate, so the first coder’s categorizations were
used.
RESULTS
138 distinct problems were identified by the participants
during user testing. Emerging categorization of those
problems after the iterative categorization resulted in a total
of 4 categories and 32 subcategories. Categories identified
were ‘Presentation’, ‘Content’, ‘Information Architecture’
and ‘Interaction’. Frequency of occurrences and mean
severity ratings were calculated. It became apparent that
further categorization and merging of categories were to
follow. Since [20], with 30 participants, omitted categories
with lower than 5 frequency of occurrences, we decided that
categories with less than 3 frequency of occurrences would
be omitted since this study had 24 participants because 32 is
a large number of problem subcategories.
Merging those subcategories with less than 3 occurrences
into other similar categories if appropriate. If it was deemed
inappropriate to merge into other subcategories, they would
be omitted from the final set of problem categories. This
process resulted in 16 problems being omitted along with
their subcategories, resulting in a new total of 122 problems,
4 categories and 16 subcategories reduced from 32
subcategories.
‘Presentation’ category had 3 subcategories, ‘Content’ had 3,
‘Information architecture’ had 3 and ‘Interaction’ had 7
subcategories. Interaction category was the category with the
highest frequency of occurrences with 45 occurrences,
followed by ‘Content’ with 34 occurrences, ‘Presentation’
with 26 occurrences and ‘Information Architecture’ with 17
occurrences (figure 1).
Results from examining each category individually showed
that the most frequently occurring subcategory for
Interaction was ‘Broken interaction consistency/conventions
not followed’ with 12 occurrences, the most frequently
occurring subcategory for ‘Content’ was ‘Too much
content/pictures/featurism’ with 22 occurrences which was
the most frequently occurring problem overall,
‘Text/interactive elements not large/clear/distinct enough’
for ‘Presentation’ category with 15 occurrences and last but
not least, ‘Content is not properly categorized/grouped’ was
the most frequently occurring subcategory for ‘Information
Architecture’ category with 10 occurrences.
‘Too much content/pictures/featurism’ was the most frequent
problem identified in this study but which one of the 4
categories was rated as the most severe one, thus, identifying
which category proved to be the most problematic for users.
Results showed that ‘information architecture’ was the most
problematic with a mean average of 3.3 followed by
‘Interaction’ with 2.99, ‘Presentation’ with 2.94 and
‘Content’ with 2.54 mean severity.
Finally, negative problem subcategory names were
transformed into positive heuristics (table 1).
Figure 1: Graph depicting frequency of occurrences per category
The analysis led to the identification of the most severe as
well as the most frequent categories and subcategories.
Problems with high severity should be addressed but also
problems appearing frequently cannot be ignored because
the cumulative difficulty and frustration they cause could
still severely hinder user performance and experience. One
example could be the problem subcategory ‘Too much
content/pictures/featurism’ of the ‘Content’ category which
has the highest frequency of occurrences of all the
subcategories. In this spirit, subcategories with severity
mean of over 3 in the 0-4 scale. 10 problem subcategories
were identified as very severe and should be prioritized when
addressing usability problems but, again, the need to address
problems with high frequency of occurrence cannot be
overstated. [15] reported user frustration has a time factor
embedded in so if the user faced a problem once but he
overcame it fairly quickly and the same problem persisted
requiring workarounds, even short ones, would be a problem
of increased severity according to [16]. The ‘8 or more’
frequency criterion was decided considering [20] criterion
for the same frequency measure. They had identified 907
problems and they set the criterion for high frequency at 10
occurrences thus, the decision for setting the criterion at 8 or
more. 7 subcategories were identified as occurring frequently
based on 8 occurrences or more criterion. Problem
subcategories were identified as being both of high severity
Table 1: VX heuristics
and high frequency. They can be identified as the severest
usability problems that must be fixed as soon as possible on
existing websites and must be avoided at all costs when
building a website for mobile use.
DISCUSSION
Overview and rationale
The mobile web, even today, offers a mediocre user
experience with the majority of websites having low
usability, making users prefer the conventional way of
accessing the web for what they deem as ‘serious’ tasks.
Using the same design guidelines for the design and
development of mobile websites proves unsuitable for
mobile web access because they do not consider the purpose,
physical design and context of use of mobile phones as seen
in the literature review. Mobile phones’ screen size, context
of use and cognitive requirements are very different from
those of a desktop or a laptop computer. Although, users may
be expecting the interaction to be as easy and straight
forward as the interaction with conventional desktop/laptop
web, the interaction is different and users prefer the
conventional ways than the mobile web.
The smaller screen size affects efficiency, task completion,
the cognitive workload required for interaction in different
contexts and the amount of interactions needed by the user.
Mobile phones are most often used indoors, for hedonic
purposes, when the user is stationary and there are not a lot
of people around. When mobile phones are used on the
move, the interaction is done in short bursts of less than 6
seconds because attentional resources are limited and
interaction with the mobile and sampling the environment
challenge the brain’s attentional capacity.
138 usability problems, for both full and mobile-optimized
websites, were identified by this usability study which
focused on producing usability heuristics for the mobile web.
First, the identified usability problems went through an
iterative grounded categorization process with 3 iterations to
be categorized into problem categories and subcategories
resulting in 4 major categories namely, Presentation,
Content, Information Architecture and Interaction and each
category had its own problem subcategories labeled
appropriately to represent the emerged problem. These
categories went through another iteration of categorization
where frequency and severity were measured and the
subcategories with lower than 3 frequency of occurrence
were omitted from the final problem table if they could not
be merged with other subcategories to form a new
subcategory with more than 3 occurrences while others were
merged into one category.
The results of this last iteration produced a finalized list of
16 evidence-based problem subcategories grouped into 4
major categories. Presentation had 3 heuristics, Content had
3, Information architecture had 3 and finally, Interaction had
7. One explanation for the majority of usability problems
being grouped in the Interaction category is that websites
being interactive is a given or at least they try to make them
interactive, leading to increased interaction problems
identified. These 16 problem subcategories were turned into
heuristics by transforming the negative problem subcategory
titles to 16 positive heuristic titles.
Interpretation and Analysis
Results showed that the most frequent usability problem was
identified as being ‘Too much content/pictures and
featurism’ which was also researched by [11], presented
during the literature review and it is not surprising. The
advances in e-marketing requiring an ever rising portion of a
page and the ever increasing features and functions fighting
for their own portion of the website can be compared to a
high value real estate where everyone wants a piece of. If that
was true for the conventional web, it is especially true and
important for the mobile web where that real estate is a hut
in terms of size. Also, Information Architecture is the
category with the highest mean severity of the four
categories with all of its 3 subcategories being rated as of
high severity. Structure, placement and grouping of
information are very important for the user to find his way
towards the completion of a task.
If information is not grouped or placed appropriately, user
has to search more than he wants to and should have to,
prolonging the task duration and increasing the interactions
he has to perform on that device. That device being a mobile
phone which, as seen in literature, inherently requires a lot
more interactions than the conventional web, leading to an
increase in effort needed, workload, cumulative frustration
and time. That is why it is not surprising that users rated
problems related to ‘Information Architecture’ so highly.
The highest severity subcategory from ‘Interaction’ category
is none other than ‘Broken consistency and convention not
followed.’ Anyone who has performed usability evaluations
knows that this problem comes up a lot and there is very good
reason why. Conventions are practices concerning structure,
placement, design and behavior of elements of the website
that have been in place for so long, they became norms. The
majority of websites try to keep conventions in the design
because users expect those conventions to be in place.
Inability to follow conventions leads to a phenomenon that
can be compared to ‘change blindness’, the inability of
human beings to identify changes in their visual periphery,
in the sense that if the user expects something to be placed
on the right side of the website and with a particular label, it
will take a lot of time for him/her to identify if he/ she ever
does, the same element if it is on the left side no matter how
big it is. This phenomenon happened numerous times during
user testing providing this study with a subcategory of high
frequency of occurrence and severity.
An interesting and unexpected problem came up during user
testing which led to a problem subcategory, based on its
frequency and eventually made it to the final list of
heuristics. The ‘Choose language type based on the context
and website’s target users’ heuristic and how it came to be a
problem subcategory is worth discussing. During user testing
users were asked to find and enable Facebook’s option to
‘review tags before they are posted on their timeline’. Most
users had a big problem with finding that option because
Facebook’s website was in Greek and the majority of users
did not know what the Greek translation of ‘tag’ was. This
problem led to the realization that even if they were Greeks
and they preferred the website in Greek, they had never used
the Greek word for it because ‘tag’ is a universal word when
it comes to Facebook. The interesting thing about this
particular usability problem they identified is that, firstly,
that usability problem would not have come up in an expert
evaluation if it was performed by the researcher of this study
because it had never occurred that something like that would
happen. Secondly, this problem illustrates how context
relevant language use supersedes the need of merely using
native language.
Comparison of study’s heuristics to conventional web heuristics
An important point in the discussion of this study is how the
heuristics proposed by this study fit in with the heuristics for
conventional web. Molich and Nielsen’s heuristics
[17,18,19] are the most popular heuristics, used for design
and evaluation of websites for years and Petrie and Power’s
heuristics [20], published in 2012 provide the most modern
and empirically sound heuristics for interactive websites.
Molich-Nielsen’s heuristics were compared to our new
heuristics (VX heuristics). This comparison proved
problematic because the labels of those heuristics are too
abstract and the discrepancy between the label and its
description in the type of language used makes them very
hard to remember.
Only 4 out of 10 of Nielsen’s heuristics are represented in
VX heuristics. 5 out of 7 of Interaction heuristics from VX
heuristics are not covered by any of the Nielsen’s heuristics
and this could be because Nielsen’s developed these
heuristics in 1990 and revised them in 1995. Back then,
websites lacked one important ingredient, interactivity. For
the same reason, only 1 out of 3 ‘Presentation’ heuristics of
VX heuristics were covered by Nielsen’s heuristics and that
heuristic was navigation’s design leaving out presentation
aspects of interactive elements, again highlighting the lack
of interactivity on Nielsen’s heuristics.
Comparison continues with the VX heuristics compared to
Petrie and Power’s web heuristics published in 2012. Petrie
and Powers’ heuristics [20], cover 87.5% of the problems
identified by this study with overlap of 14 out of 16 heuristics
of VX heuristics, again, VX heuristics lack error related
heuristics because incidentally, users made mistakes or slips
that did not result in errors. It was expected to have
overlapping heuristics with Petrie and Power’s heuristics
because both VX heuristics and Petrie and Power’s heuristics
investigate website usability problems. A central claim of
this study is that using web heuristics for the conventional
web is a mistake and leads to usability and user experience
issues. This overlap might make this claim seem rejected.
This overlap consists of two categories of overlap. The first
category is for general heuristics where the overlap is 100%
for each pair in terms of principle, in other words the first
category addresses heuristics that actually mean the same
thing and they are about the same problem such as: These
heuristics are the same and they describe the same problems
and the same general principle. The fact that VX heuristics
have such a high overlap with well-known heuristics is very
important and adds to its external validity. The second
category though addresses heuristics where the label is
similar and the general principle is the same but VX identify
heuristics specialized for the mobile web. The same general
principals apply stemming from testing websites, there are
major differences though, and those can only be seen when
reading the descriptions and examples provided by our newly
proposed heuristics. Examples follow:
# 3 VX heuristic and #1 Petrie and Power’s heuristic
were presented to overlap but the description of the first
paints a specialized picture about the mobile web based
on user data. It describes the fact that text and interactive
elements are expected to be small on a full website
viewed on a mobile phone but users need to be able to
recognize the text before they zoom in because they,
first, look for content and then they zoom in to
read/select.
# 4 VX heuristic and #6 Petrie and Power’s heuristic
overlapped based on the general principle of avoiding
having too much content on a page. That is true for both
mobile and conventional web but the issue for the
mobile web is much more intense because of the screen
size and the inability users have anyway to not be able
to perceive the whole page that makes them using
scrolling, zooming and paging functions a lot more, as
seen in the review of literature. The same goes for #5
VX heuristic
Another overlapping heuristic is #7 VX heuristic which
overlaps with #8 Petrie and Power’s heuristic where
content on mobile phones must be categorized and
grouped properly because large amounts of content
make for a lot of interactions required by the users to go
through it all. Content must be organized in a way that
users can find what they want without having to read
irrelevant to them information or having to scroll large
amounts of content to get to where they want. Especially
if they know what they are after.
An important overlapping heuristic is #9 VX heuristic
with #4, #13 Petrie and Power’s heuristics. Interaction
indicators must be proper and salient enough, in others
words the user needs to be informed whenever
something changes.
When users of this study used search filters on the left
side bar, they were automatically zoomed in close to the
filter they selected. The problem was that the rest of the
page was not visible so they did not know if selecting
this filter actually changed the results on the screen
because that part of the page was out of sight on the
mobile screen. Another reason why this usability
problem came up frequently is that the loading indicator
was out of sight too because the designers had placed it
in the middle of the results page but when designing on
a desktop or a laptop pc.
The above stated, demonstrate the fact that heuristics are
similar in their general principles but the differences between
the mobile web and the conventional web makes them
specialized to the mobile web’s restrictions and that is what
the heuristic descriptions are explaining including examples
from user data collected during user testing.
Limitations
The comparison between our new heuristics and Nielsen’s
heuristics helped identify weaknesses of our heuristics. 3 of
Nielsen’s heuristics are concerned with errors and
documentation which none of VX heuristics covers due to
the lack of errors appearing during user testing. That can be
attributed to the fact that the tasks to be performed by the
users were error free but not mistake/slip free. In other words
users made mistakes but those mistakes did not result in any
kind of error. The forms, an error causing feature of the web,
had auto-complete embedded, calendars and lists for date
input and radio buttons. In fact, calendars and the auto-
complete function of input fields were identified as some of
the good features that made their interaction much easier and
efficient. Another limitation some could identify about this
study is the fact that the usability study took place in a
laboratory environment, isolated by any kind of visual or
auditory distractions which is the opposite of how the mobile
phones are supposed to be used. Instead a field study would
increase result validity. Those comments are considered
perfectly reasonable and might be correct but the review of
relevant literature and especially literature on context of use
discovered that mobile phones are primarily used indoors
and when not too many people are around and more
specifically, mobile web use is most common when sitting
on the couch of one’s own home because the couch is a
comfortable place for users to access the mobile web and
there is no computer in that room. The above stated facts
could suggest that conducting studies for the mobile web in
a lab might not be invalid. Other limitations could be the
amount and quality of tasks to be performed by the user.
Tasks were simple and short, albeit very common for users
visiting these kinds of websites which were identified by the
users themselves. Or the fact the homogeneity of participant
sample and especially all users being of Greek nationality
and the role culture plays in usability evaluation.
Future work
Further work is needed to focus on examining whether these
heuristics are more effective in designing and developing of
mobile websites. Also, future work should focus on the
limitations mentioned in the previous section and examine
how effective and efficient field usability studies are
compared to laboratory studies when testing for mobile web
usability. Evaluations must be conducted using these new
heuristics and the results must be compared to results from
other heuristics. The limitation of those heuristics to identify
and evaluate error resulting interactions and feature is
something that needs to be addressed.
Benefits and implication
This study will greatly improve the mobile web because this
study and its products are based on solid research
foundations, deep understanding of the literature
surrounding mobile phones and the web as individual entities
and together, forming the mobile web.
The improvements directly resulting from adopting these
heuristics will not only be usable websites but also seamless
interaction with the web leading to improved user
experience. This improved user experience could lead to a
greater mobile web market penetration and the percentage of
web access through mobile could increase because users
would enjoy going online and browsing for goods,
information and services. The percentage of utilitarian
mobile web access could be increased, thus allowing more
users to trust the mobile web for their utilitarian tasks and
they would be less dependent on stationary means such as
desktop/laptop computers thus, making mobile web access,
really mobile. Speaking about trust, some of the participants
of this study mentioned that they would perform account
setting changed and pay online from their PC rather than
their mobile phone. Improved usability and user experience
could lead to user trusting their mobile phone to perform
tasks they would not perform otherwise because they did not
trust the mobile web mainly because of its design and the
increased number of usability problems they identified and
had to deal with.
Also these heuristics, being reasonable in number makes
them fairly easy to remember. Being able to remember the
heuristics when evaluating a website greatly increases
efficiency and performance because evaluators and designers
would not have to go back and forth reading revisiting the
table of heuristics and their descriptions. Additionally,
following these heuristics could solve another issue
discussed in the literature review, information density.
Information density has proven to be a major problem,
especially for the mobile web. Those heuristics cover this
problem by mean of a ‘Content’ category heuristic ‘Provide
the user with sufficient content but not excessive’ which was
derived by the most frequent usability problem occurring
during this study’s evaluation sessions. Avoiding high
information density allows for clarity, making the important,
for the user and the client, functions clearer and in
conjunction with heuristics on structure (Information
architecture) and design (presentation) make these functions
more visible and readily distinguishable.
Adoption of these heuristics for the design and development
of mobile websites could lead to websites of higher usability
and user experience, finally, making the mobile web a place
where the user would be able to perform most of the tasks he
used to perform on the web via conventional means.
CONCLUSIONS
This study showed mobile phone’s differences to the
conventional web access must be taken into consideration
when designing, developing and evaluating websites on a
mobile phone. Screen size, mental load, I/O functions and
context of use make for a mobile web in need of specialized
heuristics that adhere to the attributes and restrictions of the
mobile web. While heuristics for conventional web access
and mobile web adhere to the same basic design and
interaction principles, the mobile web heuristics proposed by
this study suggest a specialized approach. These heuristics
take consider the same basic design and interaction
principles of the conventional web and factoring the
attributes of mobile phones and their differences from
conventional web access, would help design and develop
mobile website with increased usability and user experience
that could turn mobile web into a more hospitable ‘place’.
Users would be able to perform both utilitarian and hedonic
tasks and decrease dependency to the conventional web to
those who previously used it for what they deem as ‘serious’
tasks due to mobile web’s usability problems and low
trustworthiness.
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