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Mobile Usability Testing
Inst. f. Softwaretechnik und Interaktive Systeme
qse.ifs.tuwien.ac.at, [email protected], [email protected]
TopicsI. Motivation & Definition
II. Mobile Devices
III. Challenges in Mobile Usability Testing
IV. Methods & Approaches
V. Heuristics & Guidelines
VI. Examples & Ideas
Lecture :: „Mobile Usability Testing“
Mobile Usability Testing
Goals :: What do we want to achieve in this lecture?
2
*vgl.: Schilit and Theimer (1994)
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.
Mobile Usability Testing
Methods :: How do we want to achieve our goals?
3
*vgl.: Schilit and Theimer (1994)
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
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, …)
Definition :: „Mobile Usability Testing“
4
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. (*)
Costs of late Usability research
6
*vgl.: MauroNewMedia (2002)
I. Motivation & Definition
Usability Engineering in the Software Development Process
7
*vgl.: INTERACT 2001 Workshop, Jan Gulliksen, Inger Boivie)
II. Mobile Devices
Are used “on -the-run and for activities that may last only a few seconds or are highly context dependent” (*)
Mobile Devices :: Definition
9
*vgl.: (Vetere et al., 2003, p.1)
II. Mobile Devices
„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)
Mobile Devices :: Realistic View 1
10
*vgl.: (Jakob Nielsen 2003, Alertbox , Aug. 18th.)
II. Mobile Devices
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?
Mobile Devices :: Realistic View 2
11
*vgl.: (Jakob Nielsen 2003, Alertbox , Aug. 18th.)
II. Mobile Devices
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)
Mobile Devices :: Realistic View 3
12
III. Challenges
• 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
Challenges :: of Mobile Usability Testing (*)
14
*vgl.: http://www.littlespringsdesign.com/analysis/utest.html
III. Challenges
Devices can be• As small as possible, optimized for voice communication
• Quite large, optimized for data display
• Optimized for gaming
• Optimized for multimedia
Challenges :: 1 : Device Proliferation (*)
15
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
III. Challenges
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
Challenges :: 2 : Application Modality(*)
16
*vgl.: http://www.littlespringsdesign.com/analysis/utest.html
III. Challenges
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
Challenges :: 3 : User Mobility
17
III. Challenges
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)
Challenges :: 4: Data Collection 1
18
“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)
III. Challenges
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.
Challenges :: 4: Data Collection 2
19
IV. Methods & Approaches
The common Methods
Methods :: Approaches to Mobile Usability Testing 1
21
Heuristic Evaluation(Nielsen & Mack, 1994)
Guidelines vs. Design. Used in early development
Cognitive Walkthrough(Rowley&Rhoades, 1992)
How or why a person would react in a certain situation. Based on assumptions on the user's mental model
*(vgl.: Tomas Lindroth, Stefan Nilsson & Per-Ola Rasmussen, ExarbII – HT2000)
IV. Methods & Approaches
The common Methods
Methods :: Approaches to Mobile Usability Testing 2
22
Feature Inspection(Nielsen & Mack, 1994)
Does the product meet the users needs and demands? Used in middle stages of development
Consistency Inspection(Nielsen‚ 1995)
Checks consistency across multiple products from the same product – family.
*(vgl.: Tomas Lindroth, Stefan Nilsson & Per-Ola Rasmussen, ExarbII – HT2000)
IV. Methods & Approaches
The common Methods
Methods :: Approaches to Mobile Usability Testing 3
23
Standards Inspection(Wixon et. Al. 1994, Nielsen 1995)
Ensures compliance with industry standards. Best used in middle-stages of development
Guideline Checklist(Wixon et. Al. 1994, Nielsen 1995)
Used in conjunction with other usability methods. The Checklists give the tester a basis by which to compare the application
*(vgl.: Tomas Lindroth, Stefan Nilsson & Per-Ola Rasmussen, ExarbII – HT2000)
IV. Methods & Approaches
The common Methods
Methods :: Approaches to Mobile Usability Testing 4
24
Thinking Aloud(Nielsen‚1994)
Lets the evaluator understand how the user views the system.
Contextual Inquiry(Holzblatt & Beyer ‚1993)
Used to get a broad knowledge about the environment that you are producing for. More a discovery process than an evaluative process.
*(vgl.: Tomas Lindroth, Stefan Nilsson & Per-Ola Rasmussen, ExarbII – HT2000)
IV. Methods & Approaches
Methods :: Lab vs. natural environment
25
*(vgl.: Mason 1988, Järvinen, 1999)
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
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 do
Users don't feel „tested“
• Tester can record every audio / visual / voice / movement / screen data
from the user without affecting the users behavior.
• Tester sees the Application the way the users see it.
Methods :: Approaches to Mobile Usability Testing 5
26
IV. Methods & Approaches
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
Methods :: General Mobile Usability Testing Process 1
27
IV. Methods & Approaches
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.
Methods :: General Mobile Usability Testing Process 2
28
IV. Methods & Approaches
• 1. Device Proliferation
• 2. Application Modality
• 3. User Mobility
• 4. Data Collection
Remember :: Challenges to deal with (*)
29
*vgl.: http://www.littlespringsdesign.com/analysis/utest.html
IV. Methods & Approaches
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.
Methods :: Handling User Mobility 1
30
IV. Methods & Approaches
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.
Methods :: 3 : Handling User Mobility 2
31
IV. Methods & Approaches
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.)
Methods :: 3 : Simulate the natural environment? 1
32
*(vgl.: akziv. Requirements from users point of view. 2004)
IV. Methods & Approaches
Which environmental factors are reproduceable in a laboratory surrounding.
Environmental Conditions BT 041118.xls
Interactive Example
33
IV. Methods & Approaches
„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.
Methods :: 3 : Simulate the natural environment? 2
34
*(vgl.: akziv, „wearability“. 2004
IV. Methods & Approaches
Methods :: 3 : Lab Test vs. Field Test(*) 1
35
*(vgl.: Jesper Kjeldskov, Aalborg University Denmark)
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
Methods :: 3 : Lab Test vs. Field Test(*) 2
36
*(vgl.: Jesper Kjeldskov, Aalborg University Denmark)
Attention needed to navigate
None Conscious
Body
Motion
None 1. Sitting at a table or standing
n/a
Constant 2. Walking on a treadmill with constant
speed
4. Walking at constant speed on a
changing track
Varying 3. Walking on a treadmill with varying
speed
5. Walking at varying speed on a
changing track
IV. Methods & Approaches
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!
Methods :: 3 : Lab Test vs. Field Test(*) 3
37
Techniques Total
Lab 1 Lab 2 Lab 3 Lab 4 Lab 5 Field
Critical 4 4 3 4 3 3 4
Serious 11 11 9 9 9 8 17
Cosmetic 19 8 8 8 6 12 32
Total 34 23 20 21 18 23 53
*(vgl.: Jesper Kjeldskov, Aalborg University Denmark)
IV. Methods & Approaches
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 • ……
Methods :: 3 : Lab Test vs. Field Test(*) 4
38
*(vgl.: Jesper Kjeldskov, Aalborg University Denmark)
IV. Methods & Approaches
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
Methods :: 4 : Handling Data Collection 1
39
*(vgl.: Little Springs Inc. 2004)
IV. Methods & Approaches
Recording a mobile phone‘s screen and the users face at the same time with two cameras mounted on the phone(*)
Methods :: 4 : Handling Data Collection 2
40
*(vgl.: Little Springs Inc. 2004)
IV. Methods & Approaches
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.)
Methods :: 4 : Handling Data Collection 3
41
*(vgl.: Little Springs Inc. 2004)
V. Heuristics & Guidelines
Heuristics :: General Guidelines for mobile Applications 1
43
*(vgl.: Little Springs Inc. 2004)
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
Heuristics :: General Guidelines for mobile Applications 2
44
*(vgl.: Little Springs Inc. 2004)
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
Heuristics :: Mobile Games 1
45
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
*(vgl.: NOKIASeries 60 Developer Platform 2.0: Usability Guidelines For J2ME™ Games
V. Heuristics & Guidelines
Heuristics :: Mobile Games 2
46
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.
*(vgl.: NOKIASeries 60 Developer Platform 2.0: Usability Guidelines For J2ME™ Games
VI. Examples & Ideas
Text Interface :: Projecting the image
48
*(vgl.: http://www.ibizpda.com)
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
Text Interface :: Breaking the Qwerty Paradigm
49
*(vgl.: www.frogpad.com/)
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
Remote Controll :: Force Push
50
*(vgl.: Koji Tsukada, mobiquitous.com/pub/apchi2002-ubi-finger.pdf/)
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
Natural Interaction :: Stick with the basics
51
*(vgl.: http://news.bbc.co.uk/2/hi/technology/3774747.stm)
Real „Pick and Drop“
1. PDA – User picks up a file on his screen by tapping on it with a digital pen.
2. He passes on the pen to his colleague who drops the pen on his PDA-screen.
3. The file is copied.