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	<title>Metric Lab &#187; Design Research</title>
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	<link>http://metric-lab.com</link>
	<description>We help companies create product experiences and brand loyalty through consumer insight</description>
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		<title>Usability for Mobile Devices</title>
		<link>http://metric-lab.com/usability-for-mobile-devices/</link>
		<comments>http://metric-lab.com/usability-for-mobile-devices/#comments</comments>
		<pubDate>Tue, 07 Sep 2010 21:28:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<category><![CDATA[Design Research]]></category>
		<category><![CDATA[Gathering User Data]]></category>

		<guid isPermaLink="false">http://metric-lab.com/?p=373</guid>
		<description><![CDATA[The mobile space is the new Wild West of technology. Much like the Web during the 1990s, mobile is the new domain at the forefront of innovation. Users are discovering new capabilities, integrating them with their daily lives, and experiencing new interaction models. The tech equivalent of indie bands, independent developers—working solo or in small [...]]]></description>
			<content:encoded><![CDATA[<p>The mobile space is the new Wild West of technology. Much like the  Web during the 1990s, mobile is the new domain at the forefront of  innovation. Users are discovering new capabilities, integrating them  with their daily lives, and experiencing new interaction models. <span id="more-373"></span>The  tech equivalent of indie bands, independent developers—working solo or  in small teams—can create innovative new software in the form of mobile  applications. These apps have the potential of launching a few software  engineers from dorm rooms and garages into tech giants, in the tradition  of Google or Facebook. Of course, accompanying this new era of  innovation is a new set of usability concerns for software that runs on  mobile devices   small enough to fit in your pocket, which you can use  while simultaneously walking around and interacting with the world  around you.</p>
<h3><span style="color: #ffffff;">Dealing with Physical Constraints</span></h3>
<p><!-- End pullquote -->There are some well-known constraints we must take into consideration  when designing and developing mobile apps—mostly surrounding a device’s  form factor and physical user interface. Thus, the type of device on  which a mobile app will run is a major design consideration. One nice  aspect of designing apps for the iPhone is that the device’s form factor  and physical user interface are standardized and well known. Plus, you  can market your app and people can buy it using the familiar user  interface of the iPhone app store.</p>
<p>However, when designing apps for other brands of mobile  devices, you’ll need to deal with significant variability in their  screen sizes, form factors, and physical user interfaces. For example, a  Blackberry phone may have a small screen with a physical QWERTY  keyboard, as on the Blackberry Curve, or it may have a larger  touchscreen and a virtual keyboard like the Blackberry Storm.  Consequently, the interaction design for each of these devices must be  quite different. The Storm requires large buttons to facilitate  touchscreen interaction, while the Curve requires smaller navigation  elements, so they’ll fit on the smaller screen. For this reason, it’s  important to specify the mobile devices on which you intend your app to  run when defining requirements.</p>
<h3><span style="color: #ffffff;">The Mobile Space Is Not the Web</span></h3>
<p><!-- End pullquote -->Many of the assumptions about user interactions that drive Web design  do not hold true for the mobile space. It’s essential to recognize that  your users will <em>not</em> be sitting at a desk and looking at a big  screen for substantial amounts of time, in a relatively peaceful  environment. Instead, your users will be mobile—perhaps walking down the  street, sitting on a train, or waiting for a latte at a coffee  shop—using your app in environments where they will be surrounded by  stimuli. So rather than running in a quiet office, library, or home,  your app must compete with countless, extremely compelling external  stimuli such as the constant movement of people and vehicles around  them, as well as interactions with other people. Also, because your app  runs on such a small screen and carries less auditory impact, it is not  as immersive and is less able to hold users’ attention than a desktop or  Web application. Therefore, it is essential that users be able to open  your app quickly, accomplish what they hope to accomplish, then exit  quickly and return their attention to the outside world. Accomplishing  this type of lightning-fast engagement is essential for the success of  an application in the mobile space.</p>
<p>One of the easiest ways of achieving the kind of quick  engagement the mobile space requires is to streamline your app’s  functionality. This means restraining any form of feature proliferation.  Single-function or limited-function apps have a definite advantage when  it comes to quick engagement. Google provides a great example of this  philosophy with their Google Maps mobile app, which is separate from the  Google search app. Thus, they can provide various capabilities, while  limiting the functionality they incorporate into a single mobile app.  This approach offers several advantages. First, it allows users to  understand the utility of each app easily—enabling them to more quickly  choose the app they need among the collection of apps on their phone, as  well as to quickly make a purchase decision when buying a new app. It  also makes it easier for users to organize their apps by function,  especially now that more smartphones are incorporating file structures  as a way of dealing with app proliferation on devices. Finally,  single-function apps have simpler user interfaces, which reduces screen  clutter and lets users access key functionality quickly and easily,  while also minimizing the impact of distractions by reducing the amount  of attention using an app requires.</p>
<p><!-- End pullquote -->In a real-world environment, a mobile app must   overcome competition for a user’s attention, which goes far beyond just  overcoming a competing  app’s claims on a user’s attention, as on the  Web. For example, if you are developing a news delivery app, it’s  important to take into consideration <em>why</em> a user would use your  app rather than just grab the newspaper sitting next to him at the local  coffee shop. Navigation apps have done a great job of competing for  users’ attention. Their competition includes traditional maps, printed  directions, and dedicated navigation devices. Traditional maps don’t  provide position tracking or turn-by-turn directions. Printed directions  don’t provide positional information either, so are not helpful if you  miss a turn and can’t generate updated directions when you are mobile.  Dedicated navigation devices can’t incorporate other functionality like  making phone calls, checking your email, or updating your Facebook  status, so they add  device clutter. A mobile navigation app offers  significant advantages over each of the competing methods of completing  the same objectives. Your mobile app should offer similar advantages to  help ensure its success.</p>
<p>It is also important to take into account the reality  that users may be engaging in simultaneous activities that not only  require their attention, but may also take up the use of one hand. For  instance, a person may be trying to use your mobile app while also  trying to carry groceries, walk a dog, or carry a cup of coffee. If  users discover that it is difficult to use your mobile app in such  situations, they may avoid using it unless they can devote their full  attention to it. Thus, single-handed operation is a major consideration  for mobile apps.</p>
<h3><span style="color: #ffffff;">Mobile Usability Testing</span></h3>
<p>This is a user research column, so we definitely want to address how  to do user research for mobile apps. Let’s discuss some factors you  should take into account when doing usability testing next.</p>
<h4><span style="color: #ffffff;">Considering the Context of Use</span></h4>
<p><!-- End pullquote -->As we stated previously, it is extremely important to take into  account the different contexts in which people use mobile apps. For this  reason, it’s sometimes useful to incorporate environmental distractions  into the context in which usability testing takes place. There are few  ways of doing this. First, you can perform a field study in which a  person attempts to use a device in a real-world environment like a  coffee shop or other public place. This kind of approach maximizes <em>external validity</em>, which refers to the extent to which you can generalize the findings of a research study to the real world.</p>
<p>Another testing strategy is to simulate a real-world  environment within a controlled area like a usability testing lab. This  might include playing music or videos in the background or even  inserting additional people into the testing environment to periodically  initiate communication with a participant. All of this occurs as the  participant simultaneously attempts to perform tasks on a mobile device.  Finally, you can introduce distractions in the form of distracter  tasks. Introducing a <em>distracter task</em> involves instructing a  participant to stop what they are doing, perform a prescribed action,  then return to what they were originally doing. An example might be: <em>Whenever you hear the bell ring, stop what you are doing and write down what time it is in this notebook. </em>While  distracter tasks do not consist of meaningful actions and need not  mimic real-world situations, they are relatively easy to incorporate in a  test scenario and give you an idea of how distractions can impact a  user’s interaction with your mobile app. If you’re able to do iterative  usability testing, you can begin with more traditional usability  testing, then introduce distraction elements further along in the  testing process.</p>
<h4><span style="color: #ffffff;">Capturing Data</span></h4>
<p><!-- End pullquote -->Data collection can be a challenge when testing mobile devices.  Because of mobile devices’ small size, it can be difficult to get a  clear video recording of participants’ interactions with a device. This  is particularly true for touchscreen devices, because when a participant  interacts with a touchscreen, his or her hand also obscures the user  interface. This can make is difficult to see what buttons a participant  presses. Also, participants with large hands may obscure the user  interface merely by holding a device in their hands. Finally, because  mobile devices are usually handheld devices, people tend to move around  quite a bit while interacting with them, rendering normal stationary  cameras ineffective.</p>
<p>The easiest way to work around these issues is to do  initial testing using functional mockups on a desktop or notebook  computer. This can provide great initial guidance on your app’s  interaction design, but it’s important not to rely entirely on this kind  of testing. At some point during development, you should do usability  testing on an actual mobile device.</p>
<p>When testing on mobile devices, there are several  approaches we employ. To capture user interactions despite participants’  hands sometimes obscuring the screens of mobile devices, we like to use  a screen capture utility that outputs a video stream. This lets us see   what’s happening on a mobile device’s screen on a connected computer,  on which we can save the video stream. To do this, you’ll need to find a  screen recording utility for the platform for which you’re designing  your app. Here are some screen capture utilities for a few popular  platforms:</p>
<ul>
<li>Android—The <a title="Android SDK " href="http://developer.android.com/sdk/index.html">Android SDK</a> makes this possible. For a walkthrough of the process, read “<a title="How to Capture Screen on Android Phone" href="http://www.sameshow.com/democreator/article/capture-screen-on-android-phone.html">How to Capture Screen on Android Phone</a>.”</li>
<li>iOS—This a little trickier. Most solutions require a jailbroken device. <a title="Veency" href="http://cydia.saurik.com/info/veency/">Veency</a> from Cydia is great, because it allows wireless, live monitoring on your computer. Another option is <a title="Screenrecorder" href="http://www.machackpc.com/iphone/3g/screenrecorder-app-for-jailbroken-iphone-via-cydia-with-video/">Screenrecorder</a>, also from Cydia.</li>
<li>Blackberry—There are a couple of third-party apps that can accomplish screen recording on a Blackberry: <a title="BBScreenStream" href="http://oppitronic.de/pb/bbscreenstream.php">BBScreenStream</a> and <a title="Mobiola Screen Capture" href="http://www.warelex.com/products/capture/">Mobiola Screen Capture</a>.</li>
</ul>
<p>Although recording  interactions lets us  see what user  interface elements participants use, it doesn’t tell us whether a  participant might have hit a button by accident or show us the  participant’s reaction. To capture that information, we like to focus a  second camera on the device a participant is using. This helps us  capture the way the device fits in the participant’s hands, accidental  activations, mistakes in interactions, and any other issues involving  the use of the device’s physical user interface.</p>
<p>Because mobile devices tend to move around as  participants hold them, we sometimes assign someone to be a dedicated  camera operator. In this way, we avoid   asking participants to try to  hold the device still or in an awkward position where it is visible to a  camera, as well as mounting the device in a way that would <em>not</em> represent how participants would actually use the device. However, if  having a dedicated camera operator is not a possibility, we ask  participants to hold a device in a way that is comfortable for them and  set up a stationary camera, zooming in on the device to a distance that  ensures the device remains in frame, so long as participants’ movement  remains within a reasonable range. Usually, we also set up a second  stationary camera to capture participants’ facial expressions as they  use an app. By combining these three data sources, we can capture just  about any relevant information during a usability test.</p>
<h3><span style="color: #ffffff;">Conclusion</span></h3>
<p><!-- End pullquote -->The mobile space is an exciting new technology frontier. Eventually,  it will probably come to be dominated by massive software companies and  require substantial budgets to create apps that have a chance at  success. But for the time being, independent developers and a new  generation of startups have the opportunity to blaze a new path by  creating innovative mobile apps that redefine the way people interact  with mobile technology. To meet these ambitious objectives, designers  and developers of mobile apps must understand a new set of usability  constraints that are unique to the mobile domain, including the  variability of the physical user interfaces for devices on a single  platform, usage contexts that are rich in distractions and competition  for users’ attention, and users’ sometimes engaging in simultaneous  activities that require an app to maintain usability during  single-handed operation.</p>
<p>Usability testing of mobile devices also presents some  new challenges. Traditional, lab-based usability testing doesn’t  adequately simulate the actual operational context of a mobile app.  Collecting relevant data during a usability test session in which a  participant is using a handheld device also requires some new  approaches. Fortunately, tools exist to solve this data-capture  challenge, and new tools are continually emerging as the smartphone  market continues to grow.</p>
<p>This innovative mobile space has the potential to  launch the next tech titan. Among the countless app developers who are  now working in this space, the companies that rise to the top will  necessarily have done much to overcome the new usability challenges  mobile devices present.</p>
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		<title>Creative Ways to Use Unmoderated User Research</title>
		<link>http://metric-lab.com/creative-ways-to-use-unmoderated-user-research/</link>
		<comments>http://metric-lab.com/creative-ways-to-use-unmoderated-user-research/#comments</comments>
		<pubDate>Thu, 12 Aug 2010 06:58:43 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Press]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Design Research]]></category>

		<guid isPermaLink="false">http://metric-lab.com/?p=370</guid>
		<description><![CDATA[Over the past year or two, unmoderated usability testing has become a popular option to help guide product design. It is especially popular for Web sites, providing startups the opportunity to get relatively quick-and-easy user feedback on design iterations. From a user research perspective, the improper use of unmoderated research services presents a certain amount of danger. [...]]]></description>
			<content:encoded><![CDATA[<p>Over the past year or two, unmoderated usability testing has become a popular option to help guide product design. It is especially popular for Web sites, providing startups the opportunity to get relatively quick-and-easy user feedback on design iterations.<span id="more-370"></span> From a user research perspective, the improper use of unmoderated research services presents a certain amount of danger. However, there are a number of ways you can use unmoderated user research tools that can provide a great deal of value. This month, we’ll discuss some of the more interesting ways in which you can derive value from unmoderated research tools.</p>
<p>One caution—When considering doing unmoderated user research, it’s important to keep in mind that unmoderated user research is <em>never</em> as good as moderated user research. You should always avoid attempting to replace necessary moderated user research with unmoderated user research.</p>
<p>One huge fallacy we sometimes encounter is the belief that <em>some</em> user research is always better than none. Unfortunately, this is completely untrue. Improperly conducted user research can lead to bad decisions about product direction that can result in your inaccurately defining a product’s target market, defining the wrong key functionality for a product, or designing poor user interfaces. Each of these issues is enough to doom a product to failure when you release it to the market.</p>
<p>To compound this problem, often decisions that are based on the findings of user research—regardless of its soundness—receive more trust than they deserve, so they are less likely to be challenged and corrected than if you’d conducted <em>no</em> user research. There are many ways in which user research can go wrong, but we’ll save that for another column. For now, we’ll focus on ways of making good use of unmoderated user research tools.</p>
<h2>Beyond Usability Testing</h2>
<p>Unmoderated user research tools tend to focus on usability testing, but there’s no reason why you can’t use some of these tools for performing unmoderated concept testing or even miniature ethnography studies. For example, you could construct tasks along the lines of <em>Please demonstrate how you would make a purchase from your favorite online store</em>. </p>
<p>While unmoderated user research does <em>not</em> replace moderated user research, it can be very effective in <em>augmenting</em> moderated user research. For example, generative user research such as ethnography can be extremely costly, but a company can hold down costs by performing ethnographic research with fewer participants, then supplementing their data through unmoderated research sessions. </p>
<p>When performing user research, we look for trends. It’s very important to distinguish between behavioral trends and idiosyncratic behaviors when determining design recommendations. Distinguishing between trends and idiosyncrasies requires many participants—a major factor affecting schedule and budget. Unmoderated user research can be an effective and low-cost method of obtaining the data that lets you make this distinction. You can use moderated sessions to identify and thoroughly understand the behaviors that are of interest. Then, to verify the trends you’ve observed, look for those same behaviors in unmoderated sessions. It’s best to follow this rule: Do <em>not </em>use the unmoderated sessions to identify additional behavioral trends, because the understanding you can glean from an unmoderated session tends to be superficial. </p>
<p>Combining limited ethnographic studies with unmoderated user research isn’t as effective as doing a full ethnographic study, but it <em>is</em> a way for cash-strapped startups to get some invaluable consumer insights. This approach of augmenting your moderated user research by involving larger numbers of participants through unmoderated sessions works with nearly any form of user research. </p>
<h2>Longitudinal Usability Studies</h2>
<p>Unmoderated user research enables some innovative approaches to usability testing. One of these is longitudinal testing. Using a longitudinal approach to usability studies, we can learn how a person forms a long-term relationship with a product by getting data from people over an extended period of time. </p>
<p>This approach lets us explore different levels of usability. Most usability studies that evaluate iterative designs focus heavily on discoverability, but a longitudinal study can also acquire data about the learnability and ultimate usability of a product once a user has become fully accustomed to its user interface. </p>
<p>To get a more complete picture of a product’s user experience, it’s useful to pair your data from longitudinal testing with another longitudinal data source such as diary data. The unmoderated testing sessions provide data that is similar to diary entries describing interactions, while the diary data indicates participants’ goals in using a product, their perceptions of the product, and the nature of their relationship with the product. For example, diary data might indicate that usage is extraordinarily high at first, but then dies out as the product loses its novelty, indicating a need for continuously updated content. Conversely, diary data may indicate low early usage, followed by an explosion in long-term usage, indicating usability issues affecting adoption. </p>
<p>For longitudinal unmoderated usability testing to be effective, it has some special requirements. First, the automated testing software must allow you to select your own participants, so you can test the <em>same</em> people multiple times. Second, you need to determine a testing schedule that would allow you to observe the factors affecting change. For example, to obtain data about learnability, you must schedule a test session during the critical period when a participant might be having difficulty learning a new user interface. Too early and you would be testing discoverability; too late and the participant would already have learned the user interface. Determining the proper frequency of testing depends on a participant’s frequency of use of the product. Thus, a higher-use product requires more frequent testing. </p>
<p>It might be helpful to give participants some basic structure for how they’ll use the product during testing—for example, engaging with the product for at least 30 minutes each night. However, the trade-off for this kind of structure is your ability to examine participants’ organic usage of the product. This kind of study can provide some amazing data—of a kind that rarely gets captured at present—but you’d need to tailor your testing method to each product. </p>
<h2>Conclusion</h2>
<p>This column has described just a couple of creative, innovative ways in which you can use unmoderated user research tools. We’ve described how by using unmoderated user research tools </p>
<ul>
<li>you can augment the data you’ve acquired through moderated research sessions, reducing the number of participants you need for your moderated studies when identifying trends</li>
<li>you can perform research that requires repeated measures—for example, longitudinal studies that explore the long-term relationship between a user and a product</li>
</ul>
<p>However, there are some constraints on the use of unmoderated user research tools that you should be aware of. For one, these tools currently work <em>only</em> for computer-based software. Therefore, they may not be useful to anyone developing software for a mobile platform or for hardware. At some point in the future, these tools may become available for mobile platforms, but we are unaware of any such solutions at present. </p>
<p>Unmoderated user research sessions are <em>always</em> inferior to moderated sessions—all other factors being equal—so use them wisely. And since it’s untrue that some user research is always better than none, it’s extremely important that you should become a conscientious and discriminating consumer of research. As we mentioned in our column last month, a little education can be extremely valuable in this regard. A thorough education in research methods also enables you to innovate new research methods that can open up new ways of understanding users. </p>
<p>The two applications of unmoderated user research tools we’ve described in this column illustrate the general concepts behind combining unmoderated sessions with other forms of data to get a more complete picture, but there are likely other effective methods, too. We invite you to share your ideas for other useful methods of using unmoderated user research tools in the comments</p>
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		<title>Design Research with Method Inc. at AIGA SF &#8211; D. Talks</title>
		<link>http://metric-lab.com/design-research-with-method-inc-at-aiga-sf-d-talks/</link>
		<comments>http://metric-lab.com/design-research-with-method-inc-at-aiga-sf-d-talks/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 22:22:48 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<category><![CDATA[Method Inc.]]></category>

		<guid isPermaLink="false">http://metric-lab.com/?p=56</guid>
		<description><![CDATA[We had the opportunity recently to witness a presentation on the role of in design from Method, a Brand Experience Agency in San Francisco. We’ve done work with Method before and they definitely have a solid team of people working there and it was excellent to hear from a few of them. The talk focused [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://1.bp.blogspot.com/_fg_YC071bC8/SmSvQeuBdoI/AAAAAAAAADw/htJDCs2CKfg/s1600-h/adam_dole_125%5B1%5D.jpg"><img id="BLOGGER_PHOTO_ID_5360602154136598146" style="margin: 0px 10px 10px 0px; width: 128px; float: left; height: 125px;" src="http://1.bp.blogspot.com/_fg_YC071bC8/SmSvQeuBdoI/AAAAAAAAADw/htJDCs2CKfg/s200/adam_dole_125%5B1%5D.jpg" border="0" alt="" /></a><br />
We had the opportunity recently to witness a presentation on the role of in design from Method, a Brand Experience Agency in San Francisco.<span id="more-56"></span> We’ve done work with Method before and they definitely have a solid team of people working there and it was excellent to hear from a few of them. The talk focused on research and the link that it provides between design teams and the consumer as well as providing some general guidelines to performing effective research. Their approach was interesting, in order to construct their presentation on research, they went out and performed their own little research study by interviewing the strategist, artists, and UX designers at Method about their thoughts regarding research. A large portion of the presentation was told through the people discussing it candidly on video taken from these interviews. One thing that I really liked about this style of presentation is that it allowed us to indirectly get to know some of the people at Method and their views on research and design.</p>
<p>Method founder Kevin Farnham presented quite a bit about Method’s history and a few case studies in which they were able to provide great designs for their clients. Kevin also spoke quite a bit about how valuable research is to the design process, at one point going so far to say that Method has been known to perform research on their own when their clients weren’t willing to dedicate the extra budget.</p>
<p>But, it was UX researcher Adam Dole that spoke at length about what it takes to perform quality research. As a researcher, I was very impressed with what Adam had to say. Of course, I’ve known Adam for quite some time, having gotten to know him when we both worked at NASA, but the laboratory-based quantitative research methods employed at NASA can be a bit different from the research that’s needed to support design. We speak with Adam on a fairly regular basis about research that taps into the user experience and I was very happy to hear him discussing these kinds of qualitative approaches to the audience.</p>
<p>Rather than delve into the specifics of research design and methodology, which can vary tremendously from study to study, Adam focused on expounding some general principles that apply to all research. I felt that his approach was correct, learning the various research designs and methods that Adam could teach would take a tremendous amount of time, much more than the hour that we had allocated for the talk. As proof of that, Adam outlined a list of different research approaches that could be used to get a picture of the user experience. These different research approaches varied from ethnography to simple surveys, but it demonstrated the wealth of tools available to researchers. It was much more valuable to the audience to hear the overarching principles that guide every single research endeavor. These principles included thinking outside the box, which amounts to challenging your own assumptions to see if the solution to any given need is something different than what might be assumed. Other principles included putting yourself in the consumer’s shoes and being “relentlessly curious”, about all important factors in performing excellent research. In the end, I was glad to get a chance to see and hear the Method design team discussing the importance of research and getting a chance to get to know the personalities and perspectives behind all of Method’s great work. I was also glad to hear Kevin’s perspective on the value of good research. And finally, I was very glad to hear Adam discussing research and the guiding principles that sometimes get overlooked even by people with deep research backgrounds.</p>
<p>By: Demetrius Madrigal</p>
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