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	<title>Metric Lab &#187; Gathering User Data</title>
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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>
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		<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>Variations in Gathering User Data</title>
		<link>http://metric-lab.com/variations-in-gathering-user-data/</link>
		<comments>http://metric-lab.com/variations-in-gathering-user-data/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 22:11:30 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://metric-lab.com/?p=40</guid>
		<description><![CDATA[I had the great pleasure of witnessing two of my fellow researchers describe their research processes at last Tuesday&#8217;s session of BayCHI. These researchers were Kate Rutter of Adaptive Path and Steve Portigal of Portigal Consulting. I was quickly struck by the similarities and differences between the methods employed by Kate, Steve, and myself. While [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-thumbnail wp-image-41" title="MG" src="http://metric-lab.com/wp-content/uploads/2009/11/MG-150x150.jpg" alt="MG" width="150" height="150" />I had the great pleasure of witnessing two of my fellow researchers describe their research processes at last Tuesday&#8217;s session of BayCHI. These researchers were Kate Rutter of Adaptive Path and Steve Portigal of Portigal Consulting.<span id="more-40"></span> I was quickly struck by the similarities and differences between the methods employed by Kate, Steve, and myself. While we all sought structured ways to extract the user experience, the ways in which we each did that were absolutely a reflection of our different backgrounds.</p>
<p>My background is in experimental psychology and philosophy with a focus on communication and some additional training in hostage negotiation. As a result, my methods are primarily rooted in research design, communication, and logic.</p>
<p>Because my partner and I come from a background that includes communication and psychology, we rely on these skills to ensure rich and accurate data. We&#8217;ve always found that putting a participant at ease and asking the right questions in the right way helps the participant to open up and speak to us with the same ease as a close friend or family member. We&#8217;ve used thse same skills to convey concepts to design teams and stakeholders, working closely to establish solutions that craft a positive user experience.</p>
<p>I found in these talks that Kate and Steve managed to achieve similar results but through different means.</p>
<p>Kate&#8217;s method of research seemed to reflect her background quite sharply. With training in fine art, she was extremely comfortable conceiving and communicating concepts with images. She uses jotting techniques (quick sketches) to immediately capture ideas conveyed by the user and then synthesizes these jots into more fleshed out concept sketches that convey the experience quite effectively. When I tried the techniques for myself in some of Kate&#8217;s exercises, I quickly found that I was much more comfortable expressing myself with words, no doubt a reflection of my training with communication and as a writer. But I was impressed with her ability to communicate concepts visually, which I&#8217;m sure would resonate well with designers, many of whom also have art backgrounds.</p>
<p>The one concern that I had with this approach was the potential for ambiguity with visual communication. I can certainly view a piece of art and walk away with a completely different impression than the artist intended. I wonder if the unspoken elements that compose these sketches are not always received in the way that Kate intends, but I&#8217;m sure that communication about the sketches serves to clarify any ambiguity.</p>
<p>Steve&#8217;s methods are more similar to my own. His methods are language based and he likes to work in a team, much like we do at ActiveComm Labs. Steve uses structured processes such as daily summaries to help crystallize the thoughts of researchers for team consumption. Teams members then go back through the raw data, extracting anything at all that strikes them as interesting without any guiding principles. Afterwards, field sessions are reported to the team as a case study before engaging in an ideation process that includes ideation questions as well as possible solutions and specific strategies for product design and development.</p>
<p>It was very interesting to see how each of these researchers had placed their personal stamp on research and it also helped me to see how our method of performing research reflected our personalities and backgrounds.</p>
<p>In the end, I think it&#8217;s extremely important that there be a variety of flavors of research because, as we all know, not all users are the same and it can take a variety of approaches to extract the data needed to build great products. Therefore, it&#8217;s important for researchers in the field to add these approaches, and others like them, to their repertoire much like we at ActiveComm Labs strive to do. With that said, I&#8217;ll be practicing my jotting!</p>
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