Title: Usability and Mobile Applications
1Usability and Mobile Applications
- Human Mobile Interaction (HMI)
- and the bigger picture
2Today
- Usability (for PCs and the Web)
- Usability for Mobiles (HMI)
- The bigger picture (Sociology of mobility)
- Usability testing methodology for your projects
(structured and/or informal) - Reporting findings in your presentations
3Admin
- Apologies about lecture confusion last week
- Questions on progress what do you need?
- J2ME materials to come online soon
4PC based vs. Mobile-based
- Usability guidelines for the Web and for PC
software are fairly well established (although
still subject to negotiation and change) - Mobile guidelines are becoming defined but
changing more rapidly - Key Differences input, output, capacity and
context
5Rate the following in order of importance, for
what you would like to see in a Website
- The site should look beautiful and have amazing
looking designs and graphics - The site should be really easy to use and be
arranged logically in terms of navigation
(usability) - The site should contain the information or
entertainment that I am drawn to (content) - The site should be well marketed offline and
online, with a brand that I recognise and trust,
and it must feel secure
6Content is King the same for mobiles?
- But for a mobile this means appropriately
formatted and constructed (usually bite-size)
content - Quick access to core functionality the rest is
costly in time and irritating to the user (see -
National Rail, Facebook and BBC News mobile
versions) - Simplicity" in use is NOT the same thing as not
doing any work in design!
7Rapid prototyping - Design method
- The aim of rapid prototyping is to determine
usability before the expensive manufacturing
stage. Even simple mechanisms may not be usable,
contrary to common belief. - Software used in prototyping included programs as
freely available as PowerPoint and equipment as
easily available as paper deliberately low-tech
solutions. - Social issues for example are still not
considered during the design phase of electronic
devices. Consider the train Lock button, on a
train it needs to provide an audio signal that
it is functioning. - Consider the push/pull signs on doors. If you
pull when it says push, this is bad design rather
than your mistake (why should a push door have a
handle to pull?). - Its important to ferret out user problems
during the design phase.
8XHTML MP Usability
- http//www.forum.nokia.com/info/sw.nokia.com/id/7f
3f1424-b51e-4067-a3ef-acaab08e484f/XHTML_Guideline
s_For_Creating_Web_Content_v1_3_en.pdf.html - Guidelines are also very useful for non Web-based
projects - For games substitute the word - Playability
9In general usable applications
- Do not include too much on any navigation screen
- Minimise load times
- Stick to core functionality
- Enable complex procedures to take place on
servers and produce simple results - Take advantage of mobility and location
- Sometimes work in conjunction with Web apps
10Text input
- A big obstacle one that cannot be ignored
MINIMISE IT - The preponderance of buttons as an interface
mechanism exists because of the fact that buttons
are the easiest way to trigger and electronic
response. - With the recent (supposed) increased focus on the
user (user centred design etc), this may change.
11Evaluate www.bbc.co.uk/mobile
- Type the above URL into the mobile browser.
- Spend 5-10 browsing the site and evaluating out
of 10 - Usability (navigation, simplicity etc.)
- Design (attractiveness)
- Content
- Sophistication
- Justify your answers.
- Is there anything you can learn from this process
in relation to the usablity of your own project?
12A Project in progress
- http//mobilitystudies.com/ami/
- Would be interesting to know your thoughts
- Possible project contributions to the project?
- Learning language and culture through the phone
13Social impact mobile devices
- Creativity (take a photo, decoration, ring-tones,
SMS haikus and social creativity) - Mobility (communicate on-the-go, media
consumption and production on-the-go, extension
of the human, GPS etc) - Performance (girl alone in a bar, surrounded by
people you dont know, a DJ. The projected
presence of someone who is absent and lacks
contextual awareness about the receiver. A
Nation of Ghosts? Choreography of Mobile
Communication in Public Spaces (James E. Katz).
14Usability Testing your applications
- A qualitative approach
- Focus group / observation
- Quantitative methods dont seem practical for
small-scale projects, but a well designed
questionnaire to focus on a specific area may be
appropriate - The important thing is intelligent analysis of
the information you gather
15Do A FOCUS GROUP
- Small group of people
- Observe IN CONTEXT if possible
- Record results
- Feel free to do more formal testing also (e.g.
Questionnaires but the effectiveness of these
is limited by your methodology)
16Observation advice
- It would be nice if your application could be
tested on a mobile phone (if not possible attempt
to use several emulators) - When users are testing your application you
should not initially prompt them on certain usage
matters. - For example if you point out that you can
navigate by scrolling down the page, you have
influenced unduly their interaction with the
application therefore contaminating the
sample. They might have worked it out, them
might not have either way their reactions to
the application should tell you something about
it rather than you telling them about it! - Question the user about their experience see
what they liked and disliked.
17Testing hints
- Usability of the emulator vs. the usability of
the phone (Dont input letters by default for a
number screen and remember its a phone!) - Technical friends to test on can sometimes be a
problem e.g. they draw your attention to an
issue in the database, this is useful for
technical testing, but not for USER testing. Non
technical users are the most useful for Usability
testing.
18Thoughts on cultures of phone use
- Swiss army phone?
- Culture/Interface often features are removed
for a western audience - How do we explain the popular take-up of bad
interfaces?
19General Feedback on Projects from last year
- Some strong on technical complexity
- Others rather simple and rushed
- Generally poor usability design
- The simple things ignored
- Many scored highly on Technical Sophistication
- English grammar not checked (a great hindrance to
usability)
20Continued
- Stronger projects had been tested on a variety of
SDKs and Devices - Focussed on usability as well as technology
- Advice Re-think the user in context
21Presentations
- User feedback and evaluation tended to be the
weakest areas - Usability weaknesses not picked up on
- Tended to focus on general (e.g. should have
more colour and blaming technology instead of
implementation) - Tendency to describe project rather than its
production