Mobile Usability Testing Lecture :: „Mobile Usability Testing“ Inst. f. Softwaretechnik und Interaktive Systeme qse.ifs.tuwien.ac.at, thurnher@qse.ifs.tuwien.ac.at, christian.fruehwirth@qse.ifs.tuwien.ac.at Topics I. II. III. IV. V. VI. Motivation & Definition Mobile Devices Challenges in Mobile Usability Testing Methods & Approaches Heuristics & Guidelines Examples & Ideas Mobile Usability Testing Goals :: What do we want to achieve in this lecture? 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. *vgl.: Schilit and Theimer (1994) 2 Mobile Usability Testing Methods :: How do we want to achieve our goals? How we want to do it: • Creating an awareness for the challenges of mobileUsability • Compare common Usability Testing Methods • Overview about possible Heuristics & Guidelines for Mobile Usability Testing *vgl.: Schilit and Theimer (1994) 3 I. Motivation & Definition Definition :: „Mobile Usability Testing“ 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, …) 4 Mobile Usability Testing I. Motivation I. Motivation & Definition Costs of late Usability research 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. (*) *vgl.: MauroNewMedia (2002) 6 I. Motivation & Definition Usability Engineering in the Software Development Process *vgl.: INTERACT 2001 Workshop, Jan Gulliksen, Inger Boivie) 7 Mobile Usability Testing II. Mobile Devices II. Mobile Devices Mobile Devices :: Definition Are used “on -the-run and for activities that may last only a few seconds or are highly context dependent” (*) *vgl.: (Vetere et al., 2003, p.1) 9 II. Mobile Devices Mobile Devices :: Realistic View 1 „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 not act 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) *vgl.: (Jakob Nielsen 2003, Alertbox , Aug. 18th.) 10 II. Mobile Devices Mobile Devices :: Realistic View 2 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 suitable for 2D – Screens. • Text-input is still a great Problem. Small Devices small Buttons. new Button Alignments? *vgl.: (Jakob Nielsen 2003, Alertbox , Aug. 18th.) 11 II. Mobile Devices Mobile Devices :: Realistic View 3 Fundamental Problems: • Quality of Service of local Network Providers. Things that „could be done“ just can‘t because of local ServiceLimitations or lack of network coverage. (Broadband, UMTS, etc.) • Online Services must specialize for Mobile use Much shorter Articles, more use of XML, simplyfied Navigation • Reconsider the way email is used not just forward every mail to the PDA (Attachments, Executeables) 12 Mobile Usability Testing III. Challenges III. Challenges Challenges :: of Mobile Usability Testing (*) • 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 *vgl.: http://www.littlespringsdesign.com/analysis/utest.html 14 III. Challenges Challenges :: 1 : Device Proliferation (*) Devices can be • • • • As small as possible, optimized for voice communication Quite large, optimized for data display Optimized for gaming Optimized for multimedia 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 15 III. Challenges Challenges :: 2 : Application Modality(*) 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 *vgl.: http://www.littlespringsdesign.com/analysis/utest.html 16 III. Challenges Challenges :: 3 : User Mobility 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 17 III. Challenges Challenges :: 4: Data Collection 1 Acquiring Data outside the Lab “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..(*)“ • 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) *(vgl.: Per-Ola Rasmussen ExarbII 2003) 18 III. Challenges Challenges :: 4: Data Collection 2 Mobile Users interact not just with the screen and keyboard. • Test needs to record, gestures, face-expressions, voice, bodylanguage, 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. 19 Mobile Usability Testing IV. Methods & Approaches IV. Methods & Approaches Methods :: Approaches to Mobile Usability Testing 1 The common Methods Heuristic Evaluation Guidelines vs. Design. Used in early development (Nielsen & Mack, 1994) 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) 21 IV. Methods & Approaches Methods :: Approaches to Mobile Usability Testing 2 The common Methods Feature Inspection (Nielsen & Mack, 1994) Consistency Inspection (Nielsen‚ 1995) Does the product meet the users needs and demands? Used in middle stages of development Checks consistency across multiple products from the same product – family. *(vgl.: Tomas Lindroth, Stefan Nilsson & Per-Ola Rasmussen, ExarbII – HT2000) 22 IV. Methods & Approaches Methods :: Approaches to Mobile Usability Testing 3 The common Methods Standards Inspection (Wixon et. Al. 1994, Nielsen 1995) Guideline Checklist (Wixon et. Al. 1994, Nielsen 1995) Ensures compliance with industry standards. Best used in middle-stages of development 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) 23 IV. Methods & Approaches Methods :: Approaches to Mobile Usability Testing 4 The common Methods Thinking Aloud (Nielsen‚1994) Contextual Inquiry (Holzblatt & Beyer ‚1993) Lets the evaluator understand how the user views the system. 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) 24 IV. Methods & Approaches Methods :: Lab vs. natural environment 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. *(vgl.: Mason 1988, Järvinen, 1999) 25 IV. Methods & Approaches Methods :: Approaches to Mobile Usability Testing 5 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. 26 IV. Methods & Approaches Methods :: General Mobile Usability Testing Process 1 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 27 IV. Methods & Approaches Methods :: General Mobile Usability Testing Process 2 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. 28 IV. Methods & Approaches Remember :: Challenges to deal with (*) • 1. Device Proliferation • 2. Application Modality • 3. User Mobility • 4. Data Collection *vgl.: http://www.littlespringsdesign.com/analysis/utest.html 29 IV. Methods & Approaches Methods :: Handling User Mobility 1 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. 30 IV. Methods & Approaches Methods :: 3 : Handling User Mobility 2 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 Users Thesis and formula is questioned from many researchers. 31 IV. Methods & Approaches Methods :: 3 : Simulate the natural environment? 1 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.) *(vgl.: akziv. Requirements from users point of view. 2004) 32 IV. Methods & Approaches Interactive Example Which environmental factors are reproduceable in a laboratory surrounding. Environmental Conditions BT 041118.xls 33 IV. Methods & Approaches Methods :: 3 : Simulate the natural environment? 2 „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. *(vgl.: akziv, „wearability“. 2004 34 IV. Methods & Approaches Methods :: 3 : Lab Test vs. Field Test(*) 1 Example Application: Using SMS Service on a PDA while walking • • In the lab: on a treadmill In the field: on a pedestrian street *(vgl.: Jesper Kjeldskov, Aalborg University Denmark) 35 IV. Methods & Approaches Methods :: 3 : Lab Test vs. Field Test(*) 2 Attention needed to navigate Body Motion None Conscious 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 *(vgl.: Jesper Kjeldskov, Aalborg University Denmark) 36 IV. Methods & Approaches Methods :: 3 : Lab Test vs. Field Test(*) 3 Usability problems identified by the test subjects • Numbers are basically equal 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 Notice that while sitting on a desk the cosmetic problems identified by the users were far more! *(vgl.: Jesper Kjeldskov, Aalborg University Denmark) 37 IV. Methods & Approaches Methods :: 3 : Lab Test vs. Field Test(*) 4 Are Lab tests superior? • Consider Cost / benefit of different techniques and settings Time 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 …… *(vgl.: Jesper Kjeldskov, Aalborg University Denmark) 38 IV. Methods & Approaches Methods :: 4 : Handling Data Collection 1 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 *(vgl.: Little Springs Inc. 2004) 39 IV. Methods & Approaches Methods :: 4 : Handling Data Collection 2 Recording a mobile phone‘s screen and the users face at the same time with two cameras mounted on the phone(*) *(vgl.: Little Springs Inc. 2004) 40 IV. Methods & Approaches Methods :: 4 : Handling Data Collection 3 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.) *(vgl.: Little Springs Inc. 2004) 41 Mobile Usability Testing V. Possible Heuristics & Guidelines V. Heuristics & Guidelines Heuristics :: General Guidelines for mobile Applications 1 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 *(vgl.: Little Springs Inc. 2004) 43 V. Heuristics & Guidelines Heuristics :: General Guidelines for mobile Applications 2 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. *(vgl.: Little Springs Inc. 2004) 44 V. Heuristics & Guidelines Heuristics :: Mobile Games 1 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 45 V. Heuristics & Guidelines Heuristics :: Mobile Games 2 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 46 Mobile Usability Testing VI. Examples & Ideas VI. Examples & Ideas Text Interface :: Projecting the image A standard-sized Query-Keyboard is projected by 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 *(vgl.: http://www.ibizpda.com) 48 VI. Examples & Ideas Text Interface :: Breaking the Qwerty Paradigm 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) *(vgl.: www.frogpad.com/) 49 VI. Examples & Ideas Remote Controll :: Force Push Operate household devices with a gesture of your fingertip. • IR-Led points at Device to be controlled • Touch & Acceleration Sensors combined with Software recognise gestures and execute command *(vgl.: Koji Tsukada, mobiquitous.com/pub/apchi2002-ubi-finger.pdf/) 50 VI. Examples & Ideas Natural Interaction :: Stick with the basics 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. *(vgl.: http://news.bbc.co.uk/2/hi/technology/3774747.stm) 51 Mobile Usability Testing For more information see: http://qse.ifs.tuwien.ac.at/courses/Usability/VO_Usability_Engineering.htm