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mobile usability testing
                          variations on a theme




         Barbara Ballard
http://www.littlespringsdesign.com
people are still people
   now they are mobile
• standard research techniques

• context more important

• software testing adds challenges

• video capture rigs

• beta tests more powerful
• Wizard of Oz (paper prototyping)
  particularly useful

 • voice input applications

 • location

 • events (incoming message, call, out of
   network)

• front end research (e.g., personas) need to
  incorporate context
context
sources of context

• device vs. computer emulation
• laboratory vs. field
• outdoors vs. indoors
• task-focused vs. other-focused
• environmental input (e.g., camera)
emulators & simulators
• on-computer use of the application
 • emulators use actual code

 • simulators simulate - avoid!

 • neither match true interaction

• computer testing good for information
  architecture
• interaction, aesthetic, function need to be
  tested on device
laboratory vs. field
• laboratory test - standard
• field test
 • can’t capture all context

 • what background tasks/environment?

 • may capture more issues

• hybrid (e.g., shopping mall, park)
 • aesthetic issues can be better captured (glare?)
laboratory vs. field
• typical: laboratory test
• hybrids great for design phase testing
• use field test when
  • late in design cycle; most obvious issues
    addressed

  • environmental interaction critical
    • ex. mobile payments
software testing
device matching
• device selection
  impacts
 • user interface
   paradigm

 • how Java, web
   content rendered

 • screen size, input
   mechanisms

 • how OS works
more device matching
• carrier (operator) selection impacts
 • home screen arrangement & content

 • whether SMS links work

 • technologies (GPS, Java, Flash, ...)

 • connectivity at test site

 • expectation for certain device behaviors

 • available devices (e.g., Sprint != Nokia)
tips for device matching
• use one carrier only
 • restricts device pool

 • avoids carrier problems

• develop device clusters
 • each cluster has mostly same UX

 • Nokias largely the same (S40 varies from S60)

 • Asian manufacturers tend to match carrier UI
capture equipment

• capture screen, face, body language
• using actual device
• as realistic an experience as possible
• ease of use
• price
lamp-cam
lamp-cam

   DIY
   fragile
   separate face capture
   must be clipped
lamp-cam
ELMO-cam
ELMO-cam


    DIY modifications
    fixed on surface
ELMO-cam
sled
sled


       DIY or purchase
       enables body
       language capture
sled
body language
beta testing
basic concept

• deploy service with server-detected
  events
• create surveys
 • VoiceXML, SMS, or web

 • customized for task

• elicit user feedback when event occurs
trigger events
• match user tasks as much as possible
• acquire through server logs
• send survey when
 • first time attempting task

 • nth time attempting task

 • every n weeks

• send alerts via SMS
surveys

• limited to 1-2 minutes
• capture what task was being attempted
• rate ease, enjoyment, etc.
• VoiceXML also allows easy free-form
  input
• expire survey in ~20 minutes
ability to track

• task frequencies
• usage drop-off
• ease of use, affect as a function
  • frequency of use

  • time between uses

  • number of uses
research is still research

  • standard research techniques

   • plus context

   • plus device & carrier matching

  • video capture options

  • beta tests more powerful
references
  • www.gotomobile.com
  • www.littlespringsdesign.com
  • www.usableproducts.com
  • A. Kaikkonen et al (2005). Usability Testing of Mobile
      Applications: A Comparison between Laboratory and Field Testing,
      Journal of Usability Studies
  • C.M. Nielsen et al (2006). It’s Worth the Hassle! The Added
      Value of Evaluating the Usability of Mobile Systems in the Field,
      NordCHI 2006.
         Barbara Ballard
http://www.littlespringsdesign.com

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Mobile Usability Testing

  • 1. mobile usability testing variations on a theme Barbara Ballard http://www.littlespringsdesign.com
  • 2. people are still people now they are mobile
  • 3. • standard research techniques • context more important • software testing adds challenges • video capture rigs • beta tests more powerful
  • 4. • Wizard of Oz (paper prototyping) particularly useful • voice input applications • location • events (incoming message, call, out of network) • front end research (e.g., personas) need to incorporate context
  • 6. sources of context • device vs. computer emulation • laboratory vs. field • outdoors vs. indoors • task-focused vs. other-focused • environmental input (e.g., camera)
  • 7. emulators & simulators • on-computer use of the application • emulators use actual code • simulators simulate - avoid! • neither match true interaction • computer testing good for information architecture • interaction, aesthetic, function need to be tested on device
  • 8. laboratory vs. field • laboratory test - standard • field test • can’t capture all context • what background tasks/environment? • may capture more issues • hybrid (e.g., shopping mall, park) • aesthetic issues can be better captured (glare?)
  • 9. laboratory vs. field • typical: laboratory test • hybrids great for design phase testing • use field test when • late in design cycle; most obvious issues addressed • environmental interaction critical • ex. mobile payments
  • 11. device matching • device selection impacts • user interface paradigm • how Java, web content rendered • screen size, input mechanisms • how OS works
  • 12. more device matching • carrier (operator) selection impacts • home screen arrangement & content • whether SMS links work • technologies (GPS, Java, Flash, ...) • connectivity at test site • expectation for certain device behaviors • available devices (e.g., Sprint != Nokia)
  • 13. tips for device matching • use one carrier only • restricts device pool • avoids carrier problems • develop device clusters • each cluster has mostly same UX • Nokias largely the same (S40 varies from S60) • Asian manufacturers tend to match carrier UI
  • 14. capture equipment • capture screen, face, body language • using actual device • as realistic an experience as possible • ease of use • price
  • 16. lamp-cam DIY fragile separate face capture must be clipped
  • 19. ELMO-cam DIY modifications fixed on surface
  • 21. sled
  • 22. sled DIY or purchase enables body language capture
  • 23. sled
  • 26. basic concept • deploy service with server-detected events • create surveys • VoiceXML, SMS, or web • customized for task • elicit user feedback when event occurs
  • 27. trigger events • match user tasks as much as possible • acquire through server logs • send survey when • first time attempting task • nth time attempting task • every n weeks • send alerts via SMS
  • 28. surveys • limited to 1-2 minutes • capture what task was being attempted • rate ease, enjoyment, etc. • VoiceXML also allows easy free-form input • expire survey in ~20 minutes
  • 29. ability to track • task frequencies • usage drop-off • ease of use, affect as a function • frequency of use • time between uses • number of uses
  • 30. research is still research • standard research techniques • plus context • plus device & carrier matching • video capture options • beta tests more powerful
  • 31. references • www.gotomobile.com • www.littlespringsdesign.com • www.usableproducts.com • A. Kaikkonen et al (2005). Usability Testing of Mobile Applications: A Comparison between Laboratory and Field Testing, Journal of Usability Studies • C.M. Nielsen et al (2006). It’s Worth the Hassle! The Added Value of Evaluating the Usability of Mobile Systems in the Field, NordCHI 2006. Barbara Ballard http://www.littlespringsdesign.com