Touchscreen GUI Design and Evaluation of an On-Device Portal€¦ · Touchscreen GUI Design and...

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Touchscreen GUI Design and Evaluation of an On-Device Portal Fredrik Bj¨ ornski¨ old and Robert Johansson December 7, 2008 Master’s Thesis in Computing Science, 2*30 credits Supervisor at CS-UmU: Jerry Eriksson Examiner: Per Lindstr¨ om Ume ˚ a University Department of Computing Science SE-901 87 UME ˚ A SWEDEN

Transcript of Touchscreen GUI Design and Evaluation of an On-Device Portal€¦ · Touchscreen GUI Design and...

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Touchscreen GUI Design andEvaluation of an On-Device

Portal

Fredrik Bjornskiold and Robert Johansson

December 7, 2008Master’s Thesis in Computing Science, 2*30 credits

Supervisor at CS-UmU: Jerry ErikssonExaminer: Per Lindstrom

Umea UniversityDepartment of Computing Science

SE-901 87 UMEASWEDEN

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Abstract

On-device Portals (ODPs) are client applications with a graphical user interface designedto improve the way specific content are presented on mobile phones. However, good andrich content is not enough to make users explore it. The content has to be easilyaccessible and presented in a usable and experiential way. The main goal of this MasterThesis is to present an on-device portal prototype for a touch screen mobile phoneshowing examples of good user experience and usability. To accomplish this goal apre-study has been performed to investigate the end-user and the context of ODP’s.The context includes content, competitors and very much the mobile web as well as 3rdparty applications. Two literature studies have been conducted to gain extra knowledgeabout touch screen displays as well as user experience evaluation for mobile devices.The design phase, from concept and interaction design to graphical design is motivatedin design decisions and presented with screens from the iterative work. The concepthas been evaluated with a focus group and the target users have constantly been infocus. The target users have been represented with personas. Finally, the prototype ispresented with screenshots and motivation to the design. The belonging user evaluationis presented and the result is showing that the design is easy to use and appreciatedby the test attendees. This imply that the design in many cases is a good example tofollow.

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Contents

1 Introduction 11.1 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11.2 On-Device Portals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

2 Problem Description 32.1 Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32.2 Purposes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

3 Methods 53.1 Iterative Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53.2 User-Centered Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

3.2.1 ISO 13407 UCD . . . . . . . . . . . . . . . . . . . . . . . . . . . 63.2.2 The Schaffer-Weinschenk Method . . . . . . . . . . . . . . . . . . 7

3.3 Personas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

4 Context Analysis 94.1 Customers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94.2 Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94.3 Competitor Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104.4 Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

4.4.1 Case Study - Vodafone Live ODP . . . . . . . . . . . . . . . . . . 164.4.2 Case study - App store . . . . . . . . . . . . . . . . . . . . . . . 17

4.5 Customer content analysis . . . . . . . . . . . . . . . . . . . . . . . . . . 184.5.1 General content organization . . . . . . . . . . . . . . . . . . . . 18

4.6 Heuristic evaluation of Ericsson ODP Demo . . . . . . . . . . . . . . . . 20

5 Usability and user experience testing on mobile devices 215.1 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

5.1.1 User experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225.1.2 Usability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

5.2 Designing for user experience and usability . . . . . . . . . . . . . . . . 235.3 User experience and usability testing . . . . . . . . . . . . . . . . . . . . 25

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iv CONTENTS

5.3.1 Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255.4 Difficulties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265.5 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285.6 Conclusion with guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . 29

6 Designing for touch screens on mobile devices 336.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336.2 Touch screen hardware techniques . . . . . . . . . . . . . . . . . . . . . 34

6.2.1 Resistive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346.2.2 Capacitive (Inductive) . . . . . . . . . . . . . . . . . . . . . . . . 356.2.3 Infrared light and cameras . . . . . . . . . . . . . . . . . . . . . . 366.2.4 Surface acoustic wave (SAW) . . . . . . . . . . . . . . . . . . . . 366.2.5 Single touch and Multi-touch . . . . . . . . . . . . . . . . . . . . 38

6.3 Buxton’s three state model . . . . . . . . . . . . . . . . . . . . . . . . . 386.4 Navigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38

6.4.1 Zooming, Panning and Scrolling . . . . . . . . . . . . . . . . . . 406.4.2 Touch-n-Go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 406.4.3 Radial Scrolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416.4.4 Speed-dependent Automatic Zooming . . . . . . . . . . . . . . . 41

6.5 Precision . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416.5.1 Target size . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

6.6 Feedback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 436.7 Touch screen Design Guidelines . . . . . . . . . . . . . . . . . . . . . . . 436.8 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 456.9 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

7 Design 477.1 Target group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

7.1.1 Market segmentation . . . . . . . . . . . . . . . . . . . . . . . . . 477.1.2 Personas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 487.1.3 Persona based scenarios . . . . . . . . . . . . . . . . . . . . . . . 51

7.2 Design Meetings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 527.2.1 Summary of Meeting 1 - The ODP Concept . . . . . . . . . . . . 527.2.2 Summary of Meeting 2 - Competitor analysis . . . . . . . . . . . 537.2.3 Summary of Meeting 3 - Content Sorting and Interaction Styles . 537.2.4 Summary of Meeting 4 - GUI Screens Evaluation . . . . . . . . . 54

7.3 Screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 567.4 Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62

7.4.1 Usability goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . 627.4.2 General requirements . . . . . . . . . . . . . . . . . . . . . . . . 647.4.3 Persona specific requirements . . . . . . . . . . . . . . . . . . . . 657.4.4 Other requirements on the ODP (from Meeting 3) . . . . . . . . 66

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8 Accomplishment 678.1 Identifying the user and the needs . . . . . . . . . . . . . . . . . . . . . 678.2 Developing the design . . . . . . . . . . . . . . . . . . . . . . . . . . . . 678.3 Implementing the prototype . . . . . . . . . . . . . . . . . . . . . . . . . 688.4 Evaluating the result . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68

9 Results 699.1 Prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 699.2 Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

9.2.1 Expert evaluations . . . . . . . . . . . . . . . . . . . . . . . . . . 779.2.2 Usability test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 779.2.3 Requirement validation . . . . . . . . . . . . . . . . . . . . . . . 82

9.3 Future design proposals . . . . . . . . . . . . . . . . . . . . . . . . . . . 83

10 Conclusions 8710.1 The Work and the Result . . . . . . . . . . . . . . . . . . . . . . . . . . 8710.2 Limitations and Future work . . . . . . . . . . . . . . . . . . . . . . . . 8910.3 Final words . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89

11 Acknowledgements 91

References 93

A Usability test 99A.1 Tasks and Observations . . . . . . . . . . . . . . . . . . . . . . . . . . . 99A.2 Following questions and answers . . . . . . . . . . . . . . . . . . . . . . 101

B Fulfilled requirements 105

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List of Figures

3.1 The four main stages in the HCD process . . . . . . . . . . . . . . . . . 7

4.1 Abaxia Mobile Portal . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104.2 Action Engine example of Brand-n-Go . . . . . . . . . . . . . . . . . . . 114.3 Adobe Flash Cast example . . . . . . . . . . . . . . . . . . . . . . . . . 124.4 OpenWave client example . . . . . . . . . . . . . . . . . . . . . . . . . . 124.5 SurfKitchen example client . . . . . . . . . . . . . . . . . . . . . . . . . 134.6 Opera platform example . . . . . . . . . . . . . . . . . . . . . . . . . . . 144.7 Yahoo! Go 3.0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154.8 Onskreen ODP example . . . . . . . . . . . . . . . . . . . . . . . . . . . 154.9 Screenshot of Vodafone Germany ODP . . . . . . . . . . . . . . . . . . . 16

5.1 Why you only need to test with 5 users . . . . . . . . . . . . . . . . . . 265.2 Test device for mobile devices . . . . . . . . . . . . . . . . . . . . . . . . 28

6.1 Resistive touch screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346.2 Capacitive touch screen . . . . . . . . . . . . . . . . . . . . . . . . . . . 356.3 IR touch screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 366.4 SAW touch screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376.5 Buxton’s three states . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 396.6 Buxton’s states adapted for a touch screen . . . . . . . . . . . . . . . . . 39

7.1 Persona named Glenn . . . . . . . . . . . . . . . . . . . . . . . . . . . . 497.2 Persona named Alice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 507.3 Home screen 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 567.4 Home screen 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 577.5 Home screen 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 587.6 Home screen 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 597.7 Home screen 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 607.8 Final Home screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

9.1 Hierachial view of the ODP prototype . . . . . . . . . . . . . . . . . . . 70

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viii LIST OF FIGURES

9.2 The Home screen in prototype . . . . . . . . . . . . . . . . . . . . . . . 719.3 Stuff screen in prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . 729.4 Market in prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 749.5 News in prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 759.6 Search in prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 769.7 Help in prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 769.8 The task performance rate . . . . . . . . . . . . . . . . . . . . . . . . . . 799.9 The task completion time . . . . . . . . . . . . . . . . . . . . . . . . . . 809.10 Scored for Usefulness and Ease of Use . . . . . . . . . . . . . . . . . . . 809.11 Histogram of the answers on the TAM scale . . . . . . . . . . . . . . . . 819.12 Proposed design aimed to solve problems on the Home screen and Stuff. 859.13 New location of Exit in News (the same location will be used in Market). 86

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List of Tables

4.1 Vodafone Live! Germany ODP content overview. . . . . . . . . . . . . . 16

6.1 Basic ways of interaction and usage on a touch screen [52] . . . . . . . . 40

7.1 Persona key functionality . . . . . . . . . . . . . . . . . . . . . . . . . . 51

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x LIST OF TABLES

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Chapter 1

Introduction

1.1 Background

Telecom and media industry have during several years used the handset browser ap-plication as an enabler of mobile content. WAP portals and SMS have been used bymobile operators and content providers to distribute and sell content. However, theseportals have not been the success which the operators expected. Slow connections, lim-ited hardware, and weak user experience are factors that need to be improved. Theidea is that the next generation of networks, device hardware, handset browsers, andbranded content will solve the problems [13].

“While everyone was predicting that content is king, the industry failed to notice thatuser experience is queen - and you need both king and queen to rule a country.”[13]

Good and rich content is not enough to make users explore it. The content has tobe easily accessible and presented in a usable and experiential way. On-Device Portalsare the generation of device portals beyond WAP and obtain these features [13].

1.2 On-Device Portals

On-device Portals are client applications with a graphical user interface designed toimprove the way specific content services are presented on mobile phones. ODPs areaccess points to online content rather than stand-alone applications. ODPs consist ingeneral of three different parts [13]:

– An Offline portal with content presented so the user experiences the content to bealways accessible and in real-time. The content is either proactively pre-cached orpushed.

– A Store-front client-server application which imitates the experience of walkingpast shops and enables the user to explore, search, preview, buy and use content.

– A Home-screen replacement replacing the home (idle) screen of the mobile phone,working as the starting point of the user’s journey.

User experience (UX) including usability are essential in ODPs. Earlier and stillexisting WAP-based data services have poor user experience. The communication is

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2 Chapter 1. Introduction

slow and several clicks are often required to choose desired content. ODP productsfocus on usability and experience of the service by removing these obstacles. Essentialfor the user experience is the blurry boundary between online/offline content, which isa major benefit in ODPs, where the boundary is clear, compared to WAP services [13].

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Chapter 2

Problem Description

2.1 Goals

The assignment for this Master Thesis is to review existing and suggest new GUI pro-posals that link the user in an easy way to different mobile services. The focus is topresent an ODP prototype for a touchscreen mobile phone showing examples of gooduser experience. Personalization and interactivity aspects should also be taken intoconsideration in the proposal. In particular it is important to suggest new forms ofinteraction and GUI design that would make full use of a standard mobile device’s ca-pabilities to encourage and support mass-market users to engage with new services. Itis important to consider the various alternative forms of screen sizes and format. Whenconsidering the capabilities of the device one should consider what can be done beyondthe current ”browser” based experience (scroll up and down and click). The goal is tobetter use the power of the device for animations, transitions, and full screen navigationthat makes use of the capabilities of the device.

In more detail shall the prototype show cases where different forms of user interactiondesign demonstrated. The prototype shall provide ideas and tips on how to realize thefundamental use cases of a content storefront (browsing, previewing and purchasingdiverse forms of content), media portal (consuming news, weather, stocks and otherinfo) as well as an application manager (downloading, launching and managing differentapplications such as games, utilities and other services like Google Maps). Finally ausability evaluation shall be carried out where the ODP prototype’s user experience istested.

2.2 Purposes

The thesis is performed on Ericsson Multimedia department Content and Media. Con-tent and Media consists of IPTV, Mobile TV, Advertising, Media Management andODP. Through the ODP area Ericsson offers a full-scale ODP solution from the on-device client application framework to the server-side components, layout and contentauthoring tools. Since the user experience is essential in the ODP clients and a subjectfor all applications being developed, is the research made in this thesis of interest for awide area of parties.

Ericsson (Telefonaktiebolaget L. M. Ericsson) is a Swedish world-leading telecommu-

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4 Chapter 2. Problem Description

nications company. They deliver end-to-end solutions of equipment and services relatedto their area [17]. Ericsson was founded back in 1876 by Lars Magnus Ericsson andhas today its headquarters in Kista, Stockholm, Sweden. Ericsson offers mobile devicesthrough a joint venture with Sony, named Sony Ericsson Mobile Communications [60].

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Chapter 3

Methods

Many methods have been used during the thesis work. Some of them have been usedjust for an hour and some for a longer time. This chapter describes the main methodsused during the whole Master Thesis. More about evaluation methods can be read inChapter 5.

3.1 Iterative Design

For a long time it has been known that user interfaces should be designed by using aniterative process in almost all cases. This is because it is almost impossible to design auser interface with no usability problems from the beginning. Even the best usabilityexperts need this type of process, so a usability lifecycle should definitely be built arounda concept of iteration [42].

At least thress iterations are recommended when redesigning a user interface. Thisis based on the fact that some usability measures often decrease during iterations if theusability engineering process has focused on improving other parameters [42].

When using an iterative design process it is most common that the feedback comesfrom users testing the prototype or product. When a prototype or product has beencompletely designed it should be user tested or evaluated to find the problems. Whenthe testing is done the problems should be fixed and the product or prototype is readyfor another round of testing. This is the concept of iterative design, fix the problems,test it again, and see if the problems really have been fixed. When fixing the problemsfrom earlier iterations, there is a possibility that new problems occur. So, except fromjust fixing the usability problems, the iterations also discover the new problems [42].

If the focus is finding usability problems it is preferable to use a smaller number oftest users. If a larger number is used, the data work will increase rapidly and it is notsure that more usability problem will be found. With a smaller group of subjects it iseasier to set up a list of usability problems and suggestions for improvements, but if theresult is for management purpose, a more quantitative evaluation is preferable [42].

3.2 User-Centered Design

User-Centered Design (UCD) is a design approach where information about the end-user is in focus during the design process. The best way to do this is to commit real

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6 Chapter 3. Methods

users during the whole process. For example, in the beginning field studies involvingethnographic methods, videos and interviews. Later in the process different mockupsand more or less interactive prototypes can be used. When end-users are not available,the user focus can be retained by using scenarios, based on observations of end-users,and personas, which each describes a typical user and are better explained in its ownsection below. The process are user focused compared to the traditionally based tech-nique focused. This means that the purpose is to solve a specific problem towards agroup of users instead of trying a new technique. A competent UCD facilitator shouldhave a multi-disciplinary background to be enabled to understand humans and theirinteractions with alike and with computers, how computers and software operate andalso the context of use [23].

UCD, which requires more investment in the earlier stages of the development pro-cess, have shown to spare both in service and development costs. Particularly is the riskfor unexpected changes in the requirements, work and installation costs lessen [4].

Gulliksen et al. [23] mean that when choosing and involving users they should beinvolved during the whole project. It is well known though that participation during alonger time will make the user no typical anymore. Their involvement tends to be tootechnical when they learn too much about the project. To avoid this other represen-tatives shall be used in evaluations and analysis for shorter periods of time. To makesure of user commitment to the project it is good to find means of the participation.One example is to let the user test the system for their normal tasks and by this seethe benefits of the new system. Non-committed users is often a result of feeling lackof contribution, therefore this is an important aspect to mind. During a session withusers it is essential to clearly value ideas from users and designers equally important.A problem when involving users and using mockups or prototypes is unrealistic expec-tations. They will easily limit the conception of ideas by the users. The ideas shallcome from the user to the designer not vice versa. It is very important to interpret userreactions for success. Gulliksen et al. [23] states the example if designing a hand-helddevice, one should make it as simple as possible, only as a black box. The user will thenimmediately start looking for the power button [23].

In this thesis personas are used during the design phase, and end-user evaluationperformed on the prototype in the last part of the work.

3.2.1 ISO 13407 UCD

ISO 13407 standardize the User-Centered Design process. The standard describes fourprinciples of UCD; the active involvement of users, the correct allocation of function tothe system and user, the iterative design process, and the multi-disciplinary design. Thestandard also describes four UCD activities; understanding and specifying the contextof use, specification of organizational and user requirements, the production of multiplepossible design solutions, and the evaluation of design towards requirements [4].

The ISO 13407 describes four main faces of the Human Centered Design process.They are described in figure 3.1. The model is iterative and several rounds are usuallydone before completion. The four stages can be further described like this [55]:

1. Specify the context of use Identify the user of the product, the purpose of theiruse and where, when and under which circumstances they will use it.

2. Specify requirements Identify business requirements and user goals that arerequired for the product to be prosperous.

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3.2. User-Centered Design 7

3. Create design solutions Create the design from a concept to multiple possiblesolutions and finally a complete design.

4. Evaluate designs The last part in each of the iterations is the evaluation againstbusiness and user requirements. Preferably with usability tests performed on ac-tual users and software quality testing.

Figure 3.1: The four main stages of the Human Centered Design process according toISO 13407 [40]

3.2.2 The Schaffer-Weinschenk Method

Technical staff on Human Factors International, Inc. has for more than 20 years workedwith an optimized method for user experience and performance. This method is namedthe Schaffer-Weinschenk Method and can shortly be described in the following steps[40]:

1. Plan Project Which are the main activities? Who are the adequate staffs? Howmuch time is needed? Which amount of usability work is required?

2. Evaluate the Current Applications Which improvements can be made oncurrent applications? How do competitors do?

3. Know What the Organization Wants What rules and directions does thebusiness in the organization require?

4. Know What the Users Want What kind of different users are there? Whatneeds do these users have? Collect a solid base for the user understanding.

5. Design the Structure How should the structure be so that the users understandwhat is offered, find things quickly and easily, and navigate efficiently?

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6. Check Standards Which standards and guidelines can be used to save time,improve design quality, present consistency and help concentrate creativity?

7. Design Screens When the navigation and standards are identified, create screendesigns.

8. Support Implementation Give the functional specification and screens to theimplementation team. Support them during their work.

9. Evaluate Usability Make a usability test of the whole application. Keep moni-toring site performance, which already shall be in progress.

This method is an iterative UCD process and has been used as support in the thesisprogress.

3.3 Personas

Designers of software aimed towards mass-market can not confidently identify specificusers for their software. Finding representative users is a challenge and it is hard to findrepresentatives for all types of users [22]. Personas are archetypal users aimed to directthe concept and design. They identify user motivations, expectations and goals whenusing the product of service. The personas are fictional but based on knowledge of realusers. To make them live, it is common to give them names and photos. They are alsooften given an age, address, family etc. A good way to further describe a persona is towrite scenarios for common tasks [48]. In fact scenarios not based on personas are lesseffective. There is in fact common with none, or little discussion on the data on whichthe scenarios are based. When constructing personas it is found that extreme charactersare not necessary. Extreme characters can too much stereotype the user and make thedesign to specific. Personas can be more or less detailed and detail level shall focus onthe knowledge necessary for the design [22].

The major benefit with personas is to allow the developers and designer to notdesign for themselves or executives, but to design for the typical user. The goals ofdifferent user types, brought to life by personas, enable the development team to creategood solutions for many users. Personas are relatively quick to create compared tocollecting requirements for the whole user community. They may not be as accurate,but saves a lot of time [9]. Personas are great when needing to narrow down andprioritize potential features and options. They also help creating the correct labels inmenus etc. Labels making sense to a designer might not at all be clear to the user,thinking about the persona can make the designer create better labels [48]. Furtherdo personas help to consider different political, social and cultural aspects of differentusers. Personas are great when motivating user needs, design choices and features forall types of stakeholders. A persona shows to whom the design is aimed for, but canalso help to exclude who is not [22].

Personas help to solve disagreements in design solutions by referring to their choice.The design can be evaluated to personas as an alternative to expensive usability tests.However, personas do not ensure a product to be easy to use and learn, usability testsare still needed for this [48]. It is important that the business goals are consideredin order to create a succesful design, a design not meeting them are not feasible eventhough it is meeting the persona goals. The most common pitfall with personas is thatthey are based on marketing and sales data and not from in-depth interviews. Thisoften make the design fit the wrong users than the actually targeted ones [48].

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Chapter 4

Context Analysis

This chapter described the different ODP customers and a brief description of the tech-nology in the ODP. Furthermore, an analysis will be presented of competing ODP solu-tions. Following that, two case studies where the content is in main focus are described.Moreover, a customer content analysis which describes what kind of content the userwants is presented and at last there is summary of an evaluation of an ODP Demo clientfrom Ericsson.

4.1 Customers

Four types of customers can be identified for ODP software enterprises. The first cus-tomer is operators, requiring a technology platform for supplying attractive services thatraise the data traffic on their networks and maintain their brand recognition across dif-ferent handsets. The second customer, is the content provider, e.g., media brands thattarget mobile users. The third customer, is the manufacturer of handsets looking for atechnology that can help them to easily deliver operator-specific handsets. The fourthand last customer is the end-user that indirectly influence the OPDs because it is theiruser experience that the solutions address. ODPs provide an on-device user interface,easy to customize for the customers. This helps users to feel affinity to the brand andincrease customer devotion [13].

Notice that ODPs are not positioned to replace the entire phone user interface; theyare about distributing and give value to data services in a usable way.

4.2 Technology

ODPs are mainly made as client applications on the device. It can be high-end openOS devices, e.g., Symbian OS and Windows Mobile enabling easier home-screen replace-ment. Other techniques as Java, BREW and RIM versions are also used but have notthe same possibility for home-screen replacement.

Another important aspect of the ODP technology is the graphic rendering capabili-ties. High quality graphics and smooth transitions are important for the user experience.The ODPs also need to be able to use the device for pushed and proactively cached dataand messaging functionality.

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Server-side componenents are an often used part in the ODP package is server-sidecomponents. The server-side features content life cycle management, usage tracking andreporting, user management and client lifecycle management. The whole client GUI canbe defined on the server, and changes in the GUI will be automatically updated when theclient is loaded on a handset. The server-side usually also integrates with the operator’sbilling system.

The last part that ODP vendors provide is content and layout authoring tools whichare crucial to realize and preserve successful ODP products.

4.3 Competitor Analysis

The market of OPD developers is growing and there are many companies trying to bindthe operators to just their client. In this section some of theses companies are presentedwith a screenshot from either the ODP or some other application similar to the ODP.This will give a short brief of what is available on the market today. All facts are froman internal Ericsson study.

Abaxia

Figure 4.1: Abaxia Mobile Portal

Abaxia is a company that sells ODPs to mobile operators and manufacturers. TheODP is built up to consistently customize the home screen across a variety of open OSand proprietary handsets. The application can work as a service discovery dashboard,and is available as a white-label product for mobile operators and manufacturers. Theapplication provides 2-click access to operator services, device services and messagefunctions. The user can, among other things, personalize wallpapers and shortcuts.

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4.3. Competitor Analysis 11

Action Engine

Figure 4.2: Action Engine example of Brand-n-Go

Action Engine has an application named Brand-n-Go which is an offline portal foroperators. The application focuses on delivering content, such as eBay, Amazon.com andrestaurant finder. One advantage with the application is that the user can explore andcreate search requests offline before sending them to the network. The applications canuse device functionality such as email, contacts and calendar which makes the applicationmore powerful. Another different aspect is that Action Engine works directly withcontent providers to source the content, but sells through operators. Although ActionEngine is not a direct competitor to other ODP vendors, they often compete for thesame budget.

Adobe FlashCast

FlashCast is Adobe’s client-server offline portal application that enables content to bedelivered to handsets and browsed as TV channels. FlashCast is based on the AdobeFlash Lite platform, which is the light, or mobile, version of Adobe Flash. FlashCast ismade up of a group of channels which makes it easy for the user to discover and find hisor her favorites, and it is all presented within one consistent navigation scheme. Usersare able to add and remove channels, specify their channel preferences and refine thebehavior of individual channels.

Openwave

Openwave was one of the founding members of the WAP forum. Today they are build-ing more advanced applications and one of them is the Mobile Integrated Dynamic

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Figure 4.3: Adobe Flash Cast example

Figure 4.4: OpenWave client example

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4.3. Competitor Analysis 13

Application System (MIDAS). MIDAS is an environment which focuses on lightweightapplications and makes it possible for applications to run on top of its new applicationenvironment. The focus areas Openwave has been working with is for a instance home-screen replacement applications, media store-front, service advertisement client, musicdownload, ”blogs”, and photo-sharing. Openwave is known to be a leader in the secondwave of heavyweight ODP vendors, which make them an interesting competitor.

SurfKitchen

Figure 4.5: SurfKitchen example client

SurfKitchen offers one of the most feature-rich and widely deployed ODPs for op-erators in the market. Their client-server solution has a versatile product mix whichcan satisfy the various operator requirements. SurfKitchen was founded with the focuson mobile portals and is now working with ODPs and home screen applications. TheirODP named ”SurfKit Offline Portal” extends the operator portal to the devices and cansupply the end-customer with information, which is cashed proactively for less waitingtime.

Opera Platform

Opera is known as a web browser vendor for desktops and mobile devices. The OperaPlatform is a browser based application for operators who are looking for a standard-based, low impact ODP. It can deliver service advertising, such as news and contentteasers. Device and messaging information, such as battery status, signal strength, in-box/calendar summaries, and missed call alerts can be displayed on the home-screen.Once the user clicks onto a home-screen item, they are taken online through the Operabrowser. One of the benefits is that the service development is purely browser basedwhich makes the development cycle faster, although not without loss in the user expe-rience.

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Figure 4.6: Opera platform example

Yahoo! Go

Yahoo! Go is an ODP which lets the user send e-mails, upload photos, download maps,check stock quotes, or get news. The user is provided with updates like how many newemails await you, upcoming calendar appointments, and new photos posted by yourfriends since the last login. The user can choose from a selection of mobile applicationsfrom Yahoo as well as other web brands and add them to the portal. The portal is alsofully customizable to fit the user’s needs.

OnSkreen

OnSkreen is targeted towards operators and has an application named Fusion. Fusion isa home-screen replacement client-only application that acts as a service dashboard. Thebig advantage with OnSkreens application is that it is not using any server componentswhich make it easier for the operators when it comes to deploying. This can also be anadvantage for smaller operators or those in emerging mobile markets.

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4.3. Competitor Analysis 15

Figure 4.7: Yahoo! Go 3.0

Figure 4.8: Onskreen ODP example

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Main menu Sub menu 1 Sub menu 2 Always visibleHome Top News What’s hot? Search barTV/Video Mobile TV Video OptionsMusic Music charts Music-mix -UpdateGames New Games Top Games -SettingsCommunity Community Flirt, Hot or Not? -Helpwww Web link site URL address bar -InfoNews Latest news Sport news QuitVodafone (service) Mein Vodafone Advice/Tips Main menu

Table 4.1: Vodafone Live! Germany ODP content overview.

4.4 Content

This section takes a deeper look into the content provided in the Vodafone Live ODPand the content in Apple’s App Store. This will give a better understanding of whichcontent an ODP can contain.

4.4.1 Case Study - Vodafone Live ODP

Ericsson has delivered an ODP to Vodafone in Germany. Table 4.1 describes the contentin this ODP and Figure 4.9 shows a screenshot of it.

Figure 4.9: Screenshot of Vodafone Germany ODP

The Vodafone ODP presents the content which links to WAP browser pages. Musiccan be pre-listened (or downloaded) and starts directly when pressed. TV and Videosstart a link to the WAP browser where they can be viewed. Games can be bought

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4.4. Content 17

through a link to the browser where a WAP page displays the price and download link.The community content links to WAP browser sub content. The WWW is a web/WAPbrowser with search bar. The News page shows News feeds linking to further readingin the WAP browser for each item. Finally the Vodafone Service page shows contentselected by Vodafone concerning their services and content recommended by them, alsothis content link to WAP pages.

4.4.2 Case study - App store

Apple is, with their App Store, offering a wide range of applications organized in thecategories below. These categories give an overview of possible applications and contentthat will be available for mobile phones. The categories of applications [2]:

– Books

– Business

– Education

– Entertainment

– Finance

– Games

– Health & Fitness

– Lifestyle

– Music

– Navigation

– News

– Photography

– Productivity

– Reference

– Social Networking

– Sports

– Travel

– Utilities

– Weather

The Apple products iPhone and iPod Touch is more or less an ODP itself where down-loaded applications are shown on the same level as all other handset features. This isdifferent compared to all earlier handsets where applications are hidden in a file manageror deep in the menus.

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4.5 Customer content analysis

Ericsson Consumer lab [19] has made a study of which content that consumers find mostinteresting for the ODP. The study covers eight markets all over the world and showsthat the ODP concept is relatively positive received, especially in India and China. Themost important features amongst all customers are accessing e-mail, browsing mapsand getting directions. The second most intriguing features are playing games andpaying/refilling mobile phone bills. Thirdly there is a wide interest for browsing andsearching the web. Among the younger audience is chatting, seeing online status, andlocation of contacts popular features. Local markets have different preferences that mustbe taken into account in the design.

Looking into specific features and comparing them to the overall average the studyshows that:

– Accessing files, doing other stuff while downloading content and seeing if friendsare online are stronger in India. While browsing and buying from specific websites are of lower interest.

– Refilling/paying phone bills and chatting with contacts are of more interest inChina.

– North America likes the ability to browse maps and access e-mail. While accessingfiles and browsing/buying tickets lower than overall average in US and Canada.

– Accessing e-mail seems to be of high interest in all European markets.

4.5.1 General content organization

The three general parts of an ODP identified in the introduction; the Storefront, theApplication Launcher and the Home/Idle Screen can be supplemented with a MediaPortal. The Media Portal is often a part showing news feeds, but can also provide videoclips and mobile TV etc. With these four parts most sub content can be organized.

As a general example the content can be organized as the following:

The Home/Idle or Start screen

– Favorites: Applications, feeds or widgets etc.

– A search bar: for web or other ODP content

– The navigation menu that is always visible

– Operator content: for example a logo

– A sub menu containing for example: account balance and network information,themes and skins for the ODP/handset. Personalization and customization possi-bilities.

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4.5. Customer content analysis 19

Media Portal

– RSS feeds

Search for new feeds

Add new feeds

Remove feeds

Organize feeds

– Personal feeds: for example latest Facebook or MySpace notifications etc.

– Non-personal feeds: for example news feeds, sport feeds etc.

Storefront

– Buy; Content that can be bought

Search content

Top list

Categories: Games, Music, Videos, Map applications etc.

Add content to the ODP

– Free; Content that is free

Search content

Top list

Categories: Games, Music, Videos Map applications etc.

Add content to the ODP

– Favorites

The user’s favorites

Application and Widget launcher

– Manage

Remove

Organize

– Applications, for example:

E-mail

Maps

Chat (MSN, Status etc.)

TV

CNN Media Portal

– Widgets or similar, for example:

Weather

Stocks

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The way to organize will be furthered analyzed in the design phase through cardsorting and user interface mockups. These are described and discussed in the designsection.

4.6 Heuristic evaluation of Ericsson ODP Demo

Ericsson research has done an evaluation on an Ericsson ODP Demo Client. The focus ofthe evaluation was to examine the interface in aspects of usability and user experience.Six persons with experience in usability and interaction design did a walkthrough of theinterface and came up with some issues, which will work as input to later developmentof the client. No end-users were involved in the study and all evaluators performed thesame tasks. Each evaluator had 60-90 min when doing the tasks and there were twodifferent devices used. The tasks were based on traditional usability and user experienceguidelines [18].

The general opinion about the ODP demo was:

– Pleasurable design, but very inconsistent look and feel

– The Media Portal provides a good overview and a smooth navigation for serviceand application updates

– Slightly complicated navigation and categorization of content

– The application loads quickly

– The content presentation for each part gives a good overview of what is available

– The responsiveness of the application is good, the animations are in general fast

– The three different parts of the application are always available on the main menu

From the result of the evaluation these ”guidelines” can be constructed:

– Give feedback about internet connectivity and costs

– Use a consistent design

– Keep the animations simple

– Use a simple language

– If scrolling is available it should be possible to go directly bottom to top

– If soft-keys are used, use them consistently

– New and updated information should be more visible

– If lists are used, it should be possible to see how many items they contain

– Give feedback about download status

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Chapter 5

Usability and user experiencetesting on mobile devices

Author Fredrik BjornskioldThe aim of this chapter is to describe the user experience and usability in mobile phones,and how testing and evaluation can be done. The chapter starts with a brief introductionto user experience and usability. Thereafter, there is a section about designing for userexperience and usability, followed by a section about testing methods and difficulties.In the end there will be a discussion and a conclusion with guidelines.

5.1 Background

“The extent to which a product can be used by specified users to achieve specified goalswith effectiveness, efficiency and satisfaction in a specified context of use.” -Definitionof usability [28]

“Every aspect of the user’s interaction with a product, service, or company that makeup the user’s perceptions of the whole.” -Definition of user experience [5]

In the recent years the field of human-computer interaction has been more and moreused in the mobile device market. Designing these products from a human-computerperspective has been in focus. The difference in interaction style and screen size froma regular computer application has been some of the biggest challenges for designers inthe market [7]. This challenge is one of the most important when it comes to design.The goal of usability and user experience is to ensure that the product or service willprovide a good design and make the user feel that he or she has control and feel satisfiedwith the artifact. Designing a product or service which mediates a feeling where the usercan feel that the artifact is easy and logical to use is of furthest importance. If the useralso can get a positive emotional experience the designer has come to an excellent pointin product design. However, in spite of everything good usability and user experiencewill result in a successful artifact, and the user will be more welcoming to adopt newservices and concepts [45].

Today application designers are more aware of the user and the environment usersuse the products in. This is important because the environment and context of use is

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affecting the users experience and the way of using the application. Capturing the userexperience is important and an interesting research issue. Techniques like interviews,observations, surveys have been used with different results. One problem with user ex-perience and its evaluation is the understanding of the topic. Arhippainen and Tahti [3]think that one reason for this could be shortcomings in the definition of user experienceand the relation to usability issues.

Designing usable applications is tricky and there is no obvious way to go. The bestand easiest method of making an application usable is to test it. The testing should bedone early in the design process and preferable during the whole process. Giving theapplication to a potential user and letting them perform some tasks is one of the bestways to get a feeling of the user behavior. When doing this in every step of the designprocess you will get a good picture of potential usability issues [36]. This may soundrather simple, but doing an evaluation in mobile environments is associated with somepractical problems. Doing a standard laboratory test with a mobile application losesthe aspects of the ”normal” environment. And when doing tests in real life, aspectslike data collection methods, user mobility, and observation methods makes everythinga little bit more challenging [30, 36].

5.1.1 User experience

User experience can easily be described as the experience a person gets when he or sheinteracts with a product or service. The user experience is among others influenced bythe environment, social factors, cultural factors, and of course the design of the productor service. The user aspects involved are for instance values, emotions, expectations andformer experience [3]. These aspects are interesting and important when evaluating theuser experience.

User experience is trying to aim for a more holistic view than traditional usability[45]. In addition to the factors above user experience also includes aspects of utility,reliability, and technical performance as well as more consumer experience factors likepricing, advertising, and brand [13].

Designing a product which creates a positive emotional impact on the user is one ofthe key factors in user experience today. Succeeding with this can make the product orservice different from other products or services [45]. And with more and more mobilesubscribers’ world wide, the user experience and emotional impact are important factorswhen catching new users. And it is not just a catchphrase of the industry; it is ratherthe way companies need to go to drive growth [14].

When evaluating user experience it is important to do this early in the process.Naturally it is easier to evaluate existing products or services because the user hasalready used it for a time, and hopefully the user has got an experience of the product orservice. However, evaluating new products is important and of course more challenging.Trying to find out if the right experience is mediated can sometimes be hard with justa paper prototype or concepts. Still, we need to find out if the product or the servicewill mediate the intended experience before it is on the market. We cannot have long-running studies on a prototype that do not work, and we can not evaluate the ’real’ userexperience when the system is just a concept on a paper [50].

The emotional experience is another important element in the whole user experience.We assume that the perceived qualities of the interactive system play a role in theappraisal process of emotional consequences. Overall judgments of products, decisionfor an alternative or the usage behavior, are influenced by the perception of quality

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5.2. Designing for user experience and usability 23

aspects and the emotional experience [37].

5.1.2 Usability

Usability has many different definitions and more or less different descriptions. Thequote in the beginning of section 5.1 is the ISO definition of usability. That is a oneof many descriptions of usability, but we can not forget that usability is not only theproperty of the product itself. The concept usability is the view of the entire system,which is the product or service, the user using the system, the user’s needs and goalsand the environment where the system is used [45].

Usability is often described as how well a user can learn and use a product or serviceand then achieve the goal of the user, and how satisfied the users is with this process[56]. One thing that scientists [56, 44] can agree on is that usability is ’defined’ by fiveaspects or components:

– Ease of learning - How easy and how fast can a user complete a simple task thefirst time he or she uses the system?

– Efficiency of use - Once the user has learned the system, how fast can he or sheperform tasks?

– Memorability - When a user returns to the system after a time, how easily canhe or she use the system effectively?

– Error frequency and severity - How often does a user make errors while usingthe system, how serious are these errors, and how does a user recover from theseerrors?

– Satisfaction - How much does the user like the design of the system?

These five aspects are important for a good usability. However, there are many otherimportant attributes and one of the most important is utility. According to JakobNielsen [44] utility and usability are equally important. Utility refers to the design’sfunctionality and Nielsen’s motivation is that you are not going to use a system if it isnot doing what you want, even though it looks good. And the other way around, if thefunctionality is great, but the user interface is too difficult to understand. To evaluateand test a system’s utility you can use the same methods that improves usability.

So, why is usability important? According to Nielsen, in an example with webapplications, it is necessary for survival. If the usability is bad the user will leave thewebsite which will result in different problems. If we take an online shop for example,if the users cannot find the products they want, you will not sell anything. Leavingis the first thing a user does when he or she do not find what they are looking for.Furthermore, Nielsen states that 10% of a design budget should be spent on usability.This will, on average, double the quality metrics on websites and for other software andhardware products the improvements are smaller but still substantial [44].

5.2 Designing for user experience and usability

There are no shortcuts to ensure a good usability and user experience in products andservices. The only way to reach a satisfying result is to include the user’s needs andrequirements from the first stage of the process. Keeping the user’s aspects through

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the process and all the way to after-sales stage is crucial when a good usability andspecially user experience is wanted. To understand the requirements and needs of theuser, verified information is needed. The user’s goals with the product or service shallbe clearly known by the whole development group. This is important because all partslike implementation and design should be based on these goals. To control that thesegoals are being fulfilled during the development process testing and evaluation shall beperformed as often as possible. The earlier design problems are discovered, the cheaperand easier it is to fix them [45].

When designing for user experience the principle of metaphors can be used. Metaphorshave its power in illustrating unfamiliar entities with familiar similarities and in thatway help the user to understand the unfamiliar entity. This is a good principle if it isused in a correct way. However, there are designers who do not like metaphors becausethey think it is an imitation of real world entities or just a simulation of it. This issomething that the designer has to think about, and work out with the users and thedevelopment group [49].

Conceptual models are another principle that can be used when designing for userexperience. The user’s conceptual model can be used to answer the question “Why andwhat is happening?” in specific tasks. To get this information, or model, from theuser, the development group has to collect information through task analysis, surveys,and user requirement lists. The uses can also provide the group with this informationthrough usability studies where the user interface for example is begin evaluated [26].

When should the usability and user experience work be done? As said before, ineach step of the process and as often as possible. Jacob Nielsen [44] states that multiplestudies are faster and cheaper and will enhance the usability and user experience of theproduct or service. The main steps he proposes are:

– Test the old design before starting the new design. This will help you to see thegood parts and the bad parts with the old system.

– If possible, look at your competitor’s design. This may give you inspiration to thenew design.

– Study the users in their real environment. This is better than testing in a labenvironment.

– Make fast and easy prototypes of the design. You will change the design based onthe test results so do not spend too much resources.

– Use multiple iterations when designing. Go from low-fi prototypes on paper, tomore hi-fi prototypes and test each of the iterations with users.

– Study your design with established usability guidelines in mind.

– When you implement the final design, test it again. Usability problems may haveoccurred during the implementation.

Do not wait with the user testing. If you wait too long and find problems, it will costmore and needs a larger structural redesign. Nielsen also suggests that user studiesshould be performed once a week with real users [44].

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5.3. User experience and usability testing 25

5.3 User experience and usability testing

Usability testing is today an invaluable tool when developing new software. It is awell established discipline within human-computer interaction with many well-knowntechniques and methods [34]. User experience testing is coming more and more whenthe concept of usability is moving closer to user experience. When the user experienceconcept is growing it is important that all involved people in a development process areaware of the user experience targets. This will help to communicate and keep the focuson the right track. If it is possible it may be good to communicate these targets betweengroups, which will make it easier for different teams to work toward a common goal [50].

5.3.1 Methods

Within the field of user experience and usability testing there are many methods thatcan be used. The most basic and useful method is according to Jacob Nielsen [44] usertesting. The basic version of this method has three components:

– Find some users which are representative for the subject

– Let the users perform tasks with the design

– Observe the users, where they do well and where they have difficulties. Let theuser do the talking.

This is a very basic method and enhances the possibility for further development. How-ever, many methods build on this base.

When applying the user testing method you get two major result benefits: you willsee the users interact with the product or service instead of just looking at it, and thesecond benefit is that you can measure user behavior. This is a difference from forexample focus group, where opinions are measured [36].

Interviews are a good method when is comes to user experience evaluation. One ofthe benefits with interviews is that it is more like a normal chat. This can make theuser more comfortable and calm. Interviews make it easier to get information about theuser’s background, experience, expectations etc. The problem is that it can be harderto describe feelings about the test object. In those cases the evaluator has to ”readbetween the lines”. Interviews can easily be combined with other methods such as usertesting or surveys [3].

Arhippainen and Tahti [3] states that surveys, diaries and storytelling are effectivemethods to get information about user experience. What is beneficial with these meth-ods is that the user can express experiences in written form. And stories can help humansto organize experiences and communicate them to people involved in the evaluation.

Evaluating mobile technology in laboratories is problematic. The problems can bethat it is too time consuming, relatively fixed usage, and that the tasks must be per-formed during a reasonable period of time. To overcome these problem there are alter-native expert-based methods like heuristic evaluation and cognitive walkthrough. Thesemethods may help the evaluators with guidance for identifying a list of usability prob-lems. Both methods build on the idea of an expert inspection of the product or serviceand hopefully find usability problems. However, inspection methods like the above havebeen criticized for finding fewer problems in total, and often more cosmetic problems[34]. Figure 5.1 shows a diagram of how many usability problems are found with anincreasing number of users. This is Nielsen’s [44] measure and he says that testing five

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Figure 5.1: Why you only need to test with 5 users [43]

users is often enough. The time and money spent on more users will not pay back inproblems found. He states that instead of increasing the number of users, increase thenumber of iterations.

5.4 Difficulties

With an increasing collection of testing methods the difficulties increase as well. Differentmethods have different difficulties which must be considered before choosing a method.The difficulties discussed in this section are not method dependent but rather generaldifficulties when testing.

The first thing to decide before starting an evaluation or test is what the goal is.There are so many factors in user experience and usability so a clearly stated goal isimportant. This may not always be easy to determine, but will in the end make the testor evaluation more systematic [3].

Once a project has started it is time to verify the user experience targets for theproduct or service. It is important to early in the process verify if the targets are theright ones. This may be done with a user experience evaluation. The difficult part hereis that targets always refer to the future and may be hard to perceive in advance. Thetip here is to use reviews or interviews from experts, which may have more experiencefrom other projects, to study the user experience targets [50].

When testing is performed it is very important to find the right participants. Thisis particularly important when performing early lab evaluation where user experiencedata is hard to collect. The participant can be unmotivated to do pre-planned tasks ona early prototype, and this may affect their experience. If the user experience targetshave been clearly stated, as said before, this can motivate the participant and make the

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5.4. Difficulties 27

evaluation result better [50].When testing mobile applications it is important to find out which devices the ma-

jority of the target group uses to access your application. If the result is a smallernumber of devices, plan to test them all with your application. If the number of devicesis too many, try to group the devices in to different families where the user experienceis similar. It is also possible to group them together according to device functionalityor other characteristics. If you only have one test opportunity or a small budget thenyou should go for the most limited device. This is because it will hopefully work betteron the other devices. If the evaluation process is iterative should a new device be testedin each iteration [36].

Mobile applications are designed to work in a mobile context. This means that theyalso should be tested and evaluated in a mobile context. Laboratory testing is goodwhen it comes to collecting high quality data or experimental control, but is weakerwhen simulating a real ”mobile environment”. Laboratory testing should therefore becomplemented with real life field studies. This will make the testing more realistic whenother activities are taking place at the same time [30, 34]. The problem with fieldstudies and established methods for testing user experience and usability is just the”field”. Camera recording of what is happening on the screen or shadowing the user ishard in a live environment. Another problem is that the data collection is even harderwhen the user is moving around in an environment which we do not have control over.What can be used is software which can record what the user is doing in the application;this will not give any information from the environment though [34].

Another difficulty is the distraction that mobile users are dealing with during theiruse of the device. This distraction can be used in an evaluation or test. How this shouldbe used depends on what should be tested. Little Springs Design [36] proposes twodifferent approaches:

– In a formal statistical usability test should the distraction not be used. Introducingdistraction can interrupt the statistical validation in the test.

– In a more in formal problem-finding test the distraction can be used to makethe situation more realistic. Testing the application in the user’s normal workingenvironment or in a cafe is better than in a laboratory environment.

If the application can be designed to prevent for the distraction in the second ap-proach, the design will work better overall.

Handling the data collection when doing tests and evaluation on mobile devices canbe tricky. Mobile devices are intended to be held and not fixed, like a desktop computeris. They are also more personal and the user may do other things with it like gesturingwith it or lean back in a chair with it. When performing tests and evaluation camerasare often used to record the user interaction with the application. Making a camerafollowing a user’s moves and gestures is hard. A solution to this problem is a productfrom Norm Wilcox Associates. It is a device with two small cameras which can beconnected to the mobile device. One camera is pointing directly at the screen and theother one is pointing at the users face, is the user is looking at the screen.

It is not very small and flexible, but is better than fixing the mobile device andpointing a camera at it (see figure 5.2) [36].

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Figure 5.2: Test device for mobile devices [36]

5.5 Discussion

The definition of usability and user experience may differ from source to source. Whenworking with these subjects, following a general definition may not be the most impor-tant. What is important though is that the goals of the work are well known in thegroup and maybe in the entire company. If all involved parts know the common goals,and work toward the goals, the result will be better.

Usability and user experience both focus on the user. This must be well known byall involved people. Including the user in the development is important, and should bemade as early as possible. If the user is involved in the entire process, the result willhopefully satisfy the user’s goals and desires.

The methods presented in this chapter are just a few of all available. There is nostandard method that should be used on certain evaluations and test. And all methodscan be suited for the specific task. This means that when setting a test or evaluation up,more than one method should be considered and maybe a mix of more than one methodis the best for just that test or evaluation. If the knowledge about testing and evaluationis not available in a project, the phase should not be left out. Taking someone in fromanother group or company may be a good option, and can furthermore give even moreback in feedback because they have not been involved in the process.

Where and when users or experts should be used is another hard question. The bestsolution is to evaluate with both users and experts. What will been seen in this MasterThesis is that experts are better at identifying the specific usability problems and theusers give good feedback on the user experience. So, if time and money is no problem,

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5.6. Conclusion with guidelines 29

a mix between experts and users is a good idea.Testing in the user environment is something discussed in this chapter. This is

important because it gives the evaluation a more realistic touch than sitting in a quitroom. The problem is that the data collection becomes harder, but there are technicalsolutions that may be used. Another way to test in the user environment is to use theservice or product for some time in their daily life, and then evaluate their experience.This is something that relies on a good relationship between the users and the evaluatorsthough.

5.6 Conclusion with guidelines

Usability and user experience testing and evaluation is often not included in developmentproject until last phase. In many cases the time and money can be settling factors.Mobile application developers are often under a stricter deadline and have to deal withmore complex testing and evaluation environments. This may sound like they do notneed to tested as much as a regular computer application. In fact it is the opposite.Mobile applications have a more limited screen size to operate on, more limited controls,and as mentioned before, a much more complex environment. It is therefore necessarywith frequent usability and user experience testing. This will ensure that you make aproduct or service as good as possible [36].

To conclude this chapter some guidelines for user experience and usability are pre-sented, which may be taken into consideration when designing mobile applications.

Communication

New services should be communicated around a user task instead of a new technology.This may help the user to easier pick up the new service [13].

– Use standard components - Help the user to understand what different words,situations, and actions mean. Be consistent when designing [41]

– Let the user feel that he/she is in charge of the system - A better feelingthan that the system is controlling them [21]

Discoverability

Even though a user is aware of a service, it does not mean that he or she knows how toaccess it. A menu in a mobile application should for example be available instantly tohelp the user find what he or she is looking for [13].

– Use a design which is easy to remember - This may speed up the userinteraction when a user returns to the system after a time [56, 44]

– Entice the user to explore the system - Make the user motivated to use thesystem [59]

– Use a consistent navigation - Standards and guidelines should be followed inorder to not confuse the user [59]

– Help and documentation shall be easy to understand - Use a good language,step by step guide how to solve a problem, and focus on the user’s task [41]

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Accessibility

Content within a mobile application shall not be too many clicks, scrolls, or menu selectsaway. Do not make a labyrinth for the user to find what they are looking for; make itaccessible for the user [13].

– Services should be accessible - They should be easy to find, set up, and use[14]

– Reduce the number of operations needed to perform regular tasks - Thiswill speed up the user interaction [21]

– Design for speed - The application should be up and running quickly [21]

– Do not show irrelevant information - This information may compete with therelevant information [41]

Ease of use

When the user has found what he or she has been looking for it is important to makethe content easy to use. This could for example be if a user wants to buy a new ringtone or wall paper in a mobile portal. The process from previewing the content, buyingit, installing, and in the end using it should be easy to understand and operate [13].

– Inform the user about what is going on - Give the user appropriate feedback[41]

– Minimize the user’s memory load - Make information visible to the user [41]

– Make instructions for the use of the system visible - It should be easy toretrieve help and information whenever the usef needs it [41]

– Use a language which the user understands - Do not use system-orientedterms or too technical language [41]

Personalization

Even if the service has a good content, users will get tired of it. This makes personal-ization important where the user can get relevant, personalized, and updated content[13].

– Allow user to tailor frequent actions - This may speed up the interaction forthe user [41]

– Use accelerators - Good for the experienced user, and the novice will not see it[41]

– Support undo and redo - Give the user freedom [41]

– Services should be aware of context - Providing relevant and convenientservices may enhance the user experience [14]

– Services should be personal - They should fit the user, his/her device, and theconnections used on the handset [14]

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5.6. Conclusion with guidelines 31

– Find the right balance - The right balance between information and entertain-ment is crucial for a good user experience [59]

– Use fresh content - If the content is old the user may not use the system [59]

Education

There are still users that do not uses mobile application because they are afraid of costsfrom data traffic. This is something mobile application developers need to educate theuser about [13].

– Help the user - Give the user a solution if a problem occurs [41]

– Show what is free and what is not free - Let the user navigate the systemfor free, and charge the user for downloading and shopping [13]

– The system should be easy to learn - Make the system easy to understandand learn [56, 44]

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Chapter 6

Designing for touch screens onmobile devices

Author Robert JohanssonThis chapter deals with technological and design solutions as well as problems whendesigning for a touch screen software user interface. First there is and introductionto the subject and then touch screen hardware and software solutions are overviewed.These findings are summarized into a set of touch screen design guidelines. Finally thereis a discussion and some conclusions are made.

6.1 Introduction

The world-wide introduction of iPhone 3G and the answer to this from competitorswill make touch screen mobiles an important interface technology to develop softwarefor. According to Cellular News and the IMS research [10], the market share for touchscreens devices are expected to be about 30% in 2011. With this knowledge, the specificcriterions concerning interaction methods and design for touch screens will be importantto research in order to create successful software user interfaces.

This study looks into theory regarding designing for touch screen devices usuallyoperated with only one hand and a single finger (usually a thumb). Other input methodssuch as the use of stylus, audio and accelerometer (tilt) are not considered deeply. Thefocus is to provide design guidelines for touch screen interfaces operated by a singlefinger click at the time. Other ways of interaction are revealed but no guidelines areprovided for them.

As an inspiration this quote from the usability guru Bruce ”the Tog” Tognazziniabout the iPhone implies the importance of making products using advanced technolo-gies accessible for everyone:“What’s important is that, for the first time, so many great ideas and processes havebeen assembled in one device, iterated until they squeak, and made accessible to normalhuman beings. That’s the genius of Steve Jobs; that’s the genius of Apple.” [54]The main motivation to focus the study on one-handed single finger operation is inspiredby Karlson [33] that found the majority of users preferring to use their mobile phonewith one hand. Other motivation comes from, also with inspiration from Karlson [33];the environments where mobile devices are used often only support one free hand, e.g.,

33

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34 Chapter 6. Designing for touch screens on mobile devices

carrying a bag with one hand and operating the device with the other hand. A thirdmotivation is that one-handed touch screen designs fit most, if not all touch screen de-vices and require a simple and highly usable interface. A simpler user interface is easierto fit to different screen sizes and orientations, making the wide range of display sizesand resolutions easier to access when designing software to match different hardware.

6.2 Touch screen hardware techniques

There are several ways to construct a touch screen. Each technique has its benefits andconstraints. This section gives an overview of the currently most common ones.

6.2.1 Resistive

Figure 6.1: Resistive touch screen

The resistive technique is today the most common type because of its low cost [39].Resistive touch screens use a transparent touch membrane above the display. The touchmembrane consists of two layers separated from each other with air spacers. When thescreen is pressed the air space shrink causing the top layer and the bottom layer toconnect which is locating the action [53], see Figure 6.1. When calculating the precisionof a touch it is often measured as the average pixel of the finger which gives a lowerprecision when hitting small targets [33]. The top layer is a moving part that wears over

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6.2. Touch screen hardware techniques 35

time causing worse performance and requiring repeated recalibration. The sensors arehard tuned to work well with both fingers and stylus (pens). There are also problems tohave the touch membrane above the display; light, colors and reflections are influencedwith negative results [53]. The resistive screen is, compared to others, the least durableone [29, 39].

6.2.2 Capacitive (Inductive)

Figure 6.2: Capacitive touch screen

Capacitive touch screens use fields of stored electrons in the horizontal and verticalaxes of the screen. Since the human fingers also contain electrons, the touch of a fingerwill cause a distortion in the reference field making it possible to locate the touch. Acapacitive screen can not be used with ordinary gloves and styluses, but with specialconductive pens the electron fields can be modified to detect a touch [53]. There are twomain types of capacitive touch screens, surface capacitive and projected capacitive. Thesurface capacitive screen uses a small voltage in every corner of the screen and the touchof a finger causes a flow of electrons towards the finger, see Figure 6.2 [39]. Projectedcapacitive touch screens uses an array of very thin wires within the screen. These areoften hidden behind a protective front surface. Each wire has an oscillation frequency.The touch of a finger causes a capacitive difference in the frequency of the wires aroundthe finger. Through this the position of the touch can be calculated [16, 39].

Capacitive touch screens have higher light transmittance and clarity [39] than resis-tive; they can also be mounted behind the display and they have a have higher durability

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36 Chapter 6. Designing for touch screens on mobile devices

than resistive displays. The technique is because of its physics sensitive to electromag-netic field interferences [29].

6.2.3 Infrared light and cameras

Figure 6.3: IR touch screen

There are various techniques using different kind of light and image processing. Onemethod is to use infrared light that is projected against the screen and IR-cameras todetect where it is reflected by a finger or similar. One way is to transmit light from twosides of the screen and place cameras (receivers) on the other two sides, see Figure 6.3[29] The use of IR and cameras are also used in ”Frustrated total internal reflection”. Areflective medium is filled with light and the touch of a finger interrupts the reflectionpath and strength. The reflection then leaves the medium and becomes visible to acamera outside it [24].

Infrared touch screens have very high quality of the underlying image, they do notneed to be recalibrated and they have very high durability. However, they have a slightlylower resolution on the touch surface [29].

6.2.4 Surface acoustic wave (SAW)

This technique uses an inaudible acoustic wave that is sent out on the display surface.On the edges of the screen there are transducers/reflectors that transmit/reflect sound

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6.2. Touch screen hardware techniques 37

Figure 6.4: SAW touch screen

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38 Chapter 6. Designing for touch screens on mobile devices

waves [39]. When a finger touches the display the acoustic wave is absorbed and thesignal is compared to a reference signal, recorded when nothing touches the surface. Thelocation of the touch is determined through the difference between the touch signal andthe reference signal; see Figure 6.4 [35]. SAW touch screens have very high durabilityand transmits light very well. However the input device needs to be soft to absorb theacoustic wave and surface obstructions can cause false touches [29].

6.2.5 Single touch and Multi-touch

The concept of multi-touch is as simple as it sounds. Multiple touch points can betouched at the same time and a new range of combined movements gives the opportunityfor new interaction models. For example the ”pinching” on the iPhone, causing a viewto, e.g., zoom out when two finger are moved closer to each other and the oppositefor zoom in [2]. Another advantage for multiple input is that more than one user caninteract with the screen at once, this benefit is mostly gained on larger screens and notas useful on small mobile devices. For example Microsoft Surface table can respond to52 simultaneous touches [38].

6.3 Buxton’s three state model

When using a touch screen, the states for the input are not the same as when usinga mouse or joystick. Buxton’s three state model of graphical input describes the threestates: (0) Out-of-range, (1) Tracking and (2) Dragging, see Figure 6.5. For a mousethe out-of-range state is when the mouse is not in contact with surface. The trackingstate is when the mouse is in contact with the surface and no button is pressed, thecursor moves around on the screen. The dragging state occurs when the mouse buttonis pressed down, an object selected and can be moved, e.g., dragging an icon [8].

The mouse is an indirect input device, compared to a touch screen where the input isdirect. In a direct device, the interaction is directly on display screen. When a pointingdevice working with a touch screen is out-of-range, it is having no effect on the system.However when the pointing device moves, it is tracking when it is out-of-range but thesystem does not know the location of it until the display is touched, see Figure 6.6. Iflooking from this point, a touch on the screen makes it jump directly from state 0 tostate 2. Another point is that if state 1 is used when the screen is touched, then state2 is unavailable. The pointing (moving the pointing device, independent if it is in state1 or 2), is a continuous task, and selection, is binary and represents a state change [8].

6.4 Navigation

The direct input when using a touch screen enables other forms of navigating on thescreen. Gestures can be used to navigate and scroll in content. The design of thesegestures and other interaction styles are important for the user experience of the system.Gestures should be natural and easy to understand. A problem with handheld devices isthat the screen size is limited and the content (e.g., a web page, map or photo) is largerthan the screen. Because of this efficient and convenient navigation in the additionalspace is needed [15]. This section looks into some suggested navigation techniques.All techniques are software based since the goal is to fit all touch screen devices and

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6.4. Navigation 39

Figure 6.5: Buxton’s three states

Figure 6.6: Buxton’s states adapted for a touch screen. In this model the state goesdirectly from 0, out-of-range or passive tracking, to state 2 dragging or making a selec-tion.

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40 Chapter 6. Designing for touch screens on mobile devices

Method Common actions Other actionsSingle tap Click buttons. Higlight or select

list itemsDouble-tap Activate/Load/Start an item se-

lected with the first tapFinger down andhold

Equivalent with mouse right-click. Touch and hold will showa context menu.

Drag and drop Move an object. Reorder a list.Gestures Scrolling and panning. Touch

screen and drag to move contentof view

Slide finger in a predefinedpattern to trigger an action,as a shortcut.

Touch, move,release

Open a menu by touching it, andthen slide to a specific menu itemand release to trigger the item.Cancel action by dragging fingeroutside menu and release.

Table 6.1: Basic ways of interaction and usage on a touch screen [52]

hardware based techniques is dependent on the buttons on the device. Table 6.1 goesthrough basic actions when interacting with a touch screen.

6.4.1 Zooming, Panning and Scrolling

Three basic principles when navigating in content are zooming, panning and scrolling.Zooming grows or shrinks the detail or size of the content, in other words changingits scale. Panning and scrolling move the workspace; scrolling in horizontal or verticaldirection and panning in any 2D-direction. Scrolling is used for example when navigatingin a document and panning is for example used when navigating in a map [25].

6.4.2 Touch-n-Go

Touch-n-Go is an alternative technique for panning in an information space. It is asoftware based technique using direct input on the display. The goal is to find a 360degree operable panning technique. Scrollbars, for example, can only pan horizontallyor vertically [15]. Tap-and-drag, or in more detail; tap down and drag an object on thescreen, is a method shown to be preferred before scrollbars, but for mobile devices it islimited by the screen size. The distance a user cans tap-and-drag an object, e.g., a mapis pretty short [31].

Touch-n-Go works by touching and keeping pressure on screen. The distance anddirection relative to the center of the screen correspond to the speed (the longer thefaster) and the distance the information space is changing. A touch in the upper rightcorner, e.g., when navigating a map will cause movement to NW in the map with a highspeed. Navigation and selection of targets are differentiated by touch and hold or touchand immediate release. Users testing the technique felt it was fast and easy to use, butthat the speed could be too high and overshoot targets and occasionally made the usershand cover information on screen [15].

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6.5. Precision 41

6.4.3 Radial Scrolling

Radial scrolling is a technique offering a different way to zoom in or scroll content.The technique work just as well for scrolling/zooming documents as to browse throughpictures. A difference from scrolling by pressing an arrow is that speed can be controlled.Radial scrolling use a circular motion around a center point (compare to iPod scrollwheel). The radius of the circular motion decides the speed of the scrolling, biggerradial faster and the opposite. Testing the technique showed that, when the target isclose and where continuous scrolling is suited, radial scrolling will perform better thantraditional techniques [51].

6.4.4 Speed-dependent Automatic Zooming

When navigating in a big information space with high speed there is a risk that motionblur occur which is hard for the user to perceive. One example is when scrolling fast ina long document. To avoid the motion blur, the user can change the zoom level beforescrolling. This alternative will cause several interface manipulations. To avoid this, atechnique called, Speed-dependent Automatic Zooming (SDAZ) can be used [27]. Thistechnique automatically zooms out when navigating faster and zoom in when slower[12]. The technique allows navigation between focused and contextual views througha simple and natural interface (e.g., dragging the mouse), several separate controls arenot needed [11].

When letting users compare traditional scroll, pan and zoom methods (e.g. scroll-bars, buttons for zoom in/out and pan) participants commented that these are to sepa-rate, requiring to many interface manipulations for basically the same task. But duringan experiment they were missing the lack of the spatial orientation provided by scrollbars, which easily can be added [12].

Several experiments show that browsing documents and maps are faster with SDAZthan with conventional techniques. These experiments were all made with a mouse, theuse on a touch screen were not considered [12, 25]. Although, since handheld touchscreens are limited in size the technique seems like a good idea when needing to presentbig information spaces. Furthermore, does the SDAZ requires less cognitive and ma-nipulation effort and were in experiments strongly preferred to conventional manualcontrols [25].

6.5 Precision

Desktop user interfaces, where the WIMP (Windows, icons, menus, pointers) interactionstyle is dominating, and small targets are repeatedly selected, does not fit the touchscreens well [6]. Further do small screens do not fit the same amount of information.One solution is to present the same information on several screens instead, but this is notalways possible and might slower information access [32]. With a stylus, smaller targetson the touch screen can be selected easier than with a finger. The finger touch area ismuch bigger causing lower precision. Fingertips, the user’s hand, and arm might alsocover targets making it harder to give feedback. This can give problems according towhere the user thinks he or she is touching (where the cursor is) and where it is actuallysensed or computed. The screen orientation and the layout of the software componentscan change if the user has to look ”over or under the hand” [6].

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42 Chapter 6. Designing for touch screens on mobile devices

A benefit argued for direct touch interactions is that it is more ”natural” than work-ing indirect with a mouse or another pointing device. This is hard to measure, butgenerally implied is that efficiency and accuracy are improved through the ”natural-ness”. Comparing mouse and touch input has shown that the touch input is slightlyfaster than mouse input. However, the touch input has a higher error rate if the targetis harder to reach. The reason for this was that the angle of the finger changes and thecontact area gets different for these targets [20]. This might not be a problem for smallscreens on handheld devices, but that the angle of the finger can change the contactarea during the touch, should be taken into consideration.

Some techniques to help gain higher precision of selection on touch screens are sug-gested. Some use zooming as an alternative to hit small targets other have differentsolutions, one of them is Rubbing and Tapping [46]. Rubbing and tapping is a fluidtechnique requiring only one step. Rubbing is equal to rubbing the finger back andforth. Tapping requires bimanual input, one finger is held down and the other tappingthe screen. Both rubbing and tapping causes a zoom effect on the area where it isexecuted. These techniques were combined with different selection actions and theirperformance was measured. Rubbing showed to be a good technique for smooth screenwith low friction.

Another technique to interact with small object on small touch screens is ”Thumb-space”, using a zoom area showing a miniature of the screen overlaying the full screen.The miniature is defined by the user and placed as well as sized where the user cancomfortably reach it with the thumb. The user touches the area of the object it wantsto interact with inside the miniature, and a selection square is shown in the full sizescreen. The selection square selects selectable objects, and moving the thumb in theminiature moves the selection between objects. When the desired object is chosen, it isselected by releasing the thumb. This technique can be used on systems intentionallyused for stylus or mouse interaction, making it an alternative where new design is notpossible [32].

A third technique, called ”Shift” uses a zoom circle, shown just above the finger,magnifying the area under the finger and showing a selection cross in it. With thezoomed area the user can select small targets with a higher accuracy. Shift maintainsthe ease and speed of direct touch for large target. Shift is also compatible with aregular pen and touch input making the interaction consistent when switching betweenpen and touch input. This makes Shift (as Thumbspace), work with existing applicationswith small targets [57]. Shift does not take areas hard to reach into consideration andThumbspace is also not suited for targets much smaller than the thumb. However, thesetechniques used in combination can solve both these problems [32].

6.5.1 Target size

Parhi et al. have performed a study on the size of targets when interacting with amobile touch screen using one hand. Earlier studies have focused on stylus interactionon a small mobile display or index finger interaction on a desktop-sized display. Thedifference with this study is the focus on one-handed thumb interaction. Since the thumbusually is the finger with biggest contact area, it sets the limit for how small the targetscan be. During the study participants performed both discrete tasks on single-targets,e.g., pressing a button, and serial tasks, e.g., entering a text. The parameter of thetargets location on screen was taken into account, because of the change of the contactarea based on the angle of the finger. The use of left or right finger will also affect

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6.6. Feedback 43

the performance, as it makes different sides of the screen harder to reach. One solutionis to place interactive objects in the middle of the screen or make the design dynamicand place targets to the right for right hand users and the opposite for left hand. Theconclusion was that a minimum size of 9.6 mm targets was necessary no to degrade theperformance. The same recommendation for serial tasks was 9.2 mm [47]. To make iteasier to remember, and since the difference is only 4-8 mm, a general guideline is touse targets larger than 10 mm2 for one-handed finger interaction.

6.6 Feedback

When using a touch screen the lack of physical feedback compared to using a physicalbutton is clear. Three types of alternative feedback is possible; tactile, audio and visualfeedback. Tactile feedback are often made by vibrating the whole device when a targetis selected, even better would it be to give a direct ”snap” on the finger that taps thescreen but this require more advanced hardware. Audio feedback can be a good solutionin some cases but are not suitable for noisy environments which mobile devices oftenis used in, e.g., public places. Visual feedback is very important to always use. Thelack of physical feedback must be replaced by visual feedback so that the user instantlysee that something happens when tapping a target. It is very important that all kindsof feedback are immediate; otherwise it might confuse the user or causing them to taprepeatedly feeling nothing happens or that their tap failed [58].

6.7 Touch screen Design Guidelines

This section lists guidelines that are supporting pitfalls when developing user interfacesfor touch screens. The guidelines are a mix of conclusions from the theory above andguidelines directly provided by different sources.

The software should support one-handed interaction. Many daily tasks re-quire one hand to interact with the environment, making the user only having one handavailable to interact with the phone. The win in usability is great when the user canoperate a task with one hand, making the loss great when the user needs two hands fora task. Tasks requiring two hands frustrate the user by making him or her interruptanother task to make it possible [33].

Support localized interaction to minimize grip adjustment and offer ageneralized interaction method. A grip adjustment increases the risk of droppingthe device, an effect with high loss in usability. Touch screen phones have a biggerarea for possible interaction than non-touch screen devices. Therefore a generalizedinteraction method should be offered supporting all parts in the application or acrossapplications [33].

Design for both left and right-handed users or allow the user to configurewhich hand they use. The speed of diagonal movements depends on which hand theuser uses. Movement in ”top-right bottom-left” direction is faster for right-handed be-cause of the physical nature of the hand. Movement in ”top-left bottom-right” directionis slower for the right-handed. The facts are opposite for left-handed. One good way isto avoid diagonal movements and use horizontal and vertical movements instead. Thesemovements are independent of the left or right hand [33, 58, 47].

Design for both left and right-handed users by placing interaction targetsto the vertical and horizontal center of the device. Mind that the guideline say

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44 Chapter 6. Designing for touch screens on mobile devices

in the middle of the device, not display. When designing for multiple devices it is goodto consider where the center really is. Users can also be allowed to, e.g., scroll or drag(use gesture commands on) items in a list to move them to a suitable place on the screenwhere they are easy to interact with. Generally use the middle of the device to supportboth left and right-hand users [33].

Favor your design for the smaller devices, making it easier to support asmany devices as possible. The size of the screen where the user interacts with it bytouching it should not be bigger than that the user can interact with it using only onehand. Furthermore it is easier to scale up a small screen design on a bigger screen thanthe opposite [33].

Make targets that the user can interact with 1cm2. This size support fast, ac-curate one-handed interaction and allows the user to use the thumb (usually the thickestfinger) as well. This recommendation is made for resistive touch screens. Resistive touchscreens can report only the average pixel of the finger contact area while capacitive canreport the whole contact area. This enables capacitive screens to have more accuratefinger selection and might give new target size recommendations in the future [33]. Alsoremember to give enough space between targets to avoid pushing on the wrong one.Finally take into consideration that the angle of the finger change the contact area andcan cause errors [20]. This is especially important in specific interaction situations wherethe device is held in different way, e.g., a camera application were a photo is taken witharms stretched upward to reach higher.

Offer indirect gestures to complement, not to replace direct interaction.Gestures are not as visible for the user as direct interaction objects. However, gesturescan improve the users overall performance and satisfaction by offering faster interaction.Gestures are therefore a good alternative for more advanced users [33].

Be intuitive and consistent. Use a consistent interface and action strategy andtry to be intuitive. Consistency for what happens when, e.g., a button is touched isimportant to avoid confusing the user [58]. An intuitive interface is when the user feelsit clear and easy to use. To get there a good mental model is needed. The appropriatemental model is found when the designer understands the user mental model of thesystem [26]. Gestures can be very intuitive but is harder to discover, direct touch is themost visible and intuitive action.

Use fixed areas for different interface components. Try to put input, buttons,data and status display components on the same area of the display during the wholeapplication. Navigation buttons must be placed on a constant place. Also use Gestaltlaws when arranging components [58].

Limit the number of choices. Choices shall be limited to the most necessaryamount. An overflow of choices will confuse the user [58].

Always allow the user to backtrack and proceed in a clear manner. Makeit clear how the user can backtrack to make changes and proceed to another part [58].

Use three icons for three states when a button is pushed. Have one iconshowing when the button is visible on screen. Use another icon while the finger pushesthe button to indicate that it is pushed. Use a third icon when the finger is released toindicate that the desired operation will be performed. Make the three distinctions clearto disassociate and highlight the whole icon, not just small part of it [58].

Rather use simple single-click interfaces than dragging, scrolling anddouble-clicking interfaces. Keep simple things simple. A single-click interface is themost easy to use. More advanced interaction can although be used for more advancedactions but should be avoided if possible [58, 6].

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6.8. Discussion 45

Minimize text entry. Touch screens do not provide as fast and accurate text inputas keyboards. Mobile devices have overall slower text entry possibilities. This directs torecommend minimizing text entry and try alternate solutions.

Always give clear and immediate feedback. A touch screen lacks the naturaltactile feedback as physical buttons and has therefore to be complemented with otherfeedback. Visual, tactile or auditory feedbacks are all possibilities. Important is that thefeedback is immediate to avoid user confusion and frustration. Visual feedback needs tobe clear. Take into account that the user’s finger covers most of the button [33].

Make navigating, e.g., scrolling, panning and zooming behave in a realisticmanner. If an objects is manipulated by a gesture or touch it has to behave realisticto make sure the user feel that they are in control. For example when scrolling a list thespeed of the gesture has to correspond to the impact on the list, also avoid delays [33].

Minimize the amount of user interaction required to operate the applica-tion. If the required interaction is minimized, the task flow and user enjoyment increase,and mental demand and user frustration decrease. One way is to minimize the stepsneeded to perform a specific task. Another way, which is especially good when usingonline content, is to fetch content that are of interest for the user, sparing them waitingfor it [33].

Consider using alternative gesture based interaction techniques than tra-ditional for navigating information space. Scrolling, panning and zooming throughinformation with traditional techniques as scrollbars, tap-and-drag and +/- and up/downbuttons can be changed or complemented with alternative gesture based techniques thattouch screens enable. Examples of new techniques are Radial scroll, Touch-n-go andSDAZ.

Avoid putting interaction targets on hard to reach areas of the screen. Theopposite bottom and top corner and the nearest bottom corner are the least comfortableto reach. For example avoid placing targets in the left top and bottom and right bottomcorner when using the right hand only [33].

6.8 Discussion

When designing for touch screens and finger interaction the above techniques, theoriesand guidelines should give a good knowledge in general problems and possible solutions.The possibilities are depending of whether one has to re-design a user interface or ifone has the freedom to do everything from scratch. The touch screens are becomingconsumer products and the hardware techniques described above will all develop andget better. In the current situation there is no winner and different techniques havedifferent pros and cons. New techniques will probably show up and compete in price andfunctionality. Generally will the screens and touch techniques evolve in precision, whichmight make the recommended targets size smaller. Another area where the hardwarecan evolve a lot is in ”tactile feedback”, direct physical feedback on the finger wouldmore or less erase the difference between a physical button and a touch screen.

Different techniques, e.g. for navigating, panning and zooming, solve different prob-lems with touch and small screens. Many of these are ”hidden”, the user can not seehow to use them directly, and when designing one have to consider the context of useand the difficulty of the tasks. More difficult tasks can be more effective using smartgestures, but simple tasks, that are not used repetitively or often, fits better for sim-ple direct manipulation. When looking into techniques and design solving problemsconsidering small touch screens many of them are solutions to earlier ”poor” designs.

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Take a look into Windows Mobile (5 or 6) for example, and it is easy to see that it isdesigned for stylus use and not for fingers. Generally do users not like to be forced tosolve common tasks with the stylus and different hardware vendors try to solve this byputting ”skins” for common functionality in Windows Mobile. For example search theweb for HTC Touch Flow 3D and Sony Ericsson Xperia Panels. A good way to think isto use alternative techniques when the standard ones do not solve the tasks effectivelyenough.

As consumer products, the touch screen devices are pretty new and gestures like”flick” are unknown to many users. But as the market grows and more users get usedthese ways of interaction they will get different expectations and the knowledge level ofthe target group for design will be important to consider when creating designs. Sometouch designs and gestures will probably become ”standards” in a natural way becausethey are the best solutions. As a comparison for all designs today are Apples touchinterface used in iPhone and iPod Touch, a very celebrated and successful design.

The guidelines above are a good support when designing for small touch screenswhere the user shall interact with the finger. Some of them will be valid for a long timeand some might have to be rewritten when the hardware and user expectations change.

6.9 Conclusions

As touch screen devices are becoming consumer products, more and more users willget experience of them. This experience will create new expectations and touch screendesign standards will be shaped. Different touch screen hardware has various prosand cons, the techniques will probably gain success in different solution areas. Tactilefeedback and precision are two areas where the screens clearly will get better; these twoareas directly affect the design possibilities. Techniques that solve problems with touchscreens today are often solutions to earlier poor designs but some of them might be usedmore often than others and some might become standards. It is hard to say today if oneis better than all others, it is dependent on the complexity of tasks and context. Theguidelines are a good support to avoid pitfalls, but to create successful design it is stillimportant to test it on the actual end-users and take their knowledge and expectationsinto account.

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Chapter 7

Design

The Design chapter starts with presenting the selected target group of the thesis. Thepersonas, functionality and scenarios are presented as well as summaries from the meet-ings with the focus group. Furthermore, some screen from the design phase are presentedand it is discussed how they influenced the final design. The requirements made for theprototype and how they should be fulfilled are presented.

7.1 Target group

Designing an application for every kind of user is a hard task. This section introducesthe reader to the selected target groups of this thesis. For the selected target groupstwo personas have been made. In the end of this section three scenarios are presentedwhich were used when designing the prototype.

7.1.1 Market segmentation

The ultimate design would fit all consumers on the market. That design is impossible tocreate since it would need a specific design for almost every consumer. To make designpleasurable for the consumers, it needs to be divided in to segments where groups of sim-ilar users are generally described. Through this can the design reach its goals in desiredtarget group. The segmentation can be made in many ways, as age, sex, nationality,occupation, income, interests, computer usage. The goal is to find the attributes thatseparate unwanted consumers from the one the design is aimed for. Good segmentationmodels can be used over a long time-span. This enables identification of trends whenpeople’s behavior can be compared between years. Ericsson has constructed a user seg-mentation model based on over 30,000 telecom consumer interviews made over 6 years.The model is based on six identified driving forces for telecom consumers; connectiv-ity, innovation, social awareness, stimulation, social status and tradition. Connectivitymeans the need to stay in touch, provided by the basic functions in a mobile phone.Innovation is the technological innovation in a product. Social awareness is the ability tobe more concerned with social issues than individual needs, e.g., globalization is impor-tant for some social area people. Stimulation as a driving force is for self-oriented peoplelooking for instant satisfaction, these people are heavy everyday technology users. Socialstatus is the force of being socially seen and financially successful. Finally, tradition is

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the motivation for people with the attitude that technology causes more problems thanit solves [1].

These driving forces give five basic consumer segments:

– Pioneers:

Strongest driving force is innovation and stimulation.

First adopters, likes anything new, experiment with technology and give theirjudgment to others.

– Materialists:

Strongest driving force is stimulation and social status.

Early adopters to early majority adopters, self-oriented, like to have fun.

– Sociables:

Strongest driving force is innovation and social awareness.

Early followers, positive towards new technology, especially technology givinglasting benefits.

– Achievers:

Strongest driving force is social status.

Early to late majority followers. Self-oriented but more traditional than ma-terialists. Likes traditional status symbols, e.g., cars and clothes. Have the latestphone, but just too impressive, don not use all features.

– Traditionalist:

Strongest driving force is tradition.

Last to adopt a new product, called laggards in this case. Only use mobilephone when it is absolutely necessary.

These segments can be further sub-divided with more analysis. The segments chosen astarget groups for this thesis are subgroups of Materialists and Achievers. Materialists canbe sub-divided in Young and Adult Materialists. They are materialists in different ages,where younger are exploratory and more driven towards instant gratification. Thesegroups are pretty early adopters, and adopt new services after the first group, pioneers.The adoption is stronger if the pioneers approve the service. That is the first target groupfor this thesis. The second group is a combination of adult materialists, and achievers.This group is more driven by social status and a bit less driven by stimulation than theother target group [1]. This group can be called Mainstream materialists.

7.1.2 Personas

During the thesis, two personas have been made. One from each of the target groupsselected for the thesis’ ODP design. They are called ”Glenn” and ”Alice” and their keyattributes are shown in figure 7.1 and 7.2. Table 7.1 describes key functionality in anODP according to each of the personas, the data were collected and discussed with thefocus group.

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7.1. Target group 49

Glenn

a Mainstream materialist

Figure 7.1: Persona named Glenn

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Alice

a Young materialist

Figure 7.2: Persona named Alice

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7.1. Target group 51

Glenn AliceKey function-ality

Apps, Weather widget, Localnews feeds

Feeds, personal e.g. Facebookand non-personal e.g. fashionnews. Social applications, e.g.messenger apps

Triggers Cool apps to show off with Staying updatedKeepers Acquiring new cool apps Staying updated and possible to

share content

Table 7.1: Persona key functionality

7.1.3 Persona based scenarios

The following scenarios are written to give a focus for common user tasks. The scenariosare written with the personas as main actors.

Case 1: Find (store front), add (store front) and organize/move (app launcher) appGlenn is having a busy day at work, customers the whole morning and no time to relax.The forenoon break is needed and Glenn is heading for the staff room. He gets a coffeefrom the coffee machine and sits down in the soft couch. Glenn takes a deep breath anda sip of his coffee. He feels his new mobile phone in his pocket and a thought crosses hismind, the ODP. The portal the salesman was talking about in the store. Glenn picks uphis mobile phone from his pocket and starts the ODP. The start-screen is showing theweather and a news ticker is showing the latest headlines. Glenn sees the Store frontbutton and presses it. The store opens up; Glenn is smiling and having another sip ofhis coffee. Glenn presses the Top-list button. The content is presented and the firstapplication Glenn sees is a tennis game. Glenn who is a fan of tennis presses the iconand new screen appears. He looks at the pictures of the game and would really like totry it. He sees a Buy icon and presses it. The application is being installed and Glennis directed to the application launcher. Glenn sees the icon in the bottom line of hisapplication grid and starts the game. After 5 minutes of playing Glenn quits the gameand return to the application launcher. Glenn thought this game was fun and wants tomove the game higher up in the grid. He is not sure how to do this but his intentionsmakes him just drag and drop it. That works out fine and the icon is now in the topcorner. One of Glenn’s colleagues comes in to the staff room. Glenn wants to show hisnew game and starts the game and let his colleague play. The colleague likes the gameand Glenn feels good from the appreciation. After that Glenn finishes his coffee andgoes back to work.

Case 2: Find, add and read feed Alice is on her way home from school. She has a 20minute bus trip on the way home to her parent’s house where she lives. Sitting on thebus, Alice has some time to kill and usually does it by talking to her friend Lisa, butLisa is ill and not in school today. Alice has a key interest in fashion, she loves to followtrends and applies them early. To keep herself updated she spends a lot of time in storesdowntown and read fashion news on the web. She has a pretty new good looking mobiletouch-phone with an ODP integrated by her operator. She knows that she can checkout the latest news through the Media Portal with this application. She is thinking thatit would be nice to check the latest fashion news with the mobile phone. She startsthe ODP, getting to the start page where she directly touches the Media Portal icon.Entering the media portal she sees some news feeds added when she first configured the

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ODP, the first time she opened it. She like the fact that it added some nice life-stylemagazine and local news feeds, but she wants a more specific fashion feed. She touchesthe ”search feed” -button and enters the text ”fashion”. The search is fast and quicklylists fashion feeds. In the list she finds Vogue, Elle, Zoozoom and her very favorite ”I amFashion”-blog. She excitingly touch the add button for ”I am Fashion” and sees that itis added among her other feeds. She touch the icon and it starts up, viewing the latestheadlines of the posts from the blog and giving the possibility for further reading bypressing the interesting ones. Alice almost forgets to get off the bus on her stop becausethe blog have so many new interesting posts today.

Case 3: Customize start screen Alice is reading the ”I am Fashion” blog everydayby using the ODP and wants to easier see when it is new posts on it. She sees the newsticker on the start screens and thinks that she wants her latest favorite blog posts there.By entering the edit mode (e.g. by pressing and holding down her finger) on the startscreen ticker she can choose the ”I am Fashion” as one of the feeds on the start screenticker. She can now see the latest ”I am Fashion” post headlines directly on the startscreen.

7.2 Design Meetings

During the design phase a focus group was created. This group had weekly meetingsand discussed different subjects every week. The group consisted of people that couldcontribute to the thesis work. The people in the group had knowledge and experiencefrom interaction design, ODPs, usability and user experience. This section presentssummaries from these meetings.

7.2.1 Summary of Meeting 1 - The ODP Concept

During the first design meeting brainstorming was performed on Mental models, Metaphorsand the general meaning of the ODP concept. First the Personas (see section 7.1.2) ofthe target users were introduced and later they were evaluated with the seven attendees.After this, a shorter brainstorming session was performed regarding the meaning andmoods connected to the ODP. The result was collected and discussed. Finally anothershorter brainstorming session was performed regarding mental models and metaphorsfor the target users with the personas as a support. This result was also collected anddiscussed. Material used where post-it notes and news papers where text and imageswere torn out.

The main message from the ODP brainstorming session was that: An ODP is aportal to the world; updated, rich and dynamic content all easily accessible. The ODPshall replace the small screen’s limited (WAP) browser experience, and enable the webin an efficient and mobile phone adapted interface. The ODP shall deliver the feelingof bringing the world to your phone. The ODP should be good looking and seductivewithout exaggerating the look. The ODP should not present mine or the operator’sworld; it should present the whole world. Since the user are not interested in the wholeworld at once, shall customization make it easier to access favorite content e.g., byshortcuts. The user shall not feel that it costs a lot of money to browse in the ODP,when something costs it should be clearly visualized. Updated and new content shall beeasily separated from seen and old content, the feeling of looking for content is; ”righthere - right now”. The ODP shall give fast access (not slow as WAP). The content shallbe delivered in the same presentation model where the users feel comfortable and joyful.

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7.2. Design Meetings 53

Avoid the feeling of a ”phone in the phone”; it should be something that makes thephone more useful.

The best mental models and metaphors for the personas were the following:Glenn

– Like my car (e.g., BMW), style it and drive where I want, fast and good looking

– Wants guidance to hot content

Alice

– All fun in one place

– Wants to be able to share and communicate

7.2.2 Summary of Meeting 2 - Competitor analysis

During the second meeting with the focus group, analysis of competitors was performed.Five systems/ODP’s namely iKivo, Vodafone Live, iPhone, Zumobi, and Yahoo Go wereanalyzed by all group members. In excess of the above systems, a couple of the membersgave some feedback on the systems HTC Diamond, Nokia Widsets, and Ericsson ODPClient demo as well. The different systems were presented on devices and each membergot 5-10 minutes with each system. Pros and cons with the systems were written downon post-it notes and in end all systems were discussed.

After the meeting the pros and cons were grouped together and gone through again.Requirements were created based on those pros and cons which actually could be con-verted into requirements. These requirements and further requirements are presentedin the section 7.4.

7.2.3 Summary of Meeting 3 - Content Sorting and InteractionStyles

The third meeting with the focus group was about content organization and interactionwithin content. 60 different words related to the ODP were delivered to the membersof the group. The task was to think ”How would Glenn and Alice organize these wordsand with that build up a possible structure of the ODP?” The first session was aboutorganizing the words. The second session was a presentation and discussion of theresult. It was not necessary to use all words; just those the member thought would fitin. Post-it notes were provided if the members wanted to set a title or subtitle to agroup. The interesting parts from the result were the similarities among the meetingattendees. After a comparison of the different ”systems” nine main similarities werefound. This is shown below and the result is the words that were grouped together:

– Account information, phone bill, and operator - there might be an interestfor how much money the user has spent and other billing information.

– Personal and non-personal - content could be divided into more personal con-tent and more non-personal.

– Quit and help - quit and help are easy to find in all ”systems” organized.

– Friends, community, blog, chat, status, and messaging - these words weregrouped together by all members. These may be a vital part of the ODP, especiallyfor Alice.

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– Store, top-list, new, and tips - top-list, new, and tips were often related to theword store.

– WWW and browser - WWW or browser were easily found in all ”systems”.This may indicate that the Internet should not be far away.

– Music, video, applications, games, ringtones, and wallpapers - these wordswere commonly related to the word store. May show that this is what people wantor expects to buy.

– Alice specific - Fashion and music - Fashion and music were often ”tagged” witha Alice note

– Glenn specific - Sports, news, and weather - sport, news, and weather were often”tagged” with a Glenn note.

From the above results, the second session and further discussions in the focus group,the following conclusions can be made:

– Glenn has a greater purchasing power.

– Alice is more personal and social. She is more sensitive to cost and use more freecontent.

– 3 of 4 made a distinction between beneficial and pleasurable services / applications.

– A tutorial to configure the ODP (first time it is started) would be a good way topopulate the ODP with content of interest.

– The Facebook web page feed is a good inspiration when wanting to show updated/ new content mixing content, e.g., images, comments, messages and requests.

– Ring-tones, wallpapers and games are no longer the most central content in anODP.

– Personalization is an important aspect that can lift the concept even more and isa thing not possible in a wide sense in the iPhone.

– Sharing is important, especially for Alice. What content shall be possible to share?What is sharing? Rating, commenting, reviewing, sending?

– Feeds can be personal and non-personal. Personal feeds are, e.g., from communitieswhere a membership is required. Non-personal feeds are, e.g., news, sports frompublic sources.

– There is some general functionality that is grouped outside the content: search,help, quit.

7.2.4 Summary of Meeting 4 - GUI Screens Evaluation

Meeting four was a one hour session where GUI proposals were presented on papers andlater evaluated. The GUI proposals consisted of a Home screen, a market (storefront),an application launcher and a media portal (feeds reader). The parts were presentedand linked together in different ways in the proposals. All attendees evaluated all ofthe proposals and wrote down negative and positive feedback for each one of them.Screenshots of Home screen proposal can been seen in section 7.3. The most importantfeedback is generalized in the following list:

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7.2. Design Meetings 55

– Keep it simple! The simplest suggestions were the most popular and gained mostpositive feedback.

– Give the content / information as much space as possible.

– Only show navigation necessary for the moment to save space for content in focus.

– Do not show too much information on the homepage - avoid a cluttered views.

– 4 icons in a row is good.

– Provide a search function which gives all results in categories.

– Use images to provide information when possible, e.g. rainy weather could bevisualized by clouds and rain instead of text.

– Icons and numbers are good to give notifications.

– Good to show battery and network information.

– A grid is simple and intuitive.

– Avoid putting buttons to close.

– Buy/Free is a good separation in the market.

– Good with the home button easily accessible.

– Good to always show menu but it might take unnecessary space.

– A headline is enough for a news item for the user to choose whether to read it ornot.

– Use transitions to provide additional information, e.g., for wind, air pressure andforecast in weather widget.

– Use a wizard the first time the ODP is started to let the user populate the ODPwith some initial personal content.

– Categories in market are good when exploring for fun, not searching for specificcontent.

– Provide a visual hint when a flick is possible.

– Do not provide personal information on the home screen, e.g., an e-mail with text.

– Make it possible to customize the look and feel.

This feedback was used in the continuous design process as new proposals were made.

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Figure 7.3: Home screen 1

7.3 Screens

During the design phase of the thesis several sketches and screenshots have been made.In this section some of the different ”Home screens” made will be presented and de-scribed. The first five are proposals made in Adobe Illustrator and added to an imageof a HTC Diamond mobile phone. The texts on the side of the figures are descriptionsof functionality and design in the different proposals. These five were printed and pa-per and presented for the focus group. The design of the proposals did not have anyrequirement on richer graphical components, but rather showing functionality and in-teraction. The last one is a screenshot of the final design. The screenshot is taken froma SonyEricsson W950 emulator. Screenshots like the ones made of the ”Home screens”in Illustrator were also made for all other parts of the application, e.g., the ”Applicationlauncher”, ”Media Portal” and ”Storefront”. All these were evaluated and discussed inDesign Meeting 4.

Figure 7.3 shows one of the first screens made during the design process. What isnot described in the figure is that the shortcuts and menu button at the bottom of thescreen as well as the shortcuts in the top should be accessible in the entire application.The feedback from the focus group was:

– “Good with shortcuts”

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Figure 7.4: Home screen 2

– “Good with a shortcut to the home screen always available”

– “Can the background be filled with content?”

– “Nice with a personal background”

– “Is it possible to flick the widget?”

The feedback resulted in further work on visualization of flicks and using the free space.The shortcuts in the top have been redesigned and kept in the final design.

Figure 7.4 is also one of the earlier screens made. What is not described in the figureis that the shortcuts, menu button and the notification area should be accessible in theentire application. The feedback from the focus group was:

– “Good”

– “Different categories and detail level mixed?”

– “Pretty simple home screen”

– “Good with notifications”

– “The menu is not obvious”

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Figure 7.5: Home screen 3

This design is a little bit more detailed and the layout is more computer interface based.The notification area was well received. The only question was if it was necessary toalways show it. One person thought it was too much information, and one personthought it was pretty simple. That resulted in a more customizable home screen wherethe user could choose how much information he or she wants.

Figure 7.5 shows one of the later designed screens. This screen was developed duringa sub-phase where only home screens were made. What is new with this design is theclearly marked field for searching, and all the shortcuts to applications and news feeds.The feedback from the focus group was:

– “Need possibility to be able to easily add bookmarks to here from browser”

– “Good and simple”

– “Clean approach”

– “Google search bar is a good entry to the web”

– “Add an icon for ”other bookmarks”

– “Is the search function necessary on the first page?”

– “Good clean way of highlighting notification”

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Figure 7.6: Home screen 4

This design gave a lot of positive feedback. The only negative feedback was that it didnot look like a natural home page. The search bar has been used in the final design,but not on the home screen. The shortcuts have also been used, but the mix is nowapplications, bookmarks and widgets. The news feeds has been moved to another partof the application.

Figure 7.6 is a home screen with a simplicity influence. It is also designed witha computer based interface influence. The shortcuts in the top are more like desktopshortcuts and the menu in the bottom has a more simple design. The feedback from thefocus group was:

– “Good! Clean!”

– “Simple with four favorites”

– “Make the background an active widget”

– “Too much information in notification”

– “Remove the clock and add Google and something more”

The four favorite icons have been kept in the final design. A transparent backgroundhas been put behind them to make the stronger when lighter backgrounds are used. Themenu button and home button in the bottom have been kept and redesigned.

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Figure 7.7: Home screen 5

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Figure 7.8: Final Home screen

Figure 7.7 shows a screen with a desktop/sidebar influence. The design is verycustomizable and the user can put the content where and how they want it. Thefeedback from the focus group was:

– “Too much on screen”

– “Too hard to customize”

– “Gives the user freedom to organize content how they want”

– “Hard to implement in a good way”

– “Put the icons together”

None of the design elements have been kept in the way it is presented above. However,the design gave new inspiration to further design.

Figure 7.8 shows the final home screen in an emulator. The four favorite icons havebeen kept in the top and the menu in the bottom is now having the buttons Options,Home, Stuff and Search. There are two ”widget rows”, where one is presented with aweather widget and the other one is just showing a handle. The handle symbolize that aflick is possible. The menu is available on the home screen and stuff screen. This designare evaluated by users later in this thesis.

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7.4 Requirements

After meeting 2 with the focus group some requirements for the ODP were constructed.They have been divided into functional and non-functional requirement. The ones thatare possible to evaluate with users during the thesis work will be evaluated.N = Non-functional requirements F = Functional requirements

7.4.1 Usability goals

Understandability

# N/F Requirement Measure1 N GUI elements should be easy to

understand80% of the users shall withoutproblem be able to navigate inthe application

2 N Texts and language should beclearly understandable for thetarget users

Button labels and help functionshall use natural language

Learnability

# N/F Requirement Measure3 N The help should be context sen-

sitive and explain how to achievecommon tasks

The help function shall show rel-evant information and be instruc-tive

4 N The system should be easy tolearn

After 30 minutes of use the usershall be able to complete commontasks and navigation

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Operability

# N/F Requirement Measure5 N The GUI actions and elements

should be consistent in main andsub menus

The same GUI elements shall beused in the entire application

6 N Error messages should explainhow to recover from the error

Messages shall use natural lan-guage and be instructive

7 N Undo functionality should beavailable for most actions

A clearly marked undo function-ality shall be available

8 N Actions which cannot be undoneshould ask for confirmation

Confirmation shall use naturallanguage and the user shall beable the cancel the confirmation

9 N The system shall give consistentand direct feedback

Feedback shall be clearly visibleand if the feedback consists oftext; natural language shall beused

10 N The response on interaction shallbe direct

Response time shall not be morethan 1

2 second11 N Interaction shall be possible with

one finger at all timeNo multi-touch functionalityshall be used

12 N Feedback for what is happeningduring loading shall always begiven

Loading screen shall clearly de-scribe what is going on

13 N Information about location inspace shall always be given

Scrollbars or other similar mark-ing shall be available

Attractiveness

# N/F Requirement Measure14 N The screen layout and color

should be attracting for the tar-get group

80% of the target group shall findthe layout and colors attracting

15 N The flow in anima-tions/transitions and changeof views shall be smooth and notlag

The flow shall be perceived assmooth by the users

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7.4.2 General requirements

# N/F Requirement Measure16 F When possible should a search

feature be accessible by one clickSearch functionality shall beavailable and easy to access

17 N New and updated content shallbe visually separated from oldcontent

The user shall be able to see whatis new and what is old

18 F The ODP shall be configured thefirst time for the user to map in-terest with content

A tutorial with choices for per-sonal interests shall be available

19 F Make home/start always accessi-ble

Home/start shall be maximumone step away

ODP moods and meaning

# N/F Requirement Measure20 F Easy access to desired content; It

should be easy to find and zoomin on information

Provide shortcuts to favorite con-tent

21 N Good looking: It should be se-ductive but not to much

80% of the user shall find the ap-plication good looking

22 F Cost: Show the user what theprice is, or if it is free

Information about cost shall usea natural language and shall beeasy to understand

23 F Good overview: what is hot rightnow?

The application shall provide agood overview of the content

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7.4.3 Persona specific requirements

Glenn

# N/F Requirement Measure24 N “I want it to be like buying and

own my nice car, style/specify itand then drive where I want, fastand good looking”

Give the user a feeling that theapplication belongs to oneself

25 F The best selection of content- Tellme what is hot

Show the user what is popularand what is the latest content

26 F “I want to read local news” Give the user access to news27 F “I want to check local weather for

the barbeque tonight”Give the user access to weatherdata

28 F “I want applications that are funto share with others”, e.g., theiPhone Beer app

Update the application with newcontent

29 F “I do not know it, but a mail noti-fication in the ODP could releaseme from having to start my com-puter every once in a while justto check my mail.”

Give the user access to e-mail

Alice

# N/F Requirement Measure30 N “I want it to be all fun in one

place, so I can stay updated, ful-fill my big social needs, all in myphone.”

The application shall be fun touse

31 F “I want to be able to share con-tent”

Give the user ability to share con-tent

32 F “I want the latest fashion news” Give the user access to news33 F “I want to check local traffic time-

tables”Give the user access to time-tables

34 F “I want to check my mail” Give the user access to e-mail35 F “I want to use instant messaging

and have a status”Give the user access to instantmessaging clients

36 F “I want to keep track of my com-munities”, e.g., Facebook

Give the user access to web com-munities

37 F “I want to check local news” Give the user access to news

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7.4.4 Other requirements on the ODP (from Meeting 3)

# N/F Requirement Measure38 N Shall be fun to use 80% of the user shall find the ap-

plication fun to use39 F Phone bill etc. shall be an appli-

cationGive the user access to operatorbased information

40 F Help should be found on the sameplace in the entire ODP

The application shall have a helpfunction available, and it shall beeasy to access

41 F Feeds are one-way communica-tion

Feeds shall only be readable, caninclude web links though

42 F Multimedia (music, wallpapers,ring tones etc.) are reachableonly through a file browser andnot through the ODP itself

Downloaded content will be savedon the phone, not in the ODP

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Chapter 8

Accomplishment

This chapter summarizes the accomplishments from the different phases in the thesis.This spans from day one to the evaluation of the prototype. More detailed explanationsof the phases can be found in previous chapters.

8.1 Identifying the user and the needs

The first thing done when starting this thesis was to understand what an ODP is. Infor-mation on the web as well as internal documents were read and a better understandingof how the concept was built. A good introduction in the beginning was a Ericsson us-ability evaluation presentation that we could attend. This gave even more informationabout the ODP concept, and an early glimpse of some competitors.

To understand who the user of the ODP is, a lot of information from the internalEricsson Consumer Lab were processed. This gave information about location, type, ageetc. of the user that use the ODP. During this work the target group of our prototypewas discussed with people from the Consumer Lab. This resulted in two target groupswhich have many things in common. This choice was based on how these groups of usersare affected by new technology.

The concept of an ODP became clearer and the next step was to investigate howcompetitors built their ODPs. A competitor analysis was made and a few companiesand their ODPs were analyzed. A customer branded ODP (delivered to a customer ofEricsson) was installed on a device and analyzed from a functional perspective.

One of the last stages in this phase was to find out what kind of content the targetgroup was interested in. Some content were chosen from Consumer Lab data for thechosen target group, and some content from competitors.

8.2 Developing the design

When the ”Design phase” started a focus group was set up. The people chosen for thisgroup were people that we and our internal supervisor thought could make a contributionto the design. They were invited to weekly meetings were the week’s work was discussedand evaluated. This gave us invaluable feedback which has been taken good care of.

The design itself started with a brainstorming where sketches were made. Emptyscreens were printed out and filled with ideas and information. After a while they were

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discussed and filtered. An iterative process was performed and in the end a couple ofsketches were chosen for the next step in the phase. The sketches were evaluated withthe focus group and new ideas were born. The new ideas were now illustrated usingAdobe Illustrator, this gave the design a more realistic look. In the last meeting withthe focus group the illustrated screen was presented and evaluated. The focus groupgave positive and negative feedback to the different proposals and the final design werestarted to take form.

When the final design had been chosen all screen that was supposed to be imple-mented in the prototype were illustrated in Adobe Illustrator. The graphics were madeand saved for the coming implementation phase.

8.3 Implementing the prototype

When the thesis work started the implementation for the prototype was thought to bein Adobe Flash Lite. After some time this was changed to an XML based frameworknamed ECAF. This was because Ericsson uses this framework when developing mobileapplication, plus that the touch functionality support in the framework was under de-velopment. This gave the thesis a unique opportunity to test the new functionality inthe framework.

ECAF (Ericsson Client Application Framework) is a framework where all graphicalcomponents and user interaction are defined in XML-pages. These XML-pages arewritten and structured in accordance to how the ECAF interprets the XML-logic. ECAFcould be thought of as an Internet browser. One major difference is that while yourgeneral browser parses HTML-pages, ECAF parses XML-pages. While HTML does notreally allow for any sophisticated user interaction, XML does. The XML-pages thatdefines the applications look-n-feel, the user interaction and all the other applicationcontent, may reside on a server. ECAF can not parse just any XML-page. The XML-page has to be encoded especially for ECAF. Thus the creator has to know what kindof design structure to follow and what kind of tags to use.

When working with ECAF the software platform Eclipse has been used. All XML hasbeen coded in Eclipse as well as some Java. When testing the application an emulatorfrom SonyEricsson was used and in reality a touch screen mobile phone from Samsungnamed F480 acted as a test device.

8.4 Evaluating the result

The evaluation phase started with setting the tasks and questions together. The require-ments from previous chapter were the source when constructing the evaluation. Afterthe evaluation was constructed users, who fitted in the target groups, were contactedand asked if they wanted to participate in the evaluation. The evaluation was tested ona pilot user and four regular users. Furthermore, three usability experts did a designwalkthrough with a following discussion.

When testing the regular users a software named Usability Datalogger was used fordocumentation and analyzing the result from the evaluation.

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Chapter 9

Results

The Results chapter summarizes the major results of the thesis. First the most importantscreens in the prototype are shown and described. This part shows the resulting touchscreen ODP design proposal as a general result of the whole thesis. Further on onecan read the result of the usability evaluation of the prototype. After that the result isvalidated towards the requirements and in the end is future design proposals made thatmight solve the problems the appeared in the evaluation.

9.1 Prototype

This section shows the most important screens in the design and complement themwith a hierachial diagram showing how they are connected. Information about the mostimportant propositions in the thesis design proposal are also given. Figure 9.1 showsa diagram of the prototype. It is built up from the Home screen, which is the startscreen in the prototype. The different screens and functions that are shown in thediagram is what have been implemented in the prototype. What is not shown are partslike gestures, back buttons, widgets, application start screens, and other smaller things.The number of clicks from the Home screen is also shown, which shows how deep theprototype is.

Figure 9.2 shows the Home screen. The icons at the top of the screen are favoriteshortcuts that the user has chosen. This could be anything that the user wants to haveeasy access to and the users can make a shortcut to everything that is available in Stuff.The background is changeable and the user can personalize the look and feel of theprototype with different skins (not implemented). There are two rows where the usercan add widgets like weather, stocks, RSS-feeds etc. To view another widget, the usercan just make a horizontal flick on the screen and other widgets are shown. If the userwants a clean background the widgets can be hidden, like the one in the upper row. Asmall handle is visible to show that there are widgets available. The menu bar at thebottom has Options where the user can move and remove shortcuts and widgets. It isalso possible to quit the application from the Options menu. The white square showsthat the user is at the Home screen right now. Pressing Stuff will take the user to theStuff screen. Search will take the user to the search function where the user can searchthe Internet as well as the market and newsreader.

Figure 9.3 shows the Stuff screen. Stuff is like a file manager where the user hasall the downloaded content as well as the preinstalled applications. The content can be

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Figure 9.1: Hierachial view of the ODP prototype

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Figure 9.2: The Home screen in prototype

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Figure 9.3: Stuff screen in prototype

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9.1. Prototype 73

applications, games, widgets, and web bookmarks, all content is presented on the samelevel. The small rectangles at the top of the screen are page indicators showing howmany pages of content that is available. The content is presented in three rows and fourcolumns. To change the page the user can just flick the screen and a new page will beshown. The menu bar at the bottom is the same as in the Home screen, this makes theprototype more consistent.

Figure 9.4 shows the Market where the user can buy and download content to theODP. The Market is designed as a list which the user can scroll by dragging on thescreen. The list elements show an icon, the title, type of content and the price or if thecontent is free. The menu bar at the bottom is almost the same menu as in Home andStuff except for the two middle buttons. In market the user can choose to show thelatest content or the top content. In the Options menu in Market the user can filterthe content (not implemented) and download updates to previously downloaded content(not implemented). It is also possible to exit the Market application from the Optionsmenu. The Search button will take the user to the general search function, but willonly show hits in Market. The lower screen shows information about a Tennis game.The user can buy the game by pressing the Buy button. The button will change to aconfirmation button, and the user has to press it again to confirm the buy. The screenalso shows more information about the game and the user can rate and read reviewsabout the game (not implemented).

Figure 9.5 shows the News application where the user can read different RSS-feeds.News is designed, just like Market, as a list which the user can scroll by dragging on thescreen. The upper screen shows the start screen in News. The list elements are differentsources and show an icon, the latest headline, date and time, and an icon showing if thesource has been updated since the last visit. The menu bar at the bottom is almost thesame menu as in Home and Stuff except for the two middle buttons. In News the usercan choose to show his or her favorite feeds or the most read feeds. In Options the usercan move and remove feeds in Favorites and exit the News application. The screen tothe left shows the CNN source. It is possible to add the source to Favorites and read thedifferent articles. The right screen shows an article from CNN. It is possible to sharethe article with others as well as reading more on the web (not implemented).

Figure 9.6 shows the Search screen and search results. The user has in this screensearched for ”CNN” and the tab ”All” is selected. ”All” shows hits from the web, Newsand Market. If the user just wants to see hits from the Market only, the user can justpress the tab. The result list is the same as in Market and News and is scrollable. Thelist element shows an icon from the source, title and information and an icon showingwhere the result belong to (Web, News or Market). If the user wants to make a newsearch, her or she can just tap the search field at the top and a software keyboard willappear.

Figure 9.7 shows the Help screen. Help is available in Stuff and has four tabs forthe different main screens and applications. The user can also start the wizard, whichis thought to start the first time the application is started. In the wizard the user canchoose his or her interests and by that fill the ODP with content based on the interest.It is also possible to search in Help (not implemented).

Finally, without showing a screenshot, an important part of the ODP design is thePersonalize application which can be seen in the grid in Stuff (figure 9.3). The proposalis that this application should provide the functionality to customize the look and feel ofthe ODP. For example different skins/themes can be pre-installed or to buy/download.This feature can be event based, e.g., when a popular artist is on tour the operator can

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Figure 9.4: Market in prototype

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Figure 9.5: News in prototype

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Figure 9.6: Search in prototype

Figure 9.7: Help in prototype

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9.2. Evaluation 77

provide an artist skin giving a background, ringtone, ODP colors and icons etc.

9.2 Evaluation

This section begins with a description of an expert evaluation of the prototype and thenpresent the result of a usability test of the prototype. These results are in the endvalidated towards the requirements in the last part.

9.2.1 Expert evaluations

Before the usability test the prototype were evaluated with three different usabilityexperts. This was made through a design walkthrough for about and hour with eachexpert. Issues that came up was replaced with new design solutions before the usabilitytest. The issues are therefore not presented in the report but their proposed solutionscan be seen in the prototype.

9.2.2 Usability test

To validate the design of the prototype a usability test was conducted. Four test per-sons, where two where supposed the persona Alice, and two Glenn, performed 15 tasks.The chosen test attendees where asked to think aloud when performing the tasks andobservations where printed on a paper. The time for each task was measured. Afterfinishing the tasks the test attendees where asked questions to validate requirementsand to measure Usefulness and Ease of Use.

The number of test persons is not statistically secure but gives a clear indicationof most important design errors. The numbers below represent the tasks performed bythe test attendees. The performance rates as well as the task completion time will bediscussed and compared. The result is visualized in figure 9.8 and 9.9.

1. The performance rate is a little bit ambiguous. 50 percent of the users succeededin their first try and 50 percent needed assistant. This can be based on how theyexplored the prototype in their ”free time” before starting the tasks. However, as50 percent needed assistant, maybe it should be clearer how to flick the widgetson the home screen. The completion time is one of the lowest for the tasks, thiscan depend on that the users started on the home screen.

2. 75 percent of the users completed this task relatively easily. The user, 25 percent,who needed assistance, did not notice that the application already was in Favoriteswhen adding it to Favorites. The reason why this was possible was a bug in theapplication and has now been fixed. So, if not looking at the result of the bug,100 percent of the users completed the task with no or just a few problems. Thetime is justifiable because the user needs to go 5 steps from the home screen. Thespread of times are not that big.

3. 75 percent of the users completed this task relatively easily. The user who neededassistance, did get confused in the Options menu in News when exiting News fromthe previous task. This resulted in the user quiting the whole application. Aftersome searching the user needed help to accomplish the task. The time is almostthe same as the previous task, which is understandable because it is the same

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”distance to go”. The spread is larger because the restart of the application tooksome time.

4. This task had the highest time and the largest spread. The task is based on Optionsnavigation, which showed to be a big problem for all test users. The result is mixed,but shows that this must be improved. Design proposals of Options aimed to solvethe usability issues is presented in section 9.3.

5. Reading the CNN news was an easy task for all the users. 50 percent completed thetask in the first try and 50 percent had small problems to succeed. The problemwas that they thought they had a news widget on the home screen, and tried toreach the news from there. The time is however pretty low so even with smallproblem the task was completed well.

6. The move widget task was a more difficult task for the users. This was becausethey did not have much or no experience from touch screen devices and this taskincluded to drag and drop to a hidden area. This is shown in the result which ismixed from easy to hard. The times are also mixed. The task and how/where toperform flicks are something the user will learn when using the application.

7. Buy a game was one of the easiest and fastest tasks. None of the users hadproblems and this may show on that the buy flow is well designed with no roomfor mistakes. The time is low and the spread is almost none.

8. 75 percent of the user completed this task with a ”medium” result and 25 percentneeded assistance. The problem with this task was that users were looking for somekind of personalization on the home screen. This made them click on Options andlose time. It also took them some time to find the personalize icon in Stuff. Thismay indicate that the personalization needs to be clearer marked or moved toanother screen. The time, as said, was high and the spread depends on how fastthey found it in Stuff.

9. The start game task was easy except for one person, 25 percent. The test userhad forgotten about the second page in Stuff and was looking in another screenfor the game. The times are low with a max time for the ”hard” user. Maybe aclearer page indicator could help the user to remember the second page in Stuff.

10. The task had a relative good result. 25 percent completed the task with no problemand 75 percent with just some small problems. The time is average and some ofthe users clicked the source first, and the found out that they should click theoptions icon. This task can be even easier with a new design of options.

11. The move application task has some mixed results. 50 percent completed the taskwith no problem and 50 percent had some problems. The times are not that highbut have a relatively large spread. This task includes the options menu, which hascaused problems before. A new design may make it easier for the users.

12. The updated news task was hard for the users. 25 percent, one user, completedthe task with no problem, this because the user explored the markings during the”free time”. All others users had problems and even needed assistance. The timesare not that high but, the users had problems and the markings for updated newsshould be clearer.

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Figure 9.8: The task performance rate. The scale shows how the four test personsperformed in each task. The scale is Easy = 1st try - no problem, Medium = 2nd/3rdtry - Observed difficulty, Hard = 3rd/4th try - expressed difficulty, Assist = succeededwith assistance, Fail = Failed or gave up.

13. The result from the remove application task is interesting. It is almost the sametask as remove shortcut, #4, which had a high time. This task was easy for theuser though. All users completed the task with no or small problems, and theydid it quickly. Why this task went better may depend on that the users have usedthe options menu for a while and maybe learned how to operate it. However, theother tasks including the options menu have not gone perfect so the menu needsa redesign.

14. This task was easy for the users who remembered that they had seen the ”Add newwidget” in the widget row. One user, 25 percent, was looking for it in other screenand therefore scored a higher time and more clicks. The design is something thatthe user will learn, but it should maybe be possible to add widgets from anotherplace as well.

15. Exiting the ODP went well for all test users. One user, 25 percent, did go to thehome screen from stuff and then Options and Quit. This is one unnecessary clickand therefore the score was ”medium”. The new design of the options menu willmake the ”Quit” icon more accessible.

After the tasks and the following questions in the evaluation, the users graded state-ments related to the perceived usefulness and ease of use, see figures 9.10 and 9.11. Ifthese two are separated the result shows a higher grade for the ease of use. The useful-ness grade is lower and that may depend on that the target group named Glenn gradedthe usefulness questions lower than the target group Alice. Statement 3, 4, and 5 are theonly ones who have a grade mean lower than 4, which is the mean of the scale. Thesestatements are related to the usefulness, and this is the reason to the lower grade. Whyusefulness gets a lower grade may depend on the concept of the ODP. The target usershad not used ODPs before and just a description of the concept and an hour of use maynot be enough for the users to understand the usefulness. If the users could use the ODPfor a week or so, and then evaluate the usefulness the result may be different. Statement11 and 12 scored the highest grade with 5.5 and 6.0. This is very positive because a lotof work has been done for a good usability. 9 out of 12 statements scored higher than

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80 Chapter 9. Results

Figure 9.9: The task completion time for each of the usability test tasks. The diagramshows the medium, min and max times.

Figure 9.10: This figure shows the mean scores for the Usefulness and Ease of Usemeasured by the TAM scale.

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Figure 9.11: This figure shows a Histogram of the answers on the TAM scale for Use-fulness and Ease of Use.

4.0 which is a good result for the first evaluation of the prototype. Question 8 (seeAppendix A.2) from the following questions was not related to a specific requirement.The result showed that the users found the content organized logical but needed smallchanges. The users thought, and if related to the task result, that the personalize func-tions should be moved to the home screen. The search function in unclear and shouldmore visualize what is being searched. Both the favorite icons and the search functioncould be moved to a widget to save space and be hidden when not needed.

Question 9 (see Appendix A.2) from the following question was thought to give aconcluding answer from the users in the evaluation. The overall design impression wasdescribed with just positive words like: fun, rich of content, elegant, cool, simple, goodlooking, adaptable and good balance between function and design. This is of coursevery nice to hear because the user experience has been in focus during the whole thesiswork.

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9.2.3 Requirement validation

The following section describes the requirements that were not testable, failed in theprototype or vaguely fulfilled. All other requirements are fulfilled and validated inAppendix B.

Vague requirements

#1 GUI elements should be easy to understand - 80% of the users shallwithout problem be able to navigate in the application

Cause: The usability test shows that the requirement seems to be fulfilled in all tasksexcept in the Options menu. Users have hard to understand the functionality in theOptions menu. All test persons did press on the help texts in options instead of the iconbuttons. They also had problems to understand the way of first pressing Move/Removeand then perform the actual editing.Solution: A proposed solution is presented in section 9.3, Future design proposals.

#2 Texts and language should be clearly understandable for the target users- Button labels and help function shall use natural language

Cause: The words Options and Stuff are not totally clear to all test persons. Quote:”Options was unclear. Edit or Manage is a better word. Search is also hard to under-stand, search what?”Solution: No clear substitutions are given. Edit or Manage are alternatives for Optionsthat need to be tested.

#17 New and updated content shall be visually separated from old content -Feedback shall be clearly visible and if the feedback consists of text; naturallanguage shall be used

Cause: The usability test, task #13, shows that this is not clear for the user in News.The requirement is not generally tested for other parts of the application.Solution: Make an overview of the design and look where new content can appear, thenmake a proposal how to indicate and test it on users.

Failed requirements

#12 Feedback for what is happening during loading shall always be given -Loading screen shall clearly describe what is going on

Cause: There is no ”loading screen” in the prototype providing this information.Solution: Add a ”loading screen” / ”progress bar” that gives the information whencontent is loaded/downloaded.

#19 Make home/start always accessible - Home/start shall be maximum onestep away

Cause: There is two taps to Home/Stuff in Market/News. First Options then Exit, thiscaused a problem for the user in the usability test as well.Solution: See section 9.3, Future design proposals.

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9.3. Future design proposals 83

Requirements not testable

#3 The help should be context sensitive and explain how to achieve commontasks - The help function shall show relevant information and be instructive

Cause: The help text is not implemented, just a example ”Lorem ipsum” text.Solution: Write help texts and then test them.

#6 Error messages should explain how to recover from the error - Messagesshall use natural language and be instructive

Cause: No error messages are implemented in the prototype.Solution: Implement error messages and then test them.

#22 Cost: Show the user what the price is, or if it is free - Informationabout cost shall use a natural language and shall be easy to understand

Cause: This is not clearly implemented in the prototype, the only place where one cansee a price is in the market. Generally do ODPs not charge extra for data traffic, it isup to the subscription and the operator to inform about this fee.Solution: Clearly implement when there is a cost for something.

#28 I want applications that are fun to share with others, e.g., the iPhoneBeer app - Update the application with new content

Cause: The prototype is offline and not changing content over time.Solution: A real solution should provide this functionality.

#42 Multimedia (music, wallpapers, ring tones etc.) are reachable onlythrough a file browser and not through the ODP itself - Downloaded contentwill be saved on the phone, not in the ODP

Cause: No multimedia is available in the prototype, but there is a link to an applicationcalled ”Files” in Stuff.Solution: A real solution should take this into account.

9.3 Future design proposals

This section describes proposed design that hopefully solve the problems that occuredduring the usability test. Figure 9.12 shows the following:

– Since test attendees wished to hide the shortcuts, arrows are placed in the bottomcorners of the shortcuts area. When the user presses an arrow, the shortcuts willslide up and hide. The arrows will then point down instead and be placed in thetop of the screen. Pressing the arrows pointing down will show the shortcuts areaagain.

– The ”search button” in the bottom right corner is replaced by ”Quit”. This willmake Quit easier to find. The search functionality has been moved to a widgetwhere the user directly can search on recent search phrase or press the input fieldto view a keyboard for input. The widget is shown above the weather widget.

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84 Chapter 9. Results

– ”Options” is replaced by ”Edit”, hopefully a better label. The lower part of figure9.12 shows the new ”edit mode”. Dragging items will move them, dragging themto the trash bin and release them there will remove them. If the user wants toabort changes he or she can press Cancel, otherwise Confirm. The edit menu willlook and work the same way in Stuff and News. This will hopefully solve theproblems that occured with ”Options” in the usability test. A new test is requiredto try it.

Figure 9.13 shows a proposal to solve the problem test attendees had to find Exitin News and Market. The Exit button is moved from the Options menu to be locateddirectly in the top right corner in the start views. The symbol to use for the Exitbutton is impossible to decide in a good way without testing it on users. Thereforesome suggestions are presented in the figure.

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9.3. Future design proposals 85

Figure 9.12: Proposed design aimed to solve problems on the Home screen and Stuff.

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Figure 9.13: New location of Exit in News (the same location will be used in Market).

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Chapter 10

Conclusions

The conclusions chapter summarizes and draws conclusions from the work. The sectionalso describes limitations of the work and how it can be continued in the future.

10.1 The Work and the Result

When this thesis started in June 2008, the main goal was to create an implementedprototype for a touch screen mobile phone, with a good user experience and usability.To reach this goal a pre-study, theoretical focus, a design phase and user experienceevaluation has been performed. The work during the thesis has been performed withoutany larger problems thanks to high ambition and god planning.

One of the first tasks performed when starting the thesis was to set up a time plan.This time plan has been followed as exactly as possible and the time dedicated to eachphase has been enough. Doing this detailed time plan has been a great benefit becauseit has never been any problems to know what we should do every week. The time planhas also been very helpful to restrict the different parts of the thesis work from growingtoo much. The theoretical methods used in the thesis have been of great support whencollecting data enabling to create and motivate a good design. The UCD ISO 13407and Shaffer-Weinschenk methods have been used all the time to verify that all phasesare needed and have also been of great use. The use of iterative design; proposals,evaluation, new proposals solving problems and so on, feels like a good way to create agood design and motivates design choices.

The thesis began with a pre-study phase. This phase included ODP market anal-ysis, competitor analysis, customer cases, content review and consumer analysis withhelp from Ericsson Consumer Lab. The phase required much reading and gave a goodunderstanding of the parts of the ODP concept that are needed to create a good clientdesign. The pre-study can be concluded in:

– That the market is evolving and that ODPs available for customers today are pack-aged like “the operator’s content chosen for the customer”. The visual look of anODP is also operator ”branded” and there is less opportunity for personalization.This will probably change to the opposite in the future.

– The content possible for ODP’s are pretty much the whole web packaged for themobile phone. Three main areas are identified; standalone applications, built inwidgets and web sites.

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– Customers that are targeted for the ODP are many. The design shall be adaptedfor the operator’s target group. In case of this thesis, target group are chosento be the one which we believe will and need the ease of use in the ODP to getextended functionality and web access in the phone. The target group was settledfirst in the design phase.

These data gathering was then complemented with two theoretical focus areas regard-ing ”User experience testing” and ”Designing for touch screens” that generated usefulguidelines as support when performing the design phase. The design guidelines hashelped us avoiding pitfalls and been appreciated when shared to others.

The design phase began with settling and creating personas for the target group.The personas, named Glenn and Alice, have been a great support to assure that we donot design for ourselves but focus the design best suited for the target group. The designwork began in the conceptual phase of the ODP, what does it mean today and how willit evolve? What is an ODP for the target users? One sentence trying to summarize theresult of the ODP concept design can be; ”an ODP is an online portal to the world,making the web, mobile applications and current online content easily accessible in a nicepackage that is both fun to use and possible to make personal”. After the discussion andelucidation of the concept, the design of competitors was analyzed to find good and badexamples of ODP design. This analyze was summarized in the requirements in order tovalidate that the thesis design would not do the same mistakes and reuse good solutions.The third part in the design phase was about how content should be organized and whichinteraction styles that should be used. Card sorting was used to see how people tend toorganize different words that can appear in an ODP. Some conclusions could be made,mainly that the wide variety of content is best supported by a simple and flat design.This makes it easier to fit in new types of content and avoids the unability to fit in sometypes of content. The fourth phase in the design began with creating GUI screens (morethan 100 views roughly calculated). These screens were then evaluated, re-made andfinally evaluated by others.

The best suggestions were re-made again until a strong design was found. The mostimportant parts in the design are:

– It is flat and simple to fit many types of content, to be easy to use, easy to adaptand make personal.

– Use a wizard to help a new user populate the ODP with personal content.

– Show only necessary navigation at each time to give the content more space.

The design phase was all the time supported by 4 focus group meetings, one of the bestcontributions during the thesis work. The people involved in this group have been veryhelpful and skilled on different areas which has helped us much.

After the design the implementation work began. Working with an XML-based clientapplication framework (ECAF) has been useful and has its pros and cons. These arenot further analyzed in this thesis but we believe that without the framework, havingto program everything in Java-code, the prototype would not be as advanced as today.It has been great to contribute in the touch feature development of the framework.

When finishing the implementation, the prototype was evaluated on potential users.The implementation and evaluation phase was hard to plan from the beginning. How-ever, the weeks that were dedicated have been enough and all functionality that wasplanned has been implemented. The evaluation shows that test attendees think that

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10.2. Limitations and Future work 89

the design is overall easy to understand and use. The major problems were the Optionsmenu and how to find Quit/Exit in the different parts of the portal; proposals to solvethese problems are presented in the last part of the thesis. The following questionsinsinuate that the design delivers the intended concept in a good way; the attendeesanswered positively to the design and spoke like they had understood the possibilitieswith an ODP in their phone. An evaluation performed earlier in the thesis could havegiven even more information about the user, but the time plan did not have time forthat. Having people around you that have knowledge and want to share it has beengood. Using these resources in the thesis has made everything better.

The requirements and goals that were set up in the beginning and during the thesiswork have been validated. 3 requirements are vaguely fulfilled, 2 failed and 5 are nottestable in the current situation. In total there were 42 requirements, 35 currentlyfulfilled (including the vague).

Looking deeper in the Problem Description, it says that it is important to consideralternative screen sizes and formats. This consideration is not followed up during thethesis. But the design is made for a small screen with the lowest available resolutionon the market today. This implies, according to guidelines, that it should be easy toadapt for higher resolutions and bigger screens because it is much easier to go this wayin contrast to the opposite. All other goals from the Problem Description are clearlyfulfilled.

10.2 Limitations and Future work

The thesis consider many parts, each of them can be analyzed or studied further. The useof personas instead of real users during the design phase is not as accurate, but it is goodwhen time is limited and really gives the benefit to avoid design only for oneself. Theprototype have some limitations, it tends to stop working sometimes, visual bugs canoccur and all functionality is not implemented. This is common errors for a prototypeand should of course not be acceptable in a real product.

The first thing to do for a future study would be to test the new design proposals onusers and see if they solve the problems. Since the ODP is a wide concept consisting ofmany parts can each and every one of them be designed in detail and then evaluated.This thesis design proposal is considering how to present the concept and the main partsin it in a good and dynamic way.

10.3 Final words

Writing this thesis and working with the ODP has given us a lot of new experience andwe have learned many new things. Working with a project and real company has beena good experience in the end of our education. The thesis has given us the possibility touse much of what we have learned during our five years at university, and we have seenthat these years are well invested. Planning and setting everything up for the thesis hasgiven us more knowledge in project planning and the methods used during the work.

The prototype shows how an ODP can look like in a touch screen mobile phone.The functionality implemented works fine, even though some content and informationare simulated. One of the goals was that the prototype should have a good usabilityand a high user experience. This main goal has been accomplished and is verified bythe evaluation of the prototype.

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90 Chapter 10. Conclusions

Summarizing this Master Thesis shows a successful project. We, Ericsson, and theusers are satisfied with the result and hopefully we will in the future see the prototypebeing used as an example of a great touch screen ODP design.

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Chapter 11

Acknowledgements

We could not have performed this Master Thesis without the help from others. Thefirst person we would like to thank is our supervisor at Ericsson Monika Hanson. Youhave helped us during this thesis and always been accessible. Another person who hascontributed a lot is Markus Nyberg, all input and meetings have given us a lot of help.Thanks to David Furendel, Reza Assahreh, and Martin Kurtsson for good inspirationand many nice lunches. We would also like to say thank you to Markus Nilsson, LarsLengberg, Marcus Stjarnas, Daniel Freeman, Mats Froling, and Ola Dahlqvist for allsupport during the work. And of course Staffan Ljung and Karin Wahlstrom for beingsuch great office neighbors.

Special thanks to Hakan Gulliksson for five great years in Umea!

Thanks to family, Glenn, Alice and our girlfriends for the support.

In case we have missed someone, thank you too!

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Appendix A

Usability test

A.1 Tasks and Observations

Task #4 is excluded from the results because of bad formulation.

1. On the ”Home screen” there is a widget showing current Stock index. Whats theindex of the stock in Stockholm?

P1 Did not a first notice that she already was on the ”Home screen” and werelooking for it. After realizing the location she solved the task fast mentioning thatshe remembered the widget from the 5 minute try.

P2 Does only find the weather widgets. Quote:”I can not get the word Wid-get”.

P3 Goes to ”Search”, did miss the word Widget in the question.

P4 Had seen how to do in the 5 minute try.

2. You want CNN news to be easy to access since you often read them. Start ”News”and add ”CNN” from ”Top 25” to your Favorites.

P1 Did not notice that she was on ”Favorites” in ”News” and that she firsthad to press top 25. Quote:”It is unclear what ”Favorites” and ”Top 25” are.”There were not two separate list for the categories at this point, this caused likelythe problems.

P2 Does first not see that the location is Top 25

P4 Checks in Options. Then does not notice Top25 at first. Quote:”WhoseTop 25/Favorites?”

3. Since you often play ”Tetris”, you want it be easy to access. Add ”Tetris” to your”Home screen.”

P1 Looks first for ”Tetris” in ”Stuff” and want to move it from there. Lookssecondly in ”Options” and then she founds it on the ”Home screen”

P2 Back/Exit/Quit is hard to understand/separate. Should point to Home/Stuffinstead.

P3 Quote: ”Where is back to home.” Believe there is one step much to reachExit.

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4. Excluded! You want a CNN application in your ODP. How many hits that areapplications do you get when searching for ”CNN”?

P1 Navigates to ”Stuff”, ”This is were I find applications”, wonders if she willfind it in market or by search directly, goes to search, press search and then the”Market tab” quickly.

P2 Wants to go out on the web to search. Connects Search in to prototypeto be a local search within the phone.

P3 Not clear the market is applications. Quote:“sn’t all three of them appli-cations.”

P4 Some problem understanding what to look for.

5. You are tired of the ”Napster” application and does not want it on your ”Homescreen” any more. Remove it from the ”Home screen”.

P2 Wants to ”right click” at first. Then to drag ”Napster” to a trash bin.

P4 Did press ”Stuff” by mistake causing the fail.

6. You are interested in the latest wordwide news. Read the latest news from ”CNN”.

P1 First checks the ”Home” widgets, ”These are the most lately”. Then”News”

P2 Had seen how to do in the 5 minute try. Not problem to remember howto do it again.

P3 ”Latest” not a good word. Otherwise no problem.

7. You want to organize your widgets. Move the ”Weahter widget” to the right ofthe ”Stocks widget”:

P1 Tries first to drag and move up the weahter-widget directly. Then findmove in options.

P2 Wanted to first Add+ a new widget to the right and then remove thecurrent weahter widget. This can be a alternative solution. Does not looking twoor more ways to do the same thing. Does not like douple-tap.

P3 Does not first look in Options.

8. You want a new game in your ODP. Among the latest games in the ”Market” is”Tennis”, buy it.

P1 Did not react on the transition to ”Confirm buy”. Did not react on theloading screen but was at the time in discussion with the researchers.

9. You want to change the look of your ODP. Change the background to ”Whitethree”.

P1 Wants to start from ”Home”, looks in ”Options”. Then remembers per-sonalize from earlier and find the solution. Quote: ”Why is options in ”Stuff”,”Stuff is not options for me.

P2 Does first look in Home because ”it is not related to the other applications”.Looks inside Options in Home.

P3 Add 100 sec. Wants to start in Home, checks in Options. Looks forSettings. Needs Assist to find Personalize

P4 Looks in Options at first. Then find personalize.

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A.2. Following questions and answers 101

10. You want to try the ”Tennis games” you bought earlier, start it.

P3 Did forget about the other page in ”Stuff”.

11. You want to clean up among your favorites in News. Remove SvD from favorites.

P1 Quote: “Why are these texts here?”

P2 Did not find ”Options” at first.

P3 Wants to ”select” SvD then ”Options”. After establishing that the firstalternative is not possible Remove in Options was found.

P4 Finds Remove to be illogical.

12. You want to organize to make some applications easier to access. Move the appli-caton TV-guide to page 2 in ”Stuff”

P3 Did start TV-guide first. The no problem finding Move in Options.

P4 Good exept that she presses the ”help texts.”

13. You wonder if the news have been updated since last time you read them. Whichnews sources are updated since you were in ”News” last time?

P1 Quote: “Orange and Gray are bad colors”

P2 Had seen how to do in the 5 minute try. Not problem to remember howto do it again.

P3 Goes to ”Search” in News, then Top 25

P4 Did look at the time of the News, did not see the gray and orange icons.

14. Remove your CitiBank applications, you do have another bank.

P1 ”Remove” not higlighted when its chosen and that feels weird.

P2 Taps on the ”help text” in Options.

P3 Want to start from ”Home.” Starts CitiBank, then remember about Op-tions

15. You want a new widget showing the latest news from CNN. Add a new widget inyour ODP.

P3 Checks in Options first, then no problem.

P4 Checks in Options, then for DN in News, finally she remembers how toAdd a widget from the 5 minute try.

16. Your are now finished using your ODP for this time, close the application.

P3 No problem, had learned how to do from earlier.

A.2 Following questions and answers

1. Do you think the icons in the ODP were simple to understand? If not, which oneswere hard to understand?

P1: Options hard to understand. Remove icon = traffic sign for one-waystreet. Exit/Quit is easily mixed, “Place to the top right or something”.

P2: Options is hard to understand.

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P3: Read and click on the text in Options. Remove should be placed besideAdd.

P4: Options is boring and messy. Otherwise OK.

2. Do you think it was easy to understand the different options in the menus?

P1: Stuff is hard to understand. Personalize is not placed on a logical place,why is it among applications?

P2: Options was unclear. Edit or Manage is a better word. Search is alsohard to understand, search what?

P3: I will learn. Would prefer a list with icons instead of the menu/help textin Options. Stuff = file explorer or menu?

P4: Quote: “Why is it not possible to add in options, when you can removethere?” Miss a constant back button.

3. Did you get enough feedback from the ODP when using it? Did you feel thatanything happened suddenly or without your permission?

P1: Good feedback. Nothing happened sudden.

P2: The page indicator in Stuff is a little bit unclear. Make larger and clearer.

P3: Latest/Top 25 unclear.

P4: Yes, you can see animations and highlights.

4. Do you find the layout and colors in the ODP attractive?

P1: The background is ”photographic” and the icons ”animated”.

P2: Yes, the grayish theme is nice. Would like to change names and skin andis ready to pay for it.

P3: Shortcuts in a widget, would like to see the whole background. Fingertouch is nice.

P4: Clear colors, attractive, and good looking.

5. Do you think the animations and transitions had a smooth flow?

P1: Did not think or notice them in particular but thinks it is ”flashier” withthem.

P2: Yes, with a slight lag. Fade the different screens instead..?

P3: Quote: “It is like going with a train, you see where you going”

P4: Yes, they are smooth

6. Do you get the feeling that you can suit the ODP according to your interests andtaste?

P1: Quote: “Yes, isn’t that what it is supposed to do”

P2: Quote: “Yes, like my computer”

P3: Would like to change skins if possible.

P4: Yes, both in Home and Stuff. Home is more like your favorite content.

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A.2. Following questions and answers 103

7. Did you find the ODP fun to use? If not, what do you think about it?

P1: Good pastime. Quote:“It compresses all content, from computers andinternet so that it fits in the mobile phone”.

P2: It is fun, if it does not cost me a lot of money.

P3: Yes, if it is free. It is a lot about cost. More entertainment than business.

P4: Yes, simpler than internet in my mobile phone.

8. Do you find the content in the ODP organized in a logical way?

P1: Personalize is not were it should be. Tetris to Options should be the flownot the opposite direction as it is now.

P2: The favorite shortcuts on the Home screen should be places in a widget.The search function should be targeted on the web only.

P3: Search what?

P4: Favorite/shortcuts are unnecessary

9. What do you feel about the design overall, describe with three words or more.

P1: Adaptable, fun, well-filled, original, intelligent and rich of content

P2: Elegant, cool, and function vs. design. Does not like the word ”Stuff”,Program instead..?

P3: Classy, complete, and modern

P4: Simple, good looking, clean, fast. More user friendly than my mobilephone.

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Appendix B

Fulfilled requirements

#4 The system should be easy to learn - After 30 minutes of use the usershall be able to complete common tasks and navigation

Motivation: The TAM scale used in the usability test shows that the Ease of use meanis 5,2 of 7 indicating that the product is easy to use. Also when asking attendees afterthe test they felt confident to operate the ODP after learning how.

#5 The GUI actions and elements should be consistent in main and submenus - The same GUI elements shall be used in the entire application

Motivation: The same GUI elements is used for the same functionality. See screenshots.

#7 Undo functionality should be available for most actions - A clearlymarked undo functionality shall be available

Motivation: All actions that make a change in the application can be undone.

#8 Actions which cannot be undone should ask for confirmation - Confir-mation shall use natural language and the user shall be able the cancel theconfirmation

Motivation: When the user buys something in Market, there is a confirm buy buttonand a back button.

#9 The system shall give consistent and direct feedback - Feedback shall beclearly visible and if the feedback consists of text; natural language shall beused

Motivation: The test users said: “Yes, you can see animations and highlights” and“Good feedback, nothing happened sudden.”

#10 The response on interaction shall be direct - Response time shall notbe more than 1

2 second

Motivation: The response time is not measured but is never longer than 12 second.

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#11 Interaction shall be possible with one finger at all time - No multi-touchfunctionality shall be used

Motivation: No multitouch are implemented and all features can be operated with afinger (no stylus is needed).

#13 Information about location in space shall always be given - Scrollbarsor other similar marking shall be available

Motivation: These information are given in all implemented locations in the prototype.

#14 The screen layout and color should be attracting for the target group -80% of the target group shall find the layout and colors attracting

Motivation: All test attendees found the layout and color attracting, some quotes are:“Yes, the grayish theme is nice.” and “Clear colors, attractive, and good looking.”

#15 The flow in animations / transitions and change of views shall be smoothand not lag - The flow shall be perceived as smooth by the users

Motivation: When asking test attendees question 5 one of them said: “It is like goingwith a train, you see where you going.” This clearly indicates that the trasitions aresmooth and not sudden.

#16 When possible should a search feature be accessible by one click - Searchfunctionality shall be available and easy to access

Motivation: The search functionality is always one click away in the main parts of theODP prototype.

#18 The ODP shall be configured the first time for the user to map interestwith content - A tutorial with choices for personal interests shall be available

Motivation: The conceptual idea is implemented and clearly shown in the prototype. Afunctional wizard are not implemented because of the offline limitation and lack of time.

#20 Easy access to desired content; It should be easy to find and zoom inon information - Provide shortcuts to favorite content

Motivation: The design allows the user to customize the Home screen shortcuts andwidgets as well as move the applications in their own order in Stuff.

#21 Good looking - It should be seductive but not to much - 80% of theuser shall find the application good looking

Motivation: When asking usability tests attendess this they answered with positivefeedback not mentioning that it was to much for their taste, see Appendix A.2 question4.

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#23 Good overview - what is hot right now? - The application shall providea good overview of the content

Motivation: New and popular content are shown in Market and News. The widgetsprovide updated ”online”/”live” information directly on the Home screen.

#24 “I want it to be like buying and own my nice car, style/specify it andthen drive where I want, fast and good looking” - Give the user a feelingthat the application belongs to oneself

Motivation: When asking test attendees Appendix A.2 question 6 “Do you get the feelingthat you can suit the ODP according to your interests and taste?” they answered: “Yes,isn’t it that it is supposed to do”, “Yes, like my computer”, “Would like to change skinsif possible”, “Yes, both in Home and Stuff. Home is more like your favorite content.”

#25 The best selection of content: Tell me what’s hot - Show the user whatis popular and what is the latest content

Motivation: See motivation for requirement #23 above.

#26 I want to read local news - Give the user access to news

Motivation: This is made through the News application and it is possible to add a newswidget on the Home screen.

#27 I want to check local weather for the barbeque tonight - Give the useraccess to weather data

Motivation: This is made through the weather widget on the Home screen.

#29 I don’t know it, but a mail notification in the ODP could release mefrom having to start my computer every once in a while just to check mymail - Give the user access to e-mail

Motivation: Notification can be made directly on the icons/shortcuts of applications.See screenshots and look for the Gmail icon.

#30 “I want it to be all fun in one place, so I can stay updated, fulfill mybig social needs, all in my phone” - The application shall be fun to use

Motivation: When asking test attendees question 7 from Appendix A.2, “Did you findthe ODP fun to use? If not, what do you think about it?” they answered: “It compressesall content, from computers and internet so that it fits in the mobile phone”, “It is fun,if it does not cost me a lot of money”, “Yes, simpler than internet in my mobile phone”.The money issue are up to the provider to solve in a good way inform about it.

#31 I want to be able to share content - Give the user ability to share content

Motivation: News articles can be shared. Otherwise sharing is limited but the function-ality can easily be added in the design (probably with more technological issues).

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#32 I want the latest fashion news - Give the user access to news

Motivation: Solved by the News applications and search functionlity where one cansearch for fashion news.

#33 I want to check local traffic time-tables - Give the user access to time-tables

Motivation: Can be solved by applications/widgets and web search functionlity.

#34 I want to check my mail - Give the user access to e-mail

Motivation: Can be made in applications/widgets and web browser.

#35 I want to be instant messaging and have a status - Give the user accessto instant messaging clients

Motivation: IM clients can be installed/downloaded.

#36 I want to keep track of my communities, e.g., Facebook - Give the useraccess to web communities

Motivation: Can be made in applications/widgets and web browser.

#37 I want to check local news - Give the user access to news

Motivation: Can be made in applications/widgets and web browser/search or, of coursethe News application.

#38 The prototype shall be fun to use - 80% of the user shall find theapplication fun to use

Motivation: See motivation for requirement #30.

#39 Phone bill etc. shall be an application - Give the user access to operatorbased information

Motivation: Solved through a Operator application which is also among the applicationsif Stuff in the prototype.

#40 Help should be found on the same place in the entire ODP - Theapplication shall have a help function available, and it shall be easy to access

Motivation: Help is always accesible as an application. Maby not the best solution inall cases but fulfills the requirement.

#41 Feeds/News are one-way communication - Feeds shall only be readable,can include web links though

Motivation: News are one-way except web-links and a recommende share feature. Thenews cannot be changed in any way.