Mobile application use has grown exponentially. Testing mobile experiences brings additional challenges and opportunities because the context-of-use is not a static location like a workplace, but instead wherever a user happens to be with his or her phone. Field studies are useful because they help researchers collect more naturalistic data since they observe users in their context-of-us instead of a lab.
In this course you will learn:
The variety of methods and tools for field testing mobile experiences, and the pros / cons of each
How to develop a research plan for mobile field testing
Recruitment strategies for field testing
How to moderate a field test and record participants’ behaviors
You will learn by doing an actual field study of a mobile application near the conference location.
2. Workshop Goals
Understand the pros/cons and different considerations for
field research
How to develop a research plan for mobile field research
Practice conducting a field study
Present findings and reflect on field studies for mobile
apps
3. Schedule
5:30 – 6:15pm
Designing, planning and conducting field research
6:45– 7:30pm
Form groups and develop a field study plan
7:30 – 8:00pm
Break
8:00 – 8:45pm
Conduct field study
8:45 – 9:30pm
Analyze and present findings and reflections
12. Some stats
Mobile Marketing Statistics Compilation by Dave Chaffey - 2016
Internet usage
mobile desktopmobile desktop
51% 42% 2.8 hrs / day 2.4 hrs / day
Time on screens
15. What is a field study?
A field study is a general method for collecting data about users, user
needs, and product requirements that involves observation and
interviewing. Data are collected about task flows, inefficiencies, and
the organizational and physical environments of users.
Investigators in field studies observe users as they work, taking
notes on particular activities and often asking questions of the users.
Observation may be either direct, where the investigator is actually
present during the task, or indirect, where the task is viewed by some
other means like a video recorder set up in an office. The method is
useful early in product development to gather user requirements. It is
also useful for studying currently executed tasks and processes.
Usability Body of Knowledge
18. Let’s brainstorm
Public transit trip planner app
Social media app
Grocery list app
Air travel app
Game app
Busses, trains, light rail,
stations, bus stops
If you are researching Then the field may be
25. Challenges of field
studies
Logistics and organization
Weather
Privacy and recording
Off topic conversation
‘Difficult’ participants
Rejection
Observers
Fatigue
28. Considerations for your study design
generative evaluative
Why are you conducting research?
summative formative
Who is conducting the research?
solo team
recruited intercept
How will you find participants?
How will you capture the data?
video/audio no video/audio
Where will you go?
on the go set up shop
Whose device will you use?
participant researcher
29. + Go where the participants are
+ Find a captive audience
- Less control over circumstances and permissions.
+ More control
+ Easier to record
+ Use your own devices
- Less ancillary findings
ON THE GO SET UP SHOP
+ Go where the participants are
+ Find a captive audience
- Less control
30. Journal studies
Recruited participants log their
behaviors with the app over a
period of time
Capture experiences whenever
and wherever they happen
Many emerging tools available
35. Prepare study
materials
Study plan and research
questions
Recruitment criteria and screener
Consent form
Facilitator script
Scenario(s)
Note taking sheets
Post-test interview and metrics
Honoraria
36. Work the logistics
Obtaining permissions
Electricity availability and
considerations
Internet availability and
considerations
Official identification
Staff schedules and points of contact
in the field
Scheduling and communication
during the study
Tip: Schedule sync-ups during the day to
revise study plan accordingly
37. Don’t forget the details
Weather appropriate clothing
Extra pens and pencils
Clipboards
Camera/Recording devices
Backpacks or other bags to carry
everything
Snacks to keep you going
Clear instructions for any
recruited participants on where
park and meet up
39. Recruit and screen
participants
Find willing participants
What are the behaviors or
approximate personas you are
looking for
Hook ‘em
Give them the pitch
Screen for fit to user profile
40. Facilitating sessions
Keep sessions short and within
the promised amount of time
(i.e. if you say it will take 15
minutes, make sure it does)
Stay on script as it will ensure
some rigor and consistency to
the study
41. Take good notes
Take a picture of the participant
Agree on codes with other
researchers
Use forms
Leverage checkboxes
Anticipate usability issues and
count instances
If the study is free flowing, blank
note sheets may be best
42. Example
Usability Issues P1 P2 P3
Participant has Yelp downloaded on phone x x
Participant uses multiple apps to complete scenario x
Participant does not use filters x x x
Scenario 1 P1 P2 P3
Completion S F S
Post scenario metric score 4 2 5
# of requests for help 0 1 0
# of errors 1 3 1
43. Capture and synch up
on themes as you go
Log problems and positives
after each participant
Debrief with team along the
way
44. Recruitment and screening
Timeline
Specific
behavior
Random
Agrees to
participate
Declines to
participate
How do I
select a
participant?
“Ok thank
you, have a
good day!”
Hook ‘em! Initial Screener
Qualified
Disqualified
Consent
Agrees to
participate
Declines to
participate
Start Study!
15sec 15sec 30sec
45. Interview and study facilitation
Timeline cont…
Qualified
Disqualified
Taking all
qualified
participants
Result of
recruitment &
screening
“Ok thank
you, have a
good day!”
Follow up
demographics
“Thank
you, have a
good day!”
2min 10min
Optional:
Do they fit in a
needed user
segment?
No
Yes
Determine scenario
Run usability
test
Post-study
interview
and metrics
2min 15min total
47. Analyze data
Compile quantitative data
– Task success, Time on task, Satisfaction, Error rates, etc.
Analyze qualitative data
– Problems experiences, comments / recommendations, pathways, think a loud
protocol
Develop exact and concise problem statements
– Good problem statement: 12/14 participants clicked on notifications instead of newsfeed
– Poor problem statement: Clicked on wrong link.
– Poor problem statement: Was confused about links.
50. Mission
You have just signed a contract to do usability work for Yelp. They
have been experiencing a decrease in users and realize that they
may need to improve their product. Yelp wants you to do field
research to get qualitative and quantitative feedback on user
behavior with mobile devices when deciding to find a restaurant
while on the go.
Design a field research study to understand how apps or websites
are determining a user’s choice of where to eat, how they use
those apps or websites, and how they may integrate with other
apps or websites to do auxiliary tasks (i.e. getting directions and
travelling to the restaurant).
51. Steps
Create study plan
– Research questions, roles and responsibilities, scenarios
Conduct field research (at least 3 participants)
Analyze data
Report on findings
– Study approach
– Findings
– Lessons learned and takeaways
52. Your thoughts
What have you learned about
field studies?
Feedback survey link
www.uxpa2016.org/sessionsurvey?sessi
onid=292
UCD takes the guesswork out of designing usable experiences
A philosophy that places users at the center of the development process
A systematic approach to gathering, understanding and applying user data throughout the planning, design and development stages of a website.
There are five basic characteristics that define the UCD process:
Goal-driven and user focused: Identify who the target users are, how they work and what their goals are. Align user goals with business goals to lay the foundation for a successful project.
Empirical: Based on data not opinions. Usability, usefulness and value are measured by target users’ behavior with the web site, not opinions about the web site
Iterative: Try out ideas in a low-risk format. Success requires drafts and revisions in an agile and customer-driven process. We investigate solutions with users prior to coding by creating prototypes and mockups. When problems are found in the web site or applications during usability studies, they are fixed in subsequent versions before the system is launched.
Collaborative: Multidisciplinary, requiring a team approach. Leverage a variety of skills sets, such as project management, user-centered design, graphic design, interaction design, writing, and coding.
Scalable: Adapts to fit resources and time. The user-centered design process scales to different challenges such as budget constraints, scheduling, and resource constraints.
80% of internet users own a smartphone
Mobile includes smartphone and tablet. Usage includes both work and home.
Facebood and other social media
Youtube
Entertainment and gaming
Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the Contextual Design methodology. A contextual inquiry interview is usually structured as an approximately two-hour, one-on-one interaction in which the researcher watches the user do their normal activities and discusses what they see with the user.
Ethnography (from Greek ἔθνος ethnos "folk, people, nation" and γράφω grapho "I write") is the systematic study of people and cultures. It is designed to explore cultural phenomena where the researcher observes society from the point of view of the subject of the study. An ethnography is a means to represent graphically and in writing the culture of a group. The word can thus be said to have a "double meaning," which partly depends on whether it is used as a count noun or uncountably.[1] The resulting field study or a case report reflects the knowledge and the system of meanings in the lives of a cultural group.[2][3][4
ethnography: “Ethnographic field research involves the study of groups and people as they go about their everyday lives. … First-hand participation in some initially unfamiliar social world and the production of written accounts of that world by drawing upon such participation [is the core of ethnographic research].”—Emerson, Fretz, and Shaw - See more at: http://www.uxmatters.com/mt/archives/2010/06/ethnography-in-ux.php#sthash.s8oqsD2N.dpuf
The field is the environment / context in which your users interact with or use your product.
If you’re doing research with planning trips – busses an stops
If you’re researching social media – while in transport, waiting anywhere
If you’re researching a grocery app –
If you’re researching photo app
If you’re researching
Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the Contextual Design methodology. A contextual inquiry interview is usually structured as an approximately two-hour, one-on-one interaction in which the researcher watches the user do their normal activities and discusses what they see with the user.
Ethnography (from Greek ἔθνος ethnos "folk, people, nation" and γράφω grapho "I write") is the systematic study of people and cultures. It is designed to explore cultural phenomena where the researcher observes society from the point of view of the subject of the study. An ethnography is a means to represent graphically and in writing the culture of a group. The word can thus be said to have a "double meaning," which partly depends on whether it is used as a count noun or uncountably.[1] The resulting field study or a case report reflects the knowledge and the system of meanings in the lives of a cultural group.[2][3][4
ethnography: “Ethnographic field research involves the study of groups and people as they go about their everyday lives. … First-hand participation in some initially unfamiliar social world and the production of written accounts of that world by drawing upon such participation [is the core of ethnographic research].”—Emerson, Fretz, and Shaw - See more at: http://www.uxmatters.com/mt/archives/2010/06/ethnography-in-ux.php#sthash.s8oqsD2N.dpuf
Generative research helps you define the problem you’d like to design a solution for.
Evaluative research evaluates an existing design (in prototype form or in final form).
You have just signed a contract to do usability work for Yelp. They have been experiencing a decrease in users and realize that they may need to improve their product. They are interested in doing field research to get qualitative and quantitative feedback on user behavior with mobile apps when deciding to find a restaurant while on the go.
Design a field research study to understand how apps are determining a user’s choice of where to eat, how they use those apps and how they may integrate with other websites or apps to do auxiliary tasks (i.e. getting directions and travelling to the restaurant).
Contextual inquiry (CI) is a user-centered design (UCD) research method, part of the Contextual Design methodology. A contextual inquiry interview is usually structured as an approximately two-hour, one-on-one interaction in which the researcher watches the user do their normal activities and discusses what they see with the user.
Ethnography (from Greek ἔθνος ethnos "folk, people, nation" and γράφω grapho "I write") is the systematic study of people and cultures. It is designed to explore cultural phenomena where the researcher observes society from the point of view of the subject of the study. An ethnography is a means to represent graphically and in writing the culture of a group. The word can thus be said to have a "double meaning," which partly depends on whether it is used as a count noun or uncountably.[1] The resulting field study or a case report reflects the knowledge and the system of meanings in the lives of a cultural group.[2][3][4
ethnography: “Ethnographic field research involves the study of groups and people as they go about their everyday lives. … First-hand participation in some initially unfamiliar social world and the production of written accounts of that world by drawing upon such participation [is the core of ethnographic research].”—Emerson, Fretz, and Shaw - See more at: http://www.uxmatters.com/mt/archives/2010/06/ethnography-in-ux.php#sthash.s8oqsD2N.dpuf