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Methods to support innovation and evaluation of mobile services for people

Methods to support innovation and evaluation of mobile services for people. Kristina Höök SICS (Swedish Institute of Computer Science) Professor Human-Machine Interaction at DSV Stockholm University/KTH. Challenges. baby interfaces: small screen, small buttons context of use:

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Methods to support innovation and evaluation of mobile services for people

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  1. Methods to support innovation and evaluation of mobile services for people Kristina Höök SICS (Swedish Institute of Computer Science) Professor Human-Machine Interaction at DSV Stockholm University/KTH

  2. Challenges • baby interfaces: small screen, small buttons • context of use: not in the office, noisy environments, out in the "wild" • realistic usage situations: laboratory testing becomes meaningless, small bursts of usage throughout the day require new methods

  3. Mobile Services? • All services should be mobile – accessible everywhere • But some services explore particular properties of the mobile setting: • Context • Specifically position • Ad-hoc connections between devices • Merging the physical and the digital • Limitations imposed by size and situation

  4. In the real world: GeoNotes Per Persson, Petra Sundström and Fredrik Espinoza

  5. 78 users, 1 month, 283 notes, 84 placelabels, 28 access points

  6. Placelabels

  7. Hocman: ad-hoc transfer during quick encounters Mattias Esbjörnsson, Oskar Juhlin and Mattias Östergren

  8. Kista Martin Svensson, Kristina Höök, Rickard Cöster and Åsa Rudström

  9. Back-seat gaming Liselott Brunnberg, Oskar Juhlin, Mattias Östergren

  10. Mobile Services? • All services should be mobile – accessible everywhere • But some services explore particular properties of the mobile setting: • Context • Specifically position • Ad-hoc connections between devices • Merging the physical and the digital • Limitations imposed by size and situation

  11. eMoto Petra Sundström, Anna Ståhl, Kristina Höök

  12. Total recall Lars Erik Holmquist, Johan Sanneblad and Lalya Gaye

  13. Ubiquitous graphics Johan Sanneblad and Lars Erik Holmquist

  14. Lomograph-inspired context-aware camera • Hue, saturation & value (e.g. affected by temperature, pollution and sound) • The effects of the sensor input can be seen in real-time Maria Håkansson, Sara Ljungblad and Lars Erik Holmquist

  15. OpenTrek: OS for shared games Johan Sanneblad and Lars Erik Holmquist

  16. Challenges • baby interfaces: small screen, small buttons • context of use: not in the office, noisy environments, out in the "wild" • realistic usage situations: laboratory testing becomes meaningless, small bursts of usage throughout the day require new methods

  17. Think outside the box • Make the world the screen • Connect place and information • Connect devices to create big screen • Extend screen by using devices that interact with position • Use other modalities: sound, gestures, music

  18. Andrew Herbert, Microsoft Research Bildskärm på skrivbord är den sjätte föråldrade idén. Framtidens bildskärmar är av plast, och de är sammanbyggda med väggar och vardagsföremål. Mus och tangentbord ersätts med tal, gester eller beröring. Tal på SICS 20-årsjubileum om 7 föråldrade data-tekniker Finns i Fo&Framsteg nästa nummer

  19. Different devices for different people? For example, elderly users: • Positive! • Twice as long! • Almost double n:o of clicks • Small icons difficult • Differences correlate with age, (working) memory ability, experience of mobiles & Internet (Sony Ericsson T68i, WAP-services) Marie Sjölinder

  20. Challenges • baby interfaces: small screen, small buttons • context of use: not in the office, noisy environments, out in the "wild" • realistic usage situations: laboratory testing becomes meaningless, small bursts of usage throughout the day require new methods

  21. Experience clip (self-evaluation) Technical probes Persona Design Wizard of Oz Ethnography Cultural probes In the Wild! Brainstorming Interpretation Design study Early testing: staged lived experiences Bodystorming Tiny fingers Methods Fantastic product!

  22. Persona (Cooper 1999) Sandra is a confident 29 year old woman who likes to spend time with her friends and family. She works as a trainee at a city planning office in Stockholm. Sandra does not care about how things work technically, but she likes new cool technological features and she is very happy with her new mobile phone that has a camera and MMS functionality. Persona and anti-persona Petra Sundström, Anna Ståhl, Kristina Höök

  23. Ethnography (quick and dirty) Åsa Rudström

  24. Cultural probe (Gaver et al. 1999)

  25. Bodystorming (Oulasvirta et al 2003)

  26. Tiny fingers (Rettig, 1994) All in ONE DAY! Åsa Rudström, Martin Svensson, Kristina Höök, Rickard Cöster

  27. Wizard of Oz (Dahlbäck 1993) Kristina Höök, Ana Paiva and others

  28. Experience clip (self evaluation (Isomursu, 2004) Minna Isomursu

  29. Cultural probe as evaluation To subjects To partner Petra Sundström, Anna Ståhl, Kristina Höök

  30. Design In the Wild! Interpretation Design study Methods Experience clip (self-evaluation) Fantastic product! Technical probes Persona Wizard of Oz Ethnography Cultural probes Brainstorming Early testing: staged lived experiences Bodystorming Tiny fingers

  31. Costs • Persona: find a basis for the persona-character, write it up – two days? • Ethnography (quick and dirty): 2 (1?) weeks • Cultural probe: two days to put together, then users do it all • Bodystorming: one day • Wizard of Oz: two weeks • Experience clip: depends on application • Cultural probe as evaluation: for the evaluator, 3 – 4 days, for the subjects 2 – 3 weeks

  32. Summary • think outside the box • design specifically for some well-defined user group • involve users at all stages • evaluate properly in “the wild” • methods do not have to be boring! not expensive!

  33. Examples from ”Mobile Life” http://www.mobile-life.org

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