On February 28th I sent an email to 3 mobile-related discussion groups (
Mobile Web,
WURFL and
Mobile Monday London) about user research activities applied to mobile applications and websites. This is what I wrote:
I am doing some work around user research for mobile apps and websites, and it would be really interesting to know how many of you do some kind of user research as part of your development cycle (usability testing, interviews, etc).
Do you validate designs, prototypes or early builds with prospective users in any way? Do you do user research before starting development to explore different design options? Or maybe you don't do it at all. If you don't, why not? Is it lack of time and money, or are there other reasons? You can answer on or off list. I'll compile the answers (if any) and distribute the outcome.
Thanks!!
7 wonderful people replied, and what follows is a compilation of their responses.
The wonderful respondents
Replies came from the UK, US, India, Australia and New Zealand.
- 1 came from a software company with successful desktop products who have developed mobile versions
- 1 came from a software company with a successful mobile product
- 2 came from software development agencies
- 1 came from a mobile design agency
- 2 came from independent user centered design consultants
The user research techniques
All 7 respondents carry out user research activities during design and development of their mobile software. The most popular activity seems to be usability testing, which was mentioned by 6 out of 7 respondents. Other user engagement activities that came up are:
- focus groups
- field studies
- A/B testing
- surveys
- and interviews, although not everybody is a fan
We tend not to do interviews though, as we have found it to be largely counter productive. As mobile is so new as a medium customers either do not 'get' what we are trying to do, or just recycle experiences that they like from other apps.
Respondents also mentioned internal brainstorming, and peer reviews as a back-up activity whenever project constraints prevented them from involving end users.
I cannot say it happens all the time though. When time is tight, we may 'just' do peer reviews instead.
Usability testing
Assessment, not exploration
Usability testing is mainly used to evaluate possible design solutions:
We don't hold-off development if we have a strong use-case but we bring in users/customers very early-on and make adjustments to our design as needed.
Once we had designs that we were happy with (based on our experience of what does/doesn't work for mobile), it's time to take it to users for validation (...) All in all, this was a fairly tactical exercise, the main priority being to validate the proposed designs.
We test (…) normally part way through the development process when we've got some kind of prototype we can use.
Methodologies widely used for testing desktop software seem to translate well to mobile. Respondents mentioned:
Prototyping
Only one respondent mentioned paper prototypes: most seem to use interactive ones.
One respondent reported using storyboards for exploration:
For newer ideas, we do storyboards and get feedback.
One respondent mentioned that no-code-required prototyping tools frequently used for desktop software do not work well for mobile.
a quick prototype was built. Well, it wasn't that quick… since couldn't use Axure etc. since not suitable for mobile, so it was necessary to code up the pages (…) it's hard to build a prototype (because you can't use the standard toolkit like Axure/Balsamiq or whatever).
An additional factor impacting prototype build is the importance of animations and transitions in touch interfaces:
Something you didn't mention was around animations and transitions, which can massively influence the experience. We do a lot of work around these too, especially looking at how haptic elements can be included.
Prototypes built by linking static mockups are obviously unsuitable for testing animation frameworks.
Devices
One respondent observed how the introduction of device types makes participant profiling and recruitment more complicated than in desktop software:
Recruitment was really important (…) we wanted to see a range of different devices… some iPhones, some non-iPhone smartphones and some feature phones. (…) It costs more money to recruit.
The other issue related to mobile devices is which one to use during the test itself. Respondents who mentioned the matter agreed on using participants' own phones:
For these interviews, it was important to have participants use their own devices - which removes any bias/difficulty that might be caused by unfamiliarity with the device, or of course, the loss of context if you were to test with an entirely different form-factor (like an emulator on a laptop or PC).
Using participants' own phones is easy to do with web-based functionality, but more complicated when testing resident applications (native or not), which require installation:
If it's something we have public we ask them to bring their own phones and run the test on their own handset. In the case of the iPhone development it's more difficult as we don't want to get into sideloading dev versions of apps onto their phones, so in that case we just use our own handsets for the test, but first ask them to show us how they use [our application] on their handset (to check which version they are on etc - and make sure they really are an iPhone user).
Recording
Capturing video of usability testing sessions is a bit of an issue, so much so that one of the respondents has decided not to do it at all:
We have used Morae in the past also for web site testing, but could not easily use the system for mobile (…) Obviously it's difficult to video something like that so we just sit next to them and observe.
Another respondent seems to have built his own infrastructure for video recording:
You need some equipment to record (…) We got by with a webcam attached to a piece of curved metal which the participants phone can be strapped into and held in-hand.
If you are stuck about how to record your usability tests of mobile software, our DIY kit might help.
Surveys
They deserve their own section, because they are carried out in quite innovative and unorthodox ways. Online and mobile surveys were of course mentioned, but one of the respondents does them on the street too:
One other thing we've found helpful recently is impromptu street surveys - not so much for usability, but for early design and colour feedback, including for icons and logo work. A really quick way to get some input and an impartial 'outside view'. We just look for people in our target age group, ask them if they can help briefly and double check their age, then show them some designs and ask them what they think. Using an iPad is great for this, partly because people want to stop to take a look at the iPad itself.
It is also remarkable the use of remote services initially created for software testing, not for user testing:
We utilize services of Mob4hire users for testing across geography, network condition, etc. I have used Deviceanywhere too.
Is it worth it?
Despite the time, effort and investment required, respondents agreed that involving users in the design process is as worthwhile in mobile software as it is in desktop software:
(Research)'s been very important in new product/platform launches especially. Every time we've done it we've learnt something and caught 2-3 interaction issues that we would not have realised were a problem without testing.
In mobile we are learning that a lot of people have strong opinions on how something should work based on the app or platform (iOS/Android) they are most familiar with. Also, we are surprised (and delighted) at the solutions they suggest based on leveraging the smartphone.
PS: my apologies to all list members for the delay in posting this summary, and my gratitude to the seven people who took the time to share their experiences with us all.