Showing posts with label Android. Show all posts
Showing posts with label Android. Show all posts

Friday, September 16, 2011

Lacking an Understanding of Psychology Can Doom Your Efforts

Mobile devices are inherently interdisciplinary and one would hope that the design and development of them would include a solid understanding of psychology by their creators. But it may not always be so. A few days ago I was in a car with a friend, trying to use her Android to obtain GPS coordinates to a place we wanted to go up in the mountains. If you read my earlier post that included a venture to a Verizon store, you recall that I had a fairly dismal experience trying to investigate the Android. So this was my first experience trying to use an Android in a live situation under some mild pressure (we needed to figure out where we were going before we reached the limits of cell and satellite coverage). I had a heck of a time trying to figure out the UI (User Interface) on the device. All these cool apps covering a wide range of useful tasks and I finally put down the phone in frustration and we headed up the canyon using old fashioned biological GPS (Guidance via Perceptual Sense-making)

My user experience with the Android was terrible. I wondered how the designers and developers had conducted their user research prior to developing the interface. Case in Point: The little magnifying glass on the Android does not Zoom in and out. With a magnifying glass right there in front of you, and used for zooming on other applications, who would intuitively think to do that funny expanded swooping maneuver with your fingers? Who came up with that idea? I'd be willing to bet it wasn't the potential users (someone please, correct me if you have evidence otherwise, as I'd love to hear about the origin of that particular feature of smart phones). Did the product team conduct live interviews and focus groups for example? If so, how did they pose their questions and / or perform their observations?

You have to apply some psychology to the process if you want to produce effective products. Understanding the psychology of human interaction dynamics is important when conducting any type of user, client or student interview, observation or research. It is all too easy to unintentionally lead the conversation or activities and thus bias the information you are gathering. At that point you see what you want to see, and it filters into your end product.

If you want to collect data that is as free as possible from your own perspectives, you have to be on the ball. This applies to usability work, and broader user experience investigations as well.

  • Human interaction dynamics will lead someone to want to agree with their conversational partner if they feel that person is of higher status or in a position of power in some way. This can happen on a subconscious level. You the interviewer or observer have to be alert to not letting on what your hopes are for what you see and hear or what your opinion is of what you see or hear. You say "What was hard about that?" and the other person will look for hard items even if they didn't experience any. Contrast that question with "How easy or difficult was that"? The latter provides no clue as to where you might stand on the ease or difficulty of an experience.
  • You want to appear non threatening and personable in an interview without falling into the "friend trap" of holding a conversation where you will naturally dominate the conversation because the other people view you as the dominant party. Ask their opinions and for expanded explanations and avoid sharing your own - smoothly. If asked your opinion, here is a Bad Way to do respond: "I don't want to share my opinion on the ease of use of XYZ. My opinion isn't relevant here". True, but a real put off and conversation stopper. Worse Way to Respond: "I find it easy to use." Now the user feels stupid or perhaps condescended to and is likely to change their responses to not look stupid, or change their responses by simply giving up on sharing with you on that topic. Better Way to respond and redirect: "I am still forming opinions on that subject. Could you tell me more about what you think (feel) about XYZ?" This approach is accurate (you are forming opinions as you gather data) and redirects the conversation back to them and their experience.

You can try out your use of psychology in a computing context: pick a device or system you own, give it to someone else to use and see how much information you can obtain from them without dominating the conversation or guiding their answers them with your opinions. The person doesn't have to be brand new to using the device or system. although that can make your job easier.

Monday, October 11, 2010

Android, iOS, Educational Software Investigations

Continuing my background reading about the use of mobile apps in education, today I finished a book on the development and history of children's software ("Engineering Play", author: Mizuo Ito, MIT Press, 2009).

At the same time, yesterday I visited a Verizon Corporate store to get my hands on some Android phones and a personal feel for what an app running on one of those phones might be like. What would a developer be working with from a usability point of view?

The two events (book reading and store visit) intersected in an interesting way. First of all, my visit to the Verizon store was an exercise in patiently experiencing absolutely terrible customer service - I howled about that on Facebook. Nonetheless I discovered a few interesting things. Most notably, in searching through the Android Market, I found no category for Education. Hmmmm. Access to the internet through their store phones was highly restricted, so I went home and tried again. Still nothing. The few educational apps I found were spread around here and there. And there was a note that said to see additional applications I needed to use my mobile device. Well, that wasn't exactly helpful.

Then this morning, in the Ito book, I came across a line (page 156) in which he quoted another publication "people have a low opinion of educational software".

They do?
Do they?

There is some great software out there. Interestingly enough though, I found evidence that the greatest selling "edutainment" software ever created is the Simcity line. Not originally created as educational, many educators have appropriated it for educational use. (Hence the name edutainment)

If you search online, you can find lots of cool software being developed for educational purposes.  Real cross cutting applications - math, science, art ... One of my earlier posts pointed to a company producing software for children with disabilities (DevelopEase).

In a few days I am going to an Apple store to do a similar activity as at the Verizon Store - get my hands on the iX devices and learn about their development program. I want to learn about the iOS from the Apple people. How do their devices support educational apps compared to the Android platform for example. The phones at the Verizon store struck me as not at all well set up for educational applications. Resolution was terrible even on their highest end phone. But since I can't actually use any apps without borrowing or stealing a friend's Android phone, I'm hypothesizing here. I must add though, that Google puts all their developer information online which is very nice.

I'm also going to make a point of finding out if Apple has a app category for "Education" and if not, why; and if so, what is in it. Not owning an "i" device I need to pounce on the store. It should be an interesting comparison of customer service experience too.