5. 1. During Placement Year
• Noticed poor provision of tools for work
email and calendar
• Only 2 tools at the moment:
– Native Email App
– Outlook Web App (OWA)
• Issues with each of these
1. Native – alter device’s passcode
2. OWA – poor user experience on mobile
devices
6. 2. Improve Organisation &
Productivity
• GSK’s mission statement
– “do more, feel better and live longer”
• App considers:
– Employee work life
– Assist with organisation
• Organisation increase means…
– Increase in work productivity
– More produced for customer
7. How we completed the Project
A. Research
B. Requirements Engineering
C. Prototype Development
8. A. Research
• Looked into relevant areas to assist with
Client recommendations:
i. Mobile Applications
ii. Device Growth
iii. Mobile Development
iv. IT Business Strategy
v. Prototyping
9. i. Mobile Applications
• Developed specifically for mobile devices i.e.
Smartphones or Tablets
• Distributed through App Stores
• Year on year growth in total downloads
prediction till 2017
– 2014; 138,809
– 2017; 268,692
• ‘Free Downloads’ account for large amount
• ‘Paid-for Downloads’ are decreasing.
– Decrease to 5.5% by 2017
10. ii. Device Growth
• Devices can contribute to productivity
– 59% see increase through smartphone/tablet
• Increasing demand for devices;
– 2.3bn shipments in 2013
– 2bn mobile phones by 2015
• UK Smartphone penetration to reach 75% by 2014
– Tablets seen dramatic increase
• More than 50% of UK consumers own or have access
– Decline in PCs
• 2014 = 7% decline from 2013
11. iii. Mobile Development
• Researched:
– 3 types of development
• Native; eg. Android, BB 10, iOS, Windows Phone
• Web; FT Web App
• Hybrid; PhoneGap
– Highlighting any Advantages & Disadvantages
– Native Market Share
• Android dominance; “blanketing the market”
• iOS play catch up
• Windows Phone now become 3rd overtaking BB
• Symbian seen dramatic decline since 4th Quarter 2009
12. iii. OS Shipments
250,000.00
200,000.00
150,000.00
100,000.00
50,000.00
0.00
Worldwide Smartphone Sales to End Users by Operating System (Thousands of Units)
1Q09 2Q09 3Q09 4Q09 1Q10 2Q10 3Q10 4Q10 1Q11 2Q11 3Q11 4Q11 1Q12 2Q12 3Q12 4Q12 1Q13 2Q13 3Q13
Smartphone Sales (Thousands of Units)
Year (& Quarter)
Symbian Research In Motion iOS Android Microsoft Windows Mobile/Windows Phone* Linux Bada Other OSs
15. iv. IT Business Strategy
• ‘Bring Your Own Device’ (BYOD)
– By 2016; 38% organisations with BYOD
– Save $3,150 per employee/year
– Increase worker satisfaction & productivity
• Nearly 60%
– Issue; HR/Legal policies, security concerns
• ‘Corporate Owned, Personally Enabled’
(COPE)
• ‘Mobile Device Management’ (MDM)
16. iv. ‘Bring Your Own Device’
(BYOD)
– By 2016; 38% organisations with BYOD
– Some organisations offer compensation
– Benefits;
• Save $3,150 per employee/year
• Increase worker satisfaction & productivity
– Nearly 60%
– Issues;
• HR/Legal policies
• Security concerns; data
• Employees leave company
17. iv. ‘Corporate Owned,
Personally Enabled’ (COPE)
– Opposite from BYOD
• Framework enable company phones used for personal use
• “How can I loosen my grip for my employees to use their
devices for personal use?”
– Allows for Corporate discounts vs BYOD’s paradox
– Better model for pharma companies?
• Handling of data management
– Personal Device wiping illegal in EU & South Korea
• GSK have similar practice in place
– Issues;
• New strategy – little stats
• Not ‘one-size-fits-all’
• Break down = lack of strong policy
18. iv. ‘Mobile Device
Management’ (MDM)
– Enhances customer experiences
– Optimise the functionality & security of mobile
devices
• Prevent app downloads, protect data, secure work email
– Supports both BYOD & COPE
• Assists multiple OS in workplace
• Prevent HR policy issues
– Trend;
• Next 5 years – 65% companies to adopt
– Issues;
• Ensure fit business needs
• Expensive – million dollars or more
• Low adoption – 2012; 26% implemented MDM
• Degrading UX
19. v. Prototyping
– Dimensions (Nielsen, 1994)
• Vertical;
– Narrow system, cut on features/in-depth functionality
• Horizontal
– Surface layer = reduce functionality, test UI
• Scenarios
– Ultimate minimalist prototype
– Prototype Fidelity & Methods
• Low-Fidelity
– Simple, early stage concepts
– Paper Prototyping
• High-Fidelity
– Detailed representations, fully interactive; enter data
– Coded Prototyping
• Medium-Fidelity
– In between the 2
– Wireframe Prototyping
21. B. Requirements Engineering
• Better understand user needs
i. Generic App Specification
ii. Requirements Elicitation
iii. Gathering requirements
iv. End-User Survey
v. MoSCoW Analysis
vi. Finalised Requirements
22. i. Generic App Specification
• Understand:
– Corporate Lifestyle
– Ideas for App
• Factors to consider
– Business Process
• Why?
– Target Users
– Minimum Solution
• Produce for Early Adopters (Ries, 2011)
– Considerations of Effective Management & Updates
• Regular Updates critical (Chomko, 2012)
– Available Technology
– How to Measure Success
25. iii. Gathering Requirements
• Gather from:
– Project Client & End Users
• Used:
– Face-to-Face Interview
– Phone Interview
– Survey
• Interviews collated into User Stories
26. iv. End-User Survey
• Used to reach End-Users
– Better understand needs
– Questions:
• Demographic
• Mobile Phone Use
• Organisation
• Ensure created good survey
– Avoid bias & double-barrelled questions
• Bristol Online Survey
• GSK Issues with third-party applications
– Contingency plan
27. iv. End-User Survey Results
• Demographic
– 24 Male, 9 Female, 1 No Response
• Mobile Phone Use
– 21/24 do not access work email from phone
• Native;
– 39% like separation from personal phone
– 32% Notifications Out of Work Hours
• OWA;
– 4/11 Unhappy with Design
• Organisation
– Perceived Organisation Levels
• 62% Organised
• 32% Very Organised
• 6% Poor Organisation
• 0% No Organisation
– 71% believe Virtual PA App to be helpful
29. v. & vi.
v. MoSCoW Analysis
– Ambiguity was still present
– Assist:
• Prioritising requirements
• Eradicate Ambiguity
vi. Finalised Requirements
– Prevent ‘gold plating’
– Creates further clarity
32. C. Prototype Development
• Consisted of variety of prototype methods:
i. Paper prototypes
ii. Wireframe prototypes
iii. Click-through prototype interactivity
33. Recommendations
A. IT Business Strategy
B. Device
C. OS & Development
D. Prototyping
34. A. IT Business Strategy
• GSK have part BYOD & COPE strategy
– Personal devices restricted use
– Company Phones
• Device Shortlist
• Business need
• Recommended MDM
– Control software
– Control over sensitive data
– In-house; save on third-party costs
35. B. Device
– Smartphones dominant in today’s market
– Growing desire for tablets
• GSK provide tablets to employees
– E.g. Salesforce team
• Begin with Smartphone
– Future:
• progress to Tablets
• Potential for an desktop application
– Similar to Apple’s iCloud.com
36. C. OS & Development
• GSK Company Phone Smartphones
– iPhone, Samsung Galaxy
• Survey Results;Personal Mobiles
– Android; 52%, iOS; 37%, WP; 4% BB; 3%
• Recommend Future development
– Hybrid development
– Use of PhoneGap framework
– Cater for all potential devices;
• Personal & Corporate
37. D. Prototyping
• Recommended Result:
– medium-fidelity with click-through interactivity
• GSK required us to build:
– Low & medium fidelity
– Click-through interactivity
– An iOS based design
38. Prototype Designs
A. Paper Prototyping
B. Wireframe Prototyping
C. Click-through Prototyping/Demo
39. A. Paper Prototyping
• Tool
– Sneekpeekit
– iPhone template
– Detailed grid
system
– Annotation area
40. B. Wireframe Prototyping
• Tool
– Adobe Photoshop
– Online resources
for specific icons
– iOS Human
Interface Guidelines
43. A. Accomplishments
• Real Customer Interaction
– Make project realistic
• Research & Analysis
– Draw on variety of skills
• Requirements Engineering
– Successful;
• Stakeholder Analysis
• Prioritisation
• Prototype Development
– Paper
– Wireframe & Click-through
44. B. What Was Learnt
• Importance of stakeholder inclusion
• Importance of a structured approach
– Recognised by Requirements process
• Importance of time resource
– GSK employees busy schedules
• A lot of reminders required
• Importance of communication
– Client communication regarding Online
Survey
• Weekly/Bi-Weekly update meetings