User Insights into Mobile Social Networking

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    User Insights into Mobile Social Networking - Presentation Transcript

    1. User Insights into Mobile Social Nancy Broden, Interaction Design Director Punchcut
    2. “ Mobile phones are no longer just about conducting conversations; they are now emerging as a center of people’s lives for Navin Mehta, Motorola V.P. of Applications Management everyday transactions.” 2
    3. Mobile is 3
    4. 4
    5. The Promise of “2.0” 5
    6. The Rush to Mobile 6
    7. New Technologies create New Contexts 7
    8. New Technologies create New Contexts New Contexts demand New Solutions 8
    9. New Technologies create New Contexts New Contexts demand New Solutions New Solutions require New Thinking 9
    10. Punchcut Study: Purpose The mobile social networking study provided us with an understanding of why individuals engage in social networking behaviors and how the use of a mobile device supports these behaviors. We sought answers to / How often do the study participants engage in social networking / / / behavior? / Under what circumstances do study participants engage in this / behavior? What triggers it? To whom is this activity directed? What is the relationship of the creator/sender to the recipient(s)? Is the behavior different based on / / the intended audience? What percentage of the behavior is accomplished via mobile device versus other means? What are the circumstances under which one method is used versus another? 10
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    12. Punchcut Study: Participants / 4 women, 7 men / / / / 19 - 30 years old (m = 25.6) Residing in San Francisco and Oakland, CA / / / 2 were full-time students; 3 attended school part-time and worked part-time; 6 worked full-time. 3 of those employed / full-time had flexible work schedules and/or locations. 3 participants lived with a parent; 2 shared space with a / / room-mate or partner; 6 participants lived alone. All owned a mobile phone with a data plan that enabled / / them to access the internet via the device All owned a personal computer and had high-speed / broadband access to the internet 12
    13. Punchcut Study: Methodology Two methods were used to gather data: 1 Contextual and structured one-on- 2 Completion of an online one interview session with each questionnaire by participants participant. This allowed us to over a 14-day period to witness first-hand the participant’s capture daily self-reported social networking activities in the social networking activities. context in which they occur, and to The data from the probe on the participant’s questionnaires was compiled perceptions and attitudes toward into a spreadsheet for social networking in general, and analysis. on the activities they had performed during the contextual portion of the session in particular. The data from the session was collected by the observer using handwritten notes and still images. 13
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    15. Social Networking Activities We gathered data on the use of: 15
    16. Results: SMS Text messaging via mobile phone was the one activity performed the most by study participants / Differences noted between participants under- and over-25s / / / / Text message recipients were close friends of the sender SMS is “easier”, “less formal” and “quicker” than voice calls / / Text messaging replacing instant messaging? / 16
    17. Results: Community-base Web Reading, posting comments and/or updating personal content on community-based Web sites was the most popular activity / PC-based access was preferred / / Visiting the sites was a routine, performed at the same / times every day / “Reluctant members”: peer-pressure responsible for         / membership in one community site over another / Useful for keeping in touch with extended networks of / friends and family 17
    18. Results: Photo/video Creation & Taking and sharing photos happened with equal frequency on mobile and PC / Frequency and method determined by context / Sharing photos was the easiest and least time-intensive method / / to engage with networks / Mobile video creation and sharing is “too difficult” / 18
    19. Results: Instant Messaging Instant messaging is a PC-based activity / Used for same reasons as SMS by “computer-centered” participants / / IM clients used to reveal buddy status, but not to initiate chat / 19
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    25. Considerations //Build on already occurring social networking activities //Provide a variety of tools tools to suit the range of contexts and levels of engagement // Mobile communication devices are not //little PCs Usability considerations are magnified 25
    26. Ask yourself // Who is the service targeting? // How will they be related to others using the service? // How else will they be interacting with the service? // How will the service change over time? 26
    27. Remember… 27
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    31. Punchcut is a user interface design company specializing in improving mobile user experiences. We provide strategy, design, and development services — from user research to the complete design and development of custom interfaces and applications. Our clients span the wireless industry, including operators, device manufacturers, application developers, and
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