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9/9/2014
University of York
Heuristics for
developing and
evaluating
smartphone
mobile websites
Author: Vasileios Xanthopoulos
Supervisor: Helen Petrie
Word Count: 22859
As calculated by Microsoft Word 2013. This includes all the
body of the report and the Appendix
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STATEMENT OF ETHICS
User testing was conducted with the user’s data security and ethical treatment in mind. All users
were adequately informed on the purpose of the study they were taking part in and they were
given informed consent forms for all the data they provided, visual, audio and written. Users
were not forced into participating in this study and they were treated professionally, with
respect.
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ABSTRACT
Websites for smartphone use require different design and development approaches to desktop
websites, taking into account the different physical designs, functionalities, and contexts of use,
as well as the mental load of working with each platform. This study investigated usability
problems with 7 smartphone websites via both iPhone and Android smartphones. 24 participants
undertook tasks using a retrospective think aloud protocol. The usability problems identified
were analyzed using a grounded theory approach where they were iteratively categorized with
similar problems and factoring for frequency of occurrences and mean severity resulting in a final
list of 4 categories and 16 problem subcategories. This categorization of problems was
transformed into a set of 16 heuristics for the development and evaluation of websites for
smartphone use. Comparing the mobile heuristics with well-established web heuristics showed
high overlap but with a specialized view concerning the mobile web. The use of the new heuristics
increase the usability and user experience of smartphone websites and help create a more
trustworthy, profitable and hospitable mobile web.
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CONTENTS
statement of ethics........................................................................................................................................................1
Abstract .........................................................................................................................................................................2
table of figures...............................................................................................................................................................4
List of tables...................................................................................................................................................................4
1. Introduction..........................................................................................................................................................5
2. Review of relevant literature ................................................................................................................................6
2.1 Mobile phones and the Web ..............................................................................................................................6
2.2 Small screen size .................................................................................................................................................8
2.3 Search functions on the mobile web ................................................................................................................11
2.4 Context of use of mobile web...........................................................................................................................11
2.5 Cognitive aspects of mobile use in different contexts......................................................................................13
2.6 Visual information density and navigation .......................................................................................................14
2.7 Conventional vs mobile web access...........................................................................................................15
2.8 User testing.......................................................................................................................................................16
3. Problem analysis.................................................................................................................................................18
4. Method ...............................................................................................................................................................19
4.1 Design.........................................................................................................................................................19
4.2 Websites ...........................................................................................................................................................20
4.3 Participants .......................................................................................................................................................22
4.4 Equipment.........................................................................................................................................................25
4.5 Materials...........................................................................................................................................................26
4.6 Procedure..........................................................................................................................................................26
4.7 Data analysis .....................................................................................................................................................27
5. Results.................................................................................................................................................................29
6. Discussion ................................................................................................................................................................42
6.1 Overview and rationale.....................................................................................................................................42
6.2 Interpretation and analysis...............................................................................................................................43
6.3 Comparison of study’s heuristics to conventional web heuristics....................................................................45
6.4 Limitations ........................................................................................................................................................50
6.5 Benefits and implications of VX heuristics........................................................................................................50
6.6 Future work.......................................................................................................................................................51
7. Conclusions .........................................................................................................................................................52
References...................................................................................................................................................................53
Appendix......................................................................................................................................................................56
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TABLE OF FIGURES
Figure 1: Graph depicting daily distribution of screen minutes across countries.......................... 7
Figure 2: graph depicting mobile use as a percentage of web usage by region ............................ 9
Figure 3: visualization of the design of this study ........................................................................ 19
Figure 4: User answer on frequency of mobile web access on a 5 point scale............................ 22
Figure 5: User answers on how experienced they are with the mobile web............................... 23
Figure 6: Questionnaire data on what are the most important things about the mobile web ... 24
Figure 7: The hand-made mobile usability mounted webcamera ............................................... 25
Figure 8: Webcam opened to adjust focus................................................................................... 25
Figure 9: usability problem pieces spread on a table to be categorized...................................... 27
Figure 10: usability problems and their rating ............................................................................. 28
Figure 11: graph depicting the frequency of occurrence of usability problems identified.......... 33
Figure 12: graph depicting the highest frequency of subcategory occurrences per category..... 34
Figure 13: graph depicting the mean severity rating of each category........................................ 35
Figure 14: graph depicting the mean severity rate for each subcategory ................................... 36
Figure 15: Graph depicting frequency of occurrence per subcategory highlighting those of 8
occurrences and more .................................................................................................................. 37
LIST OF TABLES
Table 1: interactive websites and the tasks to be performed during user testing ...................... 21
Table 2: Problems after omitting/merging subcategories with less than 3 frequency of
occurrences................................................................................................................................... 32
Table 3: Omitted subcategories due to frequency of occurrences .............................................. 32
Table 4: Categories suitable for merge and the new category produced.................................... 32
Table 5: Subcategories with more than 8 occurrended AND higher than mean = 3 severity rating
....................................................................................................................................................... 38
Table 6: New heuristics for the design and development of mobile websites ............................ 40
Table 7: Positive user feedback on website features ................................................................... 40
Table 8: Nielsen’s, petrie and power’s heuristics lines up to be compared with heuristics proposed
by this study.................................................................................................................................. 46
Table 9: heuristic overlap between vx and nielsen’s heuristics ................................................... 47
Table 10: table presenting overlap between vx heuristics and petrie and power’s heuristics.... 48
Table 11: General heuristics overlapping between vx heuristics and petrie & power’s heuristics
....................................................................................................................................................... 48
Table 12: Problems after 3 iterations of emergent categorization.............................................. 64
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1. INTRODUCTION
The mobile web has been an everyday commodity for the past few years with 25% and rising, of
global web access being mobile [1]. Usability has surprisingly fallen behind, causing user
frustration and confusion. The purpose of this study is to develop heuristics for the design and
development of websites viewed on mobile phones.
Mobile phones and mobile web access have transformed every aspect of human life. It was not
always like this, I am fortunate enough to remember the phones with the round dial and the
feedback sound they made when the dial returned to its initial position. I hated having to call my
father from that phone because, back then, mobile phone numbers in Greece started with 0. 0
made the round dial go all the way around which took more time because I had to wait for the
dial to return back to its initial position to dial the next number and it made more of this ‘noise’
which made you think, ‘how badly do I want to talk to this person to have to endure this?’.
Another issue with land line phones was the fact that they were stationary. If you happened to
live in a big house you had to run to answer that phone before the caller got bored and just hang
up rendering your sprint effort moot.
Nowadays mobile phones have reached 7billion subscribers worldwide and 30% of those being
smartphones. 30% of 7 billion people have the ability to access the web from their mobile phone
[1]. Viewing websites on our mobile phones has been a much different experience than accessing
the web on desktops/laptops, with this experience often being a tedious one because designers
and developers, without taking into account the differences of mobile phones such as the smaller
screen size, input and output functions and context of use, they adopted the same guidelines for
designing and developing websites meant for conventional web to the mobile web. Why do they
do that?
One reason could be that there are no mobile web heuristics to help them achieve in building a
usable website for mobile use. The results of adopting heuristics for conventional web access can
be found in everyday interaction with the mobile web. Websites look different, they are difficult
to use and navigate resulting in poor user experience and task performance.
The approach followed to resolving these problems was, firstly, understanding the need for
developing new heuristics by examining the differences between conventional and mobile web
access that would provide the foundation for conducting a usability study to discover usability
problems that would eventually contribute to the development of heuristics that would provide
‘rules of thumb’ that would help mobile web access a usable and seamless experience.
Sections to follow are review of the relevant literature, problem analysis which outlines the
problems and sets the scope of this study, method section where the process and the equipment
and materials used to conduct this study, results section and discussion and where the results,
limitation and implications of this study are discussed and conclusions sections where the final
take-away message is outlined.
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2. REVIEW OF RELEVANT LITERATURE
The advances in technology and the need people have to be able to communicate with one
another for various reasons led to the development of the cellular or mobile phone.
The literature review is structured to examine the literature for mobile phones, the web and
finally the mobile web, the difference in conventional and mobile phones in a technology
chronological manner. During the search for relevant literature it became apparent that there is
no literature for mobile web heuristics thus, investigation of mobile phones and the mobile web
was performed by widening the ‘circle’ and focusing on the differences between accessing the
web from conventional devices and mobile phones such as small screen size, context and
cognitive aspects. Peer reviewed journals such as ACM and Interact were examined for literature
to create a pool from which this review was created.
2.1 MOBILE PHONES AND THE WEB
Mobile phones were created to be used on the move with no geographical restrictions. The first
mobile phone was demonstrated by John F. Mitchell and Dr Martin Cooper of Motorola in 1973
[2]. These mobile phones had a very small one line display where the number dialed was
displayed, which was a major step up in terms of mental load of the dialer who, before that, had
to remember the number he dialed. 1973 is a long way back and mobile phones have been in our
lives for more than three decades now, transforming the way we communicate and socialize with
other people as well as how we do business by allowing for 24/7 access to people no matter
where they are. Since mobile devices are inherently created to be used while on the move and
not in a specific place or context, new mechanisms needed to be defined for developing and
maintaining relationships [3],[4],[5]. There is no doubt that mobile phones changed our lives and
the way we do things, although personal accessibility has its downsides. [6] reported that
personal accessibility has led to increased mobile phone use which in turn resulted in a greater
stress burden and dependency on the device by those individuals.
In 1990, Tim Berners-Lee, a British computer scientist proposed the use of hypertext to “link and
access information of various kinds as a web of nodes in which the user can browse at will.”[7]
leading to what eventually became the World Wide Web in 1991. 2 years later, the world’s first
pocket size phone was introduced by Motorola and in 1993 and perhaps the first smartphone
was introduced by IBM with the IBM Simon [8].
The development and advances of the Web and mobile phones went toe to toe and in 2004,
when Google went public, started a new era on the Web, offering search functionality that is fast
and of high relevance, to anyone who had an internet connection, transforming the Web into
what it is today [9].
In 2007, Apple introduced its trademark product and a milestone in the mobile phone industry,
the Apple iPhone. The iPhone was not the first smartphone but it was the first one to utilize a
revolutionary touchscreen and the one to finally adopt the 3G technology that had been available
for the past 6 years [8]. The smartphone touchscreen introduced new ways of interaction with
the mobile phone, allowing the user to use his fingers to navigate multiple pages of content with
interactions that seemed more natural and direct, offering greater user experience then the
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joystick-like interactions of the pre-touch era. After the first iPhone companies created and
distribute smartphones making such an impact in the market of developed and developing
countries, that in most countries, smartphone screen time was the primary daily screen time
amongst TV, laptop and tablets (figure 1) [1].
FIGURE 1: GRAPH DEPICTING DAILY DISTRIBUTION OF SCREEN MINUTES ACROSS COUNTRIES
Mobile web access being in its infancy has a lot of obstacles to overcome and research has
focused on the differences in accessing the web on a mobile phone rather than from a desktop
pc or laptop (conventional web access). The differences can be identified by just looking at the
two devices. Their physical design is one important factor to be considered, the contexts of use
are, theoretically, countless for the mobile phone so accessing the web while on the move is an
important feature of mobile phones if not the most important but how good are humans in
multitasking i.e walking and browsing, listening to the announcements on a train to avoid missing
your stop while browsing. Those are just some of the questions that someone could ask even if
he does not have any special kind of knowledge about mobile web access. These are reasonable
questions that need to be answered and that is why this literature review is structured in a
sequence to answer these questions as they were asked.
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2.2 SMALL SCREEN SIZE
Screen size is the most obvious difference between accessing the web from a mobile phone and
accessing the web using conventional methods. [10] examined the effects of screen size in the
pre-touch screen era by conducting a study to investigate the perceptions of narrow web pages
on mobile phones. Using one of the first commercial web browsers, WebViewer, they carried out
experiments to test for how users perceived familiar web pages on small screens. Results showed
that
 the notion of squeezing a page to fit a small device seemed to be easy enough for users
to understand
After task-completion questions such as ‘How hard it was to spot a link on the page compared to
the PC’, users answered that
 it was harder than the PC because they could not get a picture of the whole site when on
the small display,
 information were not in the order of “normal perceiving”
 Normal HTML elements looked and felt different than on the desktop.
 3 out of the 11 users complained about having to scroll too much
 Another 2 about the irrelevant information they had to go through at the beginning of
the page.
Finally users commented on the fact that they would use a small screen system when looking for
specific information because the small screen and low bandwidths made browsing experience
limited.
The introduction of the iPhone and other mobiles with multi-touch displays signaled the
rise of the mobile web which in 2013 reached 25% of total global web access (figure 2).
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FIGURE 2: GRAPH DEPICTING MOBILE USE AS A PERCENTAGE OF WEB USAGE BY REGION
Even with the iPhone and the constant increase of smartphone’s technology involved, the
differences in accessing the Web via a conventional screen (desktop pc) and small size screen of
a mobile phone cause a lot of problems to users to this day.
Investigating small screen size effects in browsing the web, we found a lot of interesting
literature. [11] mentions the following effect of small screen size.
1) Users interacted in a much higher level when reading from small screen displays
rather than those of larger displays because they had to page forward and backwards
much more in order to have a view of the text than those on conventional displays on
desktop pcs. Based on that fact, he predicted that users of mobile web will make use
of scrolling and paging much more than conventional display users.
[12] conducted an experiment to measure the effects of screen size on usability and perceived
usability using 3 devices with representative screen sizes on which users would interact with an
application. 60 university students took part in this experiment which investigated the effects of
screen size on
1) Ha) on perceived usability,
2) Hb) on efficiency and
3) Hc) effectiveness.
Ha and Hc were rejected, while Hb was confirmed showing a significant effect of screen size on
efficiency.
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Another study investigated the screen size effect of conventional web access and mobile web
access. [13] conducted a study to examine the impact of screen size on users while they try to
achieve certain goals on mobile devices by conducting task based evaluations and user
impressions on how they think they were affected by the small size of the screen on information
retrieval. 20 staff members and students participated in the experiment divided into 2 groups.
One group used a browser with 1074x768 display resolution and the other group a browser with
640x480 pixels. 2 tasks with 2 parts each was asked to be completed by the users while their
actions were automatically logged on the server which in turn produced performance measures.
At the end of the session users completed an extensive questionnaire on how they perceived the
system. Results showed that
1) Group one, with the large display, answered twice as many questions than the one with
the small size display.
Data analysis of the questionnaire supported this result, that the small screen
2) Decreases task performance with 80% of small screen users reporting an impact on their
ability to complete the tasks compared to 40% of large display users.
3) Regarding how many times users moved forward or backwards using links, no significant
difference between the two screen sizes.
4) Completion of the log analysis showed that 80% of small screen users used the search
function to start the process and used the search facilities twice as many times than large
screen users and a tendency to return to search facilities more frequently.
5) Finally, small screen users performed a lot more navigation actions such as scrolling or
paging than their conventional counterparts, although, results showed that most of the
scrolling was down and right.
Participants showed not only the severe effects of screen size but also, promoted the importance
of search functions on a webpage especially when accessing the web through a mobile phone.
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2.3 SEARCH FUNCTIONS ON THE MOBILE WEB
Realizing how important search function is for the mobile web user, [14] conducted another
study on ways to improve search on mobile devices with results showing that
 When users succeed in their search they do so quickly (2-3) minutes and in a small number
of interactions or prolonged failures.
 On average, users took twice as long to successfully complete a search and were 60% less
successful than when using the conventional large screen interface
 The number of result pages views on both small and conventional sized screens were 2-3
which makes the number of possible results 20 for conventional display screens and
around 10-15 possible results for mobile screen sizes.
[10-14] clearly demonstrate that screen size plays a very important role in the efficiency,
satisfaction and information access, although these studies conducted, investigating display size
are not specific to browsing the web but they are concerned with general tasks being performed
on the mobile phone.
2.4 CONTEXT OF USE OF MOBILE WEB
With accessing the web from our mobile phones being so common nowadays, the need for
deeper understanding of this phenomenon was required for this study to move forward. More
specifically where, when and how users access the Web using their phones.
Usage and its context are very important pieces of understanding the needs users have since the
mobile phone was built to be used in a wide variety of contexts.
[15] conducted an important study to identify the contexts under which mobile internet is used
most frequently and what is the impact of context on the ease of use. They applied the
Information Architecture framework to classify usability problems into 4 categories
(representation, structure, Navigation and content) caused by various contexts classified in terms
of eight elements (Goal, Emotion, Hand, Leg, Visual, auditory, co-location and interaction). 40
people were selected based on two criteria, mobile internet experience which needed to be high
and the ability to use the stationary internet during the entire study period. The data was
analyzed in two parts: context of use and usability problems. Each of the eight context factors
were coded in a bipolar manner and produced 256 unique contexts of use. Results showed that
 participants used the internet 61 minutes on average
 1505 usability problems were reported, 1552 sessions were classified to the 256 contexts
identified
 The most frequent context of use being when the participants had a hedonic goal, their
emotional state was joyful, they were stationary, visual and auditory distractions were
low, few people were around and the interaction was reported as low.
 The second most frequent context of use was the same as the first one except the goal
was utilitarian instead of hedonic.
 Participants used mobile internet at least once in 85,9% of contexts when they were
stationary while 36,7% of the 256 contexts while they were moving
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 Mobile internet was used more often for hedonic (69,5%) rather than utilitarian goals
(53,1%)
 One hand was used 76.6% rather than both hands (41.1%).
Usability problems identified during different contexts suggest that problems with
 The content of mobile internet occurred most frequently (37.2%)
 Navigation (28.7%)
 Representation (19.7%)
 Structure (14.6%)
And all of those problems were significantly affected by three context factors: one of both hands,
stationary or while co-located. So even though mobile phones were created to be used in various
contexts, mobile web access is accomplished while the users are stationary, using one hand and
when not many people are around.
[16] shares the same results on how users access the mobile web, they conducted a qualitative
study to test the Web activity taxonomy by looking at actual mobile web usage data. They chose
their frameworks to emerge from the user data itself via user data inspection, affinity diagrams
and brainstorming sessions, complemented by a quantitative log analysis with a larger group of
users. 47 active web users took part in this study from different countries, 38 of them were male
and 9 female. The method followed was based on contextual inquiry, a user familiar location was
chosen where the user was asked to describe and replay his recent mobile web usage as
accurately as possible, asking the user what, when, with whom and why the participant used the
web, what kind of problems he faces and how he overcome those problems. Usage patterns were
identified by means of critical incident collection technique. Results suggest that users access the
mobile web
 From a stationary position and in very short sessions.
 Qualitative results showed four contextual factors emerged from the qualitative analysis,
spatial, temporal, social and access factors.
 Affinity diagrams on field exploration data emerge 4 mobile web activities, Information
seeking, Communication, Content object handling and transactions.
[15],[16] agreed on the fact that users access the web from a stationary position. Additionally,
[16] shows very short sessions of usage. Why is this the case?
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2.5 COGNITIVE ASPECTS OF MOBILE USE IN DIFFERENT CONTEXTS
[17] provided an explanation by conducting a semi-naturalistic field study to investigate how
cognitive resources are affected by different contexts by utilizing minicams to record attention
properties and attributes on the move while a page was loading.
1894 page loadings occurred and the results of the analysis showed that:
 participant’s attention shifted away in only 35% of those loadings
o 46% for mobile situations such as the Railway station
o 70% for Metro platform and
o 80% in long quiet street
A one-way ANOVA showed a “significant effect of context on the duration of continuous
attention to the mobile device”. A further analysis of those percentages showed that
 In the lab and the café, continuous attention was estimated between 8-16s,
 The escalator and the busy street conditions were both below 6s.
Also, the number of ‘switches of attention’ from the device to the environment was
approximately 8 for the busy street condition but less than 1 in the lab condition with the general
phenomenon documented being that attention stayed in the environment more while outdoors
than indoors with the “difference between the lab and the busy street being almost ten-fold”.
Finally, resource depletion resulted in users having to compromise secondary tasks that
competed for attentional resources, thus, participants walked slower when paying attention to
the device to reduce the need to sample the environment in short increments.
[16],[17] showed consistency in their results that usage sessions are very short because the
second showed that attentional resources are limited so accessing the web while walking divides
our attention between the mobile screen and the user’s surroundings where he often has to
sample the environment.
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2.6 VISUAL INFORMATION DENSITY AND NAVIGATION
How information is presented in small screen devices is of grave importance because displaying
information suitable for a conventional screen would be inappropriate and unusable because it
is widely known that the legibility and also the readability is hampered by increased density of
text on the screen [18],[19]. How do users navigate through webpage after webpage of,
admittedly, visually dense pages, what kind of problems they face and what causes these
problems?
[20] investigated whether the influence from cognitive preview or visual density, affects the
usability of small screen devices and observe the effects on navigational performance by
manipulating text size, information density and cognitive preview in simulated mobile phones
screens. 40 elderly users, aged between 55 and 73, took part in the experiment. Prescreening
questionnaires used to make sure variation were due to experimental variable and not personal
differences and their age-related characteristics were psychometrically assessed prior to main
testing which included the completion of 9 tasks in a two factorial (font size, preview) design
study. The 2 factorial design produced 4 conditions.
1) small font/ small preview
2) large font/ small preview
3) small font/ large preview
4) large font / large preview
Results shows that font size did not significantly affect performance but there was a meaningful
interaction between font size and size of preview showing that the combination of the two
contribute to performance with a stronger impact on the preview size. Also, font size did not
affect navigation performance either but the size of the preview affected disorientation
measures. Best performance was observed in the 4th condition of large text/large preview and
poorest performance was observed in large font/small preview. While condition 4 is the most
advantageous, conducting the second trial with the same conditions and users, no learnability
differences were observed in any of the font/preview conditions proving the learnability effect
was a generic effect which was not tied to any particular display/font format. The pre- session
psychometrics were combined with performance and ease of use variables and showed that
navigation performance was not affected by the user’s verbal memory abilities but negative
statements from users were less frequent in users with higher memory abilities. Navigation
performance was tightly correlated with higher spatial and field dependency abilities leading to
faster task completion.
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2.7 CONVENTIONAL VS MOBILE WEB ACCESS
After examining the effects of context of use and cognition in mobile web, we need to get to the
chase by examining the differences between conventional and mobile methods of accessing the
web. In [10] participants stated that the notion of squeezing a website to fit the small screen of
mobile phones was something they easily understood but how easy it is for users to browse full
websites on their mobile phone compared to the conventional web?
[21] evaluated mobile web browsing compared to desktop web browsing. 12 participants had to
complete 4 typical tasks. The results suggest that
 user’s performance was poor on mobile phones
o Only one in twelve participants, being able to complete all 4 tasks on a mobile
phone.
 Average completion time on mobile was 5.7 minutes while on desktop was 1.41
 Total average task completion time for all tasks on desktop browsers for all participants
was under 6 minutes while the same average was 23 minutes for mobile phones.
On rating the clarity of information organization, participants rated on a 5-point scale with an
average of mean = 3.6 which shows that they did not find information organization clear. These
results show that viewing full websites on a mobile display is very unusable, inefficient and
inappropriate. [22] reached the same conclusion with results again showing that on mobile
optimized versions, participants were 30-40% faster but they were annoyed by the limited
features of the optimized version.
Setting aside the limited features issue, mobile optimized pages, although far from perfect, are
clearly more usable and efficient so why not every company designs a mobile optimized version
of its full website? A few companies decided to create mobile tailored websites suitable for
mobile viewing. These tailored websites were designed to have fewer functions than the full
website and their design was fit for viewing on small screen displays but far from perfect, with
usability problems persisting. [23, 24] have shown that big, international companies who
consider the web very important for marketing and advertising their products and services do
not have optimized websites for mobile access even with recent reports showing that the mobile
subscribers have reached 7 billion and mobile use for accessing the web has gone up
tremendously in 6 years from 268 million in 2007 to 2.1 billion in 2013 [25]. Another staggering
report comes from Google Inc. reporting that in 2011, only 21% of its largest advertisers have
mobile friendly websites [23].
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2.8 USER TESTING
A wide range of literature was researched to provide a deep understanding on what goes around
the mobile web and its conventional counter-part. It is time to move on to choosing what kind of
think aloud protocol would be used. There are two kinds of think aloud, namely, the concurrent
and the retrospective think aloud. Which one provides higher quality of problems identified and
how?
To answer this question literature on the differences between the two needed to be researched.
RTA and CTA protocols both have merits and drawbacks and research shows that the differences
in usability problems identified are not of significant importance. RTA was chosen for this study
because of its benefits compared to CTA. Those benefits involve decreased reactivity with
participants having their own manner and pace to complete tasks while CTA users may perform
worse because of the added workload of them having to simultaneously talk and perform tasks
(Russo et al. 1989).
Another benefit of RTA over CTA, which may not be applicable to this study since no performance
measurements are recorded, is the fact that RTA allows recording of working times per task
compared to CTA during which workload can slow down the user’s performance. Another benefit
of RTA is the possibility of identifying higher-level causes for individual usability problems
because users have the chance to watch themselves perform and reflect on this process.
RTA has important drawbacks that need to be taken into account before deciding which protocol
to use. One of those drawbacks is the significant increase in duration of the sessions with
participants because users need to watch a video clip of their actions and comment on their
actions and the fact that they have to comment on those after their completion had given them
more time to reflect and think on their comments. Another important drawback with immediate
consequences in the data is the fact that giving the participant adequate time to think about his
actions also gives the chance to change, invent new or intentionally not mention thoughts they
had while performing the tasks [26]. [26] performed a study, 40 participants took part in order
to compare the two think aloud variation, results showed no significant difference in the number
of problems detected between the two variations although, they differed in how these problems
were reported with RTA problems being revealed by verbalizations and the time they had
between task performing and retrospective think aloud gave them the chance to not only
verbalize problems but also comment on additional problems. CTA participants did not have this
chance because the added workload resulted from having to perform and think at the same time
did not offer them this chance. Additionally, results show there was no significant differences
were found in the type of problems identified by the two variations with 89% overlap of all
problems detected. The important finding though came from the completion of tasks. While task
performing was not affected by the concurrent think aloud, task completion was significantly
affected by CTA think aloud compared to RTA (p < 0.05). Another important drawback of RTA is
the possibility important information may be forgotten by the users when it is time for them to
verbalize them [27],[28],[29].
The review of the literature demonstrated the problems of mobile web access, their cause and
effects. This study attempts to provide valuable ‘rules of thumb’ on how to design, develop and
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evaluate website for mobile use. The conclusions of this literature analysis are presented in the
next section, Problem analysis, to be used as a foundation for the analysis of the problem as a
foundation for the benefits of this study in the literature.
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3. PROBLEM ANALYSIS
Mobile web access is a necessity of everyday life nowadays with how fast things are moving
around us. All the more people require access to the web while on the move. Our society is always
on the move. Mobile phones have different physical design and that introduces restrictions in
comparison to conventional methods that need to be addressed before we jump into
assumptions and design for mobile web as if we were designing for desktop or laptop web access.
Screen size, context of use and different needs make for a mobile web that does not fully
subscribe to the way conventional web is seen as or used for. The review of relevant literature
attempted to give an answer to how these restrictions and different device purpose affect
interaction. From the above presented literature we can draw conclusions and answers to those
questions. Mobile phones changed the way we think about communication and redefined
communication and personal relationship constructs. Mobile phones, while created to be used
in a variety of contexts, they are mostly used
 Indoors, for hedonic purposes, while the user is stationary, using one hand and when
there are not a lot of people around.
 The small screen size of the mobile phone clearly affects efficiency, task completion,
cognitive workload and the amount of interactions needed.
 Interaction while on the move is done in short bursts of 4-6 seconds because attentional
resources are limited and interaction with the mobile and sampling the environment
challenge the brain’s attentional capacity.
 Users expect the interaction to be as easy and straight forward as the interaction with
conventional desktop web but the interaction is different and users prefer the
conventional ways than the mobile web.
Designers and developers have to consider the limitations and extenuating circumstances
presented when accessing and interacting with a mobile phone and design the websites meant
for mobile use taking those limitations and circumstances into account, with different or
alternated guidelines because the literature proves that the existing guidelines and heuristics are
not suitable for the mobile web.
This study is not concern with providing practical, specific methods for designing and developing
websites, rather provide ‘rules of thumb’ for designing and evaluating mobile websites. Also, it is
not concerned with comparing different mobile phone devices such as evaluations and reviews
of specific mobile devices.
This study was conducted to help close the gap presented in the literature that mobile web access
and interaction is different from the conventional web access and there are no heuristics to be
used to help design and develop mobile usable websites or evaluate the existing ones. This study
presents a unique and easy to follow and understand heuristics and help designers and
developers to finally, build and evaluate websites for mobile phones.
19 | P a g e
4. METHOD
4.1 Design
The development of heuristics for websites viewed and interacted with on a smartphone
required extensive user testing. Websites and participants to perform tasks on those websites
were identified. Usability problems identified during retrospective think aloud were categorized
iteratively following a
grounded theory approach.
The mobile web has been
around for a few years now
and its rise and usage ratio
does not justify the lack of
design and development
heuristics for the creation
of websites for mobile use
with significant usability
and user experience issue
raised by users. To solve this
problem, a usability study
was conducted to help
designers and developers
by producing heuristics for
mobile phone websites. 7
interactive websites were
identified, a mixture of
mobile optimized and non-
optimized ones, or full
website as they are called in
relevant literature. It was
decided that a homogenous
sample was needed in
terms of age and web
experience. 24 participants
were identified who fit
certain criteria such as age, experience with mobile web and experience with mobiles in general,
to establish a coherent group of users of the same general attitude and attribute to mobile web
because age and different experience levels would be confound variables and they would affect
our results. These users would participate in a between participant design usability study with 12
participants being Android users and 12 being iPhone users both user types would complete all
tasks in all 7 websites (figure 3).
Retrospective think aloud protocol was used to identify usability problems and a 5 point scale
Likert scale (0-4) [33]. The audio recordings were transcribed and the problems were identified
as well as the ratings of those problems which were translated in English as accurately as possible
FIGURE 3: VISUALIZATION OF THE DESIGN OF THIS STUDY
20 | P a g e
and a grounded theory approach was followed to identify categories and subcategories that
emerged from the data itself using open coding.
4.2 WEBSITES
The websites identified for user testing were the product of a focus group assembled for
identifying regularly visited websites by these users during that particular time. 5 people
participated in this focus group, recruited using the same criteria as the ones set for the user
testing participants, this way the users themselves would elect their most visited websites
improving the validity of the user testing results. 11 websites were identified from which 3 social
media websites, 3 tourism websites, one commercial airline company website and 2 mobile
phone and internet providers, one cinema entertainment website and Apple’s Greek website. It
was apparent that those choices were influenced by the context of this meeting and its timing.
Greeks planned their vacations, it was in the middle of the summer and that is where the airline
and tourism websites can be attributed.
Those 15 websites were then carefully processed to identify those who fit the criteria set for this
particular study. Most of them did not have the option to change language, even the tourism
websites. We ended up with 1 tourism website (www.tourism.gr), the 2 biggest mobile providers
in the country (www.vodafone.gr, www.cosmote.gr), one entertainment website
(www.villagecinemas.gr), a commercial airline company (www.aegeanair.gr), Apple’s Greek
website (www.apple.com/gr) and last but not least, Facebook’s webpage (www.facebook.com).
The group’s work did not stop there. The most common tasks were to be identified by the group
based on their visits to these websites. If enough tasks could not be identified, group participants
were asked to identify tasks they would expect to be able to perform in these website, with a
maximum of tasks to be identified for each websites set at 5. After those tasks were identified,
the group was instructed to evaluate those tasks and come up with the 3 most common tasks for
each website. The deliverable of this focus group process was a list of 7 websites with 3 tasks to
be completed in each of them. During the first pilot test, it became apparent that 3 tasks for each
website would supersede the 1 and a half hour mark and we were afraid that it would tire and
bore the user so we decided to use 2 tasks for each website. A second pilot test was conducted
or a time estimation and overall quality of recording that lasted 58 minutes. The finalized list of
websites and their tasks is the following:
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TABLE 1: INTERACTIVE WEBSITES AND THE TASKS TO BE PERFORMED DURING USER TESTING
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4.3 PARTICIPANTS
24 participants took part in this study. 7 women and 17 men between the ages of 20 and 30 years
old with a mean average of 26.58 years (standard deviation= 3.175). On average these
participants have owned a smartphone for 2.79 years (SD = .977). Their weekly web access via
their mobile phone estimated at 4.75 (SD = .532) on a 5 point Likert scale from ‘never’ to
‘everyday’ with 79.17% (19 of 24 participants) of
FIGURE 4: USER ANSWER ON FREQUENCY OF MOBILE WEB ACCESS ON A 5 POINT SCALE
them reporting everyday access to the web via their mobile phones during the previous week,
with a mean average of 2.667 hours (SD = 1.5156) of daily web access (figure 4).
One of the user criteria established in the design stage of this study was the homogeneity of the
sample. The quantitative data presented above proved that our users were not inexperienced
but it would be very interesting to find out what they think about themselves which could give
us an inside view of how well they do with the mobile web, based on the hypothesis that one
23 | P a g e
could be the proud owner of a smartphone for more than 4 years but he might face problems all
the time when browsing the web on his phone making him, in his own mind, an inexperienced
user. In this sense, we devised a ‘how would you characterize yourself’ question on a 5 point
Likert scale from ‘inexperienced’ to ‘very experienced (expert)’. Results showed a mean average
of 3.33 (SD=.816) on that Likert scale with 50% of them, not surprisingly, choosing the middle
choice/ground and 37.5% leaning toward the ‘expert’ side of the scale (figure 5).
FIGURE 5: USER ANSWERS ON HOW EXPERIENCED THEY ARE WITH THE MOBILE WEB
In addition to establishing a baseline for our participant’s experience with the mobile web, it was
deemed important to know how important it is for them to be able to access the web on their
phones. A 5 point Likert scale from ‘Not Important’ to ‘Very important’ was used and a mean
average of 3.75 (SD= 1.327) showed that participants considered accessing the web through their
phones as ‘important’ but not ‘very important’. Although surprising, this result could be
attributed to the fact that on a question asking them to list a few of the most important things
for them about accessing the web, they name things such as accessing social media (37.5% of
participants), Google/searching for information (37.5%), news (25%) and chatting/keeping up
with friends while on the move (8.3%) (figure 6), which may be attributed to the fact that mobile
web access is considered as luxury/entertainment and not something vitally important.
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FIGURE 6: QUESTIONNAIRE DATA ON WHAT ARE THE MOST IMPORTANT THINGS ABOUT THE MOBILE WEB
At the end of the session, the participant was offered coffee and candy bars and had the chance
to have any questions he/she had about the process, answered.
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4.4 EQUIPMENT
A laptop running Windows 7 Ultimate was used, throughout user testing, which carried the
software needed for recording video and audio during user testing.
Each participant would use his own mobile phone, thus, ensuring that he is on the device he is
familiar with and he would feel comfortable completing tasks on. 12 participants with Android
phones and 12 with iPhones took part in this study. The video recording equipment for mobile
phones was self-made. Borrowing Steve Krug’s idea, a Creative 720p resolution USB 2.0 webcam
and a lightweight LED reading light were purchased and with the help of a lot of duct tape, the
LED reading light’s flexible neck attached firmly on the mobile phone and the webcam was taped
on it to focus on the mobile phone’s display firmly throughout the user testing (figure 8).
During the first test with a mobile phone to check the cameras video quality, it was apparent that
the camera needed to be focused to the close range of the mobile phone display. The camera
was opened and the lens were focused to accommodate for the short range recording (Figure 7).
The webcam came with its own software which was used to record the first stage of the user
testing where users perform tasks. The file created by this recording was then opened with
Windows Media player and Camtasia 8.0, a screen capturing software was used to capture the
retrospective think aloud stage of the session and rendering the finalized file for each participant.
Finally, IBM SPSS Statistics 20 was used for data analysis.
FIGURE 8: WEBCAM OPENED TO ADJUST FOCUS FIGURE 7: THE HAND-MADE MOBILE USABILITY MOUNTED WEBCAMERA
26 | P a g e
4.5 MATERIALS
A pre-screening questionnaire divided in two sections was given to the participant. The first
section was for demographic information and the second section consisted of Likert scales, open-
ended questions, and closed check box questions with the purpose of checking for the
participant’s suitability based on the age, mobile and mobile web experience (see page 69 in the
Appendix). The age range of the participants should be quite homogenous and their experience
with mobiles and the mobile web needed to be above average (more than mean= 3 on a 5 point
scale). The questionnaire was given to the participant prior to the main testing session after he
read and signed 2 consent forms devised for both audio voice recording and mobile display
recording (see pages 65, 66 of the appendix). During the test session, pieces of paper with the
website URL and tasks to be performed on each website and a sheet with the severity rating
definitions, were given to the participant.
4.6 PROCEDURE
Each session lasted around 60 minutes depending on how much the user had to say during the
retrospective think aloud portion of the session. Participants were briefed on arrival about the
purpose of the experiment and it was made clear to them that they are not under evaluation but
the websites and the overall interaction are.
The users were offered coffee and biscuits and were given the consent forms for video and audio
recording to read and sign them. After signing the consent forms, the researcher explained to
them the procedure that would follow.
The mobile testing webcam was equipped on the participant’s mobile phone and a brief test on
the audio and video recording quality followed. The user was handed a piece of paper with the
website he needed to visit and the tasks to be completed on that website so he would not have
to ask the facilitator again and again if he had forgotten the task or he did not know how to type
the URL of the website, which might make him feel uncomfortable or not smart. After the
completion of the two tasks of that particular website, the second website task paper was handed
to them and so on until the 3rd website-task paper was handed to them. At that point the task
session was paused and the retrospective think aloud portion followed for the 3 first websites.
The reason why testing was divided into 2 portions is that tasks were short and if the process was
paused for the retrospective session for each website, the user might have felt tired or bored. If
the retrospective was performed after all 7 websites were completed the users might have
forgotten what and why he did what he did or any thoughts he had that wanted to communicate
to the facilitator, thus, the sessions was paused for the retrospective think aloud to take place
after the tasks on the 3rd website were completed.
For each participant who took part in this study the order of websites was reversed to
accommodate for the participants becoming tired and bored close to the end of the process. This
way if we had lower quality comments during the last 10 minutes of the testing session, we could
counterbalance that by reverting the order the websites were presented to the user.
During the retrospective think aloud potion, participants would go through the replay of their
interaction, fast-forwarding in IDLE periods for example when pages were loading, with the first
27 | P a g e
3 websites and talk about problems they encountered as well as any good features they
encountered for each website separately. The reason we asked participants to mention good
features was to gather information on what users deem as good design on a mobile website that
might help in the production of design guidelines and/or design examples for the heuristics to be
produced. If participants proved reluctant to talk they were kindly prompted by the researcher
on particular parts of the replay video where the researcher detected uncertainty in their
(inter)actions, such as repeated scrolling left and right on the same section of the website
indicating that the user is looking for something, or any prolonged pauses during the task that
could mean that the user is lost or cannot find something important to continue with the task.
Also, few participants were reluctant to talk because they were shy and/or because of their
character. Those participants were prompted on the homepage of each website to answer
questions such as ‘what do you see here’, ‘do you detect any problems or something good you
would like to mention’ and ‘what are your thoughts of what you see on your display?’ If the user
identified a problem, the process was paused and the participant was asked to rate the problem
for its severity on a 4 point scale where 1 = cosmetic, 2=minor, 3= major and 4 = catastrophic.
After the retrospective portion of testing was completed, the user resumed the task portion with
the 4 remaining websites. That transition from the retrospective portion of the first 3 websites
to the task portion and then the retrospective portion of the last 4 websites helped put introvert
users’ mind at easy by helping them understand what the facilitator expected from them and
what kind of questions he is interested in which made them more talkative and more ‘to the
point’. At the end, the researcher thanked the users for their participation in the experiment.
4.7 DATA ANALYSIS
A grounded theory approach was followed by the researchers in the sense that the categories
emerged from the data itself. The researcher proceeded with identifying patterns and recurring
themes. The problems along with their ranking were gathered, printed and cut so there was one
problem in each piece with a code given
to it (figure 9). This way the researcher
had a general idea and view of the whole
data in front of him which made
identifying recurring patterns and
themes easier and more effective. 138
pieces were then analyzed by grouping
recurring or similar themes together. The
first iteration of this process had all 138
problem pieces into groups with
problems of the same subject/theme and
a title was given to each group
accordingly. The result of this first
categorization was 8 categories:
language, content, Interaction,
presentation, search results, navigation,FIGURE 9: USABILITY PROBLEM PIECES SPREAD ON A TABLE TO BE
CATEGORIZED
28 | P a g e
consistency/conventions and
featurism/clutter. The next iteration
included the creation of subcategories
within these categories and the merging
of categories into more abstract
categories if necessary (figure 10).
Subcategories were identified and each
subcategory was then further analyzed
for further placement into one of the
categories or as a higher level category
in itself. One example was ‘Information
architecture’ which, initially, was
identified as a subcategory of the
‘Content’ high level category but
eventually became a high level category
itself in the sense that information
architecture included problems where the content was there and it was sufficient and apparent
but the placement, the lack of titles etc. resulted in users having problems with finding the
content on the website.
The third and last iteration of this data analysis process included finalizing the abstract high level
categories, merging stand-alone categories such as ‘Language’ into higher level categories based
on how and where the user identified the problem. The completion of the third iteration resulted
in the first list of categorized problems.
Those problems were then further analyzed for frequency of occurrences and mean, mode
severity ratings (1 - 4) to decide which of those would be included in the final heuristics list.
Categories with lower than 3 frequency of occurrences were omitted or merged into other
subcategories.
A second coder took a random sample of approximately 10% of the problems identified by the
first coder and coded them independently into the initial set of categories. The inter-coder
reliability between the two sets of coding was 82%. This inter-coder reliability was considered
adequate, so the first coder’s categorizations were used.
FIGURE 10: USABILITY PROBLEMS AND THEIR RATING
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5. RESULTS
138 distinct problems were identified by the participants during user testing. Table 1 shows the
emerged categorization of those problems after the iterative categorization resulting in a total
of 4 categories and 32 subcategories. Frequency of occurrences mean and mode, where
necessary, and severity ratings were calculated but it was apparent that further categorization
and merging of categories were to follow (see table 12 in the Appendix).
Since [35] study, with 30 participants omitted categories with lower than 5 frequency of
occurrences, it was decided that categories with less than 3 frequency of occurrences would be
omitted since this study had 24 participants because 32 is a large number of problem
subcategories. Merging those subcategories with less than 3 occurrences into other similar
categories if appropriate. If it was deemed inappropriate to merge into other subcategories they
would be omitted from the final set of problem categories. The result of this process updated
table 1 to table 2.
Category Subcategory Examples Rank
Presentation
Frequency: 6
Mean: 3,3
Improper design of
interactive elements
(static look/feel and vv)
This link has very small text. It should be
bigger and I did not expect it to have this kind
of label (Aa1) , (Aa3)
If this is not a link they should have changed
the color of it. It looks like a link (Aa5)
4
2
Frequency: 5
Mean: 2.4
Navigation is not sized/
designed properly
Menu is almost invisible. I think they need a
combination of
bigger menu with smaller pictures (Aa4)
The navigation bar is not quite visible when
you land here. I
would definitely make that one bigger (Aa5)
3
1
Frequency: 15
Mean: 3.13
Text/interactive
elements not large/
clear/distinct enough
This homepage looks simple enough but the
text is way too
small (PT1)
I zoomed in and text was still too small for me
(PT2)
2
2
Content
Frequency: 22
Mean: 2.77
Mode: 3
Too much content/
pictures/ featurism
This homepage has 10-15 things to offer but
it does not really help you identify them
because they are hidden in all that text (CC1)
This description should be a lot shorter. It is
too much to
read (CC2)
3
2
Frequency: 4
Mean: 2.5
Irrelevant content This homepage is ok from the waist down.
Hotels have adverts and I like it but who is
this guy’s picture here? Is it an ad? If not why
is his face in such a prominent place? (CI1),
(CI2)
2
2
30 | P a g e
Frequency: 8
Mean: 2.37
Slung is preferred to
formal/jargon/
native language
I would prefer to have ‘tag’ in parenthesis
next to its Greek
translation because very few people know
what the translation of tag is (CSS1)
For someone who does not speak English,
there should be a
parenthesis with the word ‘tag’ in it. We use
the word tag not the word ‘etiketa’ (CSS2)
2
3
Information
Architecture
Frequency: 10
Mean: 3.3
Content is not properly
categorized/grouped
Too much data. It seems too.. How can I
describe it? It’s like I need to search more
than I have to on my own (IC1)
This page shouldn’t be this long. It should
have internal links
to click on them and get where you want to
be instead of
trying to find something by going up and
down the page (IC2)
3
3
Frequency: 4
Mean: 3
Titles and other
indicators missing
I did not realize that this page is the one I
wanted because
I thought it would be a different page, with a
different picture. If there was a page title it
would be a different story (IT1)
I selected that option again and again but I
got to the same
page again and again. I was confused as to
where I am because the page title is missing
(IT2)
3
3
Frequency: 3
Mean: 3.6
Improper structure
and placement of the
navigation bar
I would really want the nav bar to be above
the pictures. I had a hard time recognizing it
and I only did because I was zoomed in (IV1)
I did not see those options above the
pictures. Since the main navigation is below
the pictures I did not think there would be
important options elsewhere (IV2)
4
4
Interaction/
Interactivity
Frequency: 4
Mean: 3.5
Improper/vague/not
visible interactive state
indication
It was weird that this button turned red. I
thought
there were no tickets available (IIS1)
I pressed that button and it became red.
Since I
wanted to book tickets I thought the button
became
red because there are no more tickets left for
that
date and time but it turned out there were
(IIS2)
3
4
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Frequency: 6
Mean: 3.1
Mode: 4
Unexpected action
result/Gulf of evaluation
I chose iPhone 5s option and I was waiting for
a list of
mobile phones to be presented so I can buy
one (IU1)
I clicked on Apple IPhone and what I got is the
same
page again and again. It is as if all the options
were
attached to a single page (IU2)
3
4
Frequency: 8
Mean: 3.125
Opposing calls to action
next to each other/No
clear call to action/
move through a process
I took a chance because I saw the arrow but
this is not a good indicator. It is not clear
enough that this is what I need to do to
progress. I would like it to be a button there
(INCA1)
I was very pissed with this here. It took me
too much time to figure out what was going
on. At first I could not find a way to move
forward and then I thought I would try
clicking the price and it worked (INCA2)
2
3
Frequency: 7
Mean: 2.7
Duplicate/inappropriate
input functions/elements
I could not see the calendar because the
keyboard popped up and hide the calendar
(IDI1)
I did not see the calendar there because of
the keyboard. I was looking for it but couldn’t
find it (IDI2)
2
3
Frequency: 4
Mean: 3.75
Illogical/unexpected/
misplaced stage in a
process
I started reading something about members
and stuff like that… fine… f*** it I am not
going to Village Cinemas. This process was a
tragic one. I did not get the chance to choose
how many tickets I want or seats available to
choose where to sit (IIU1)
You have asked me to book 2 tickets but is it
this way? Ok I cannot find it how am I going
to book 2 tickets? there is no option for that
here? What should I do now? (IIU2)
4
4
Frequency: 4
Mean: 2.5
Untrustworthy
redirection to external
sites without
informing the users
I selected ‘Select’ button and it took me to
another website. At first I got scared, I did not
know where It would take me (IUU1)
In the middle of the purchasing process it
took me to a different website which has its
logo. The problem was that I could not go
back using the back button (IUU2)
3
3
Frequency: 12
Mean: 2.28
Broken interaction
consistency /
conventions not followed (
element
placement)
I think since I could click on a picture before,
I was expecting to be able to do it on another
page of the same website (CCI1)
I tried to click on the photo first and then the
title of that picture. I thought one of them
2
1
32 | P a g e
would take me to where I wanted to go as
previously in this website (CCI2)
TABLE 2: PROBLEMS AFTER OMITTING/MERGING SUBCATEGORIES WITH LESS THAN 3 FREQUENCY OF OCCURRENCES
Table 2 shows the emergent categorization of usability problems identified by the participants
with subcategories with less than 3 occurrences being omitted or merged with other categories.
The following table (table 3) presents the omitted subcategories from table 1 to table 2:
Category Subcategory Frequency of
occurrences
Presentation Inadequate search results visual grouping/divide 2
Content Irrelevant/inadequate/confusing/unexpected search results 2
Content Improper content placement 1
Information
architecture
Key functions are hidden/grouped with other functions 1
Interaction Illogical interactive element placement 2
Interaction Inconsistent OS specific interaction 2
Interaction Lack of interactive flexibility 1
Interaction Faulty interaction 2
Interaction Non visible interactive elements 1
Interaction Long loading time during an interaction 1
Interaction OS specific interaction consistency 1
TABLE 3: OMITTED SUBCATEGORIES DUE TO FREQUENCY OF OCCURRENCES
The following table (table 4) presents subcategories merged into one category:
Origin category Subcategories New subcategory
Interaction ‘Widely used interaction conventions are not
followed’ + ‘Inconsistent interface between the full
website and the mobile app’ + ‘Inconsistent
interaction throughout the same website’ +
‘Conventions on interactive element’s placement not
followed’
Broken interaction
consistency/
conventions not
followed
Interaction ‘Opposing calls to action next to each other’ + ‘No
calls to action’
Opposing calls to
action next to each
other/No clear call to
action/ move through
a process
Presentation ‘Improper size/label/color of links’ + ‘Interactive
elements look/feel static and vice versa’
Improper design of
interactive elements
TABLE 4: CATEGORIES SUITABLE FOR MERGE AND THE NEW CATEGORY PRODUCED
This process resulted in 16 problems being omitted along with their subcategories, resulting
in a new total of 122 problems, 4 categories and 16 subcategories reduced from 32
subcategories in table 1.
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Interaction category was the category with the highest frequency of occurrences with 45
occurrences, followed by ‘Content’ with 34 occurrences, ‘Presentation’ with 26 occurrences
and ‘Information Architecture’ with 17 occurrences (figure 11).
Results from examining each category individually showed that the most frequently occurring
subcategory for Interaction was ‘Broken interaction consistency/conventions not followed’
with 12 occurrences, the most frequently occurring subcategory for ‘Content’ was ‘Too much
content/pictures/featurism’ with 22 occurrences which was the most frequently occurring
problem overall, ‘Text/interactive elements not large/clear/distinct enough’ for
‘Presentation’ category with 15 occurrences and last but not least, ‘Content is not properly
categorized/grouped’ was the most frequently occurring subcategory for ‘Information
Architecture’ category with 10 occurrences (figure 12).
FIGURE 11: GRAPH DEPICTING THE FREQUENCY OF OCCURRENCE OF USABILITY PROBLEMS IDENTIFIED
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‘too much content/pictures/featurism’ was the most frequent problem identified in this study
but which one of the 4 categories was rated as the most severe one, thus, identifying which
category proved to be the most problematic for users. Results showed that ‘information
FIGURE 12: GRAPH DEPICTING THE HIGHEST FREQUENCY OF SUBCATEGORY OCCURRENCES PER CATEGORY
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architecture’ was the most problematic with a mean average of 3.3 followed by ‘Interaction’ with
2.99, ‘Presentation’ with 2.94 and ‘Content’ with 2.54 mean severity (figure 13).
Finally, the merging and omission of subcategories served the purpose of deriving heuristics for
the design and development of mobile websites by transforming the negative problem
subcategory names into positive heuristics. The analysis led to the identification of the most
severe as well as the most frequent categories and subcategories. Problems with high severity
should be addressed but also problems appearing frequently cannot be ignored because the
cumulative difficulty and frustration they cause could still severely hinder user performance and
experience. One example could be the problem subcategory ‘Too much
content/pictures/featurism’ of the ‘Content’ category which has the highest frequency of
occurrences of all the subcategories as demonstrated on figure 12. In this spirit, the following
table presents usability subcategories based on their severity mean of over 3 in the 0-4 scale.
FIGURE 13: GRAPH DEPICTING THE MEAN SEVERITY RATING OF EACH CATEGORY
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Figure 14 presents the most severe categories with a severity mean average of higher than 3. As
you can see, the subcategory names were too long to be included so their number based on their
position in table 2. 10 problem subcategories were identified as very severe and should be
prioritized when addressing usability problems but, again, the need to address problems with
high frequency of occurrence cannot be overstated. [30] reported user frustration has a time
factor embedded in so if the user faced a problem once but he overcame it fairly quickly and the
same problem persisted requiring workarounds, even short ones, would be a problem of
increased severity according to [31]. Nielsen defines persistence and frequency of usability
problems as 2 of the 3 factors affecting severity. The following figure presents the problem
subcategories’ frequency of occurrence with an interest in those problems with 8 or more
occurrences:
FIGURE 14: GRAPH DEPICTING THE MEAN SEVERITY RATE FOR EACH SUBCATEGORY
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The ‘8 or more’ frequency criterion was decided considering, [35] set criterion for the same
frequency measure. They had identified 907 problems and they set the criterion for high
frequency at 10 occurrences thus, the decision for setting the criterion at 8 or more. As you can
see on figure 15, 7 subcategories were identified as occurring frequently based on 8 occurrences
or more criterion. One thing that is quite easy to observe when looking at figure 15 and figure
14. There is some overlap between the most frequent (figure 15) and the most severe (figure 14),
identifying the most serious usability problems, problems with high severity and high frequency.
These problems are presented in the table below:
FIGURE 15: GRAPH DEPICTING FREQUENCY OF OCCURRENCE PER SUBCATEGORY HIGHLIGHTING THOSE OF 8 OCCURRENCES AND MORE
38 | P a g e
Severest usability problems (frequency
X severity)
Category Subcategory
Presentation Text/interactive
elements not large/
clear/distinct enough
Content Slung is preferred to
formal/jargon/
native language
Information
architecture
Content is not properly
categorized/grouped
Interaction Opposing calls to action
next to each other/No
clear call to action/
move through a process
TABLE 5: SUBCATEGORIES WITH MORE THAN 8 OCCURRENDED AND HIGHER THAN MEAN = 3 SEVERITY RATING
Problem subcategories were identified as being both of high severity and high frequency. They
can be identified as the severest usability problems, problems that must be fix as soon as possible
on existing websites and must be avoided at all costs when building a website for mobile use.
The finalized problem categories were transformed into heuristics by turning the negative
problem subcategory titles into positive titles resulting 15 heuristics called VX heuristics from
now on.
Category Description
Presentation
Make interactive elements
look and feel interactive
Make interactive elements such as buttons, links and navigation look
interactive to distinguish them from static content. Users zoom in to
select links if those links are readily visible without zooming in.
Navigation needs to be
properly sized and
designed
Make navigation big enough, properly colored and formatted to stand
out from the rest of the content. Design that would be appropriate on
the conventional web is not proper for the mobile web.
Make text and interactive
elements large, clear and
distinct enough
Text is expected to be small on a full website on a mobile display but
text still needs to be visible enough for the user to be able to identify
that there is content there and zoom in to read. Buttons should be
properly sized, labeled and colored to be visible without zooming in.
Content
Provide sufficient amount
of content but not
excessive
Provide user with the amount of text, images and options to choose
from that is necessary but do not succumb to featurism that just adds to
the visual noise leading to the perception of a webpage being complex.
What is close to excessive on a desktop viewed website is certainly
excessive on the mobile web
Content needs to be
relevant to what the
website is about
Avoid/omit irrelevant content from a website because it adds to visual
noise, user frustration and confusion about what the website is about.
Mobile phone screen is small and adding irrelevant information makes
an easily ‘crowded’ medium very unusable
39 | P a g e
Choose language type
based on context and
website’s target users
Beware of context and target user groups when choosing what kind of
language to use on a website’s content or interactive elements. Slung
may be preferred to formal language, jargon even native tongue.
Information Architecture
Categorize/ group content
properly
Content, especially on mobiles, should be categorized and grouped in a
logical way to allow the users to choose the information they want to
attend to especially when know what kind of information they are after.
Grouping and categorization also help large content to be immediately
accessible without requiring the user to scroll down big amounts of
content.
Provide the user with page
titles and other indicators
of where he is
Provide the user with page titles and other indicators of where they are
in the hierarchy of a website, especially when a website is complex and
deep. They need continuous indication of where they are and where the
back button will take them.
Navigation bars should be
properly structured and
placed
Navigation bar should be placed in a prominent part of the website.
Follow conventions when placing the navigation bar as well as beware
of surrounding the nav bar with visual noise that’s going to make it less
visible and distinct on a small screen.
Interaction/interactivity
Use proper and visible
interaction state
indications and place them
in sight
Interactive elements that indicate the system’s state should be properly
designed to convey the information intended by the system (i.e. button
selected should not have a red color as indicator because red color in
conjunction with context convey different information) and make sure
state indicators are within sight range on a mobile display (i.e. loading
indicator not visible when user is zoomed in to a part of the page).
Actions should provide the
expected results the user
expects
When user’s intentions becomes actions, those actions need to have
results expected by the user who executed that action. Avoid duplicated
steps in a process and provide the user with the action result suggested
by the interactive element the user acted upon (i.e. I selected iPhone 5S
and it took me to a page that had an advertisement about IPhone 5S, 5C
and 4S when I was expecting a list of iPhone from which I could buy
one). Increasing users effort on a mobile phone will add to his
frustration levels.
Use clear calls to action to
help the user move
through a process
Provide the user with clear and distinct calls to action (such as properly
labeled and design buttons/link) through a process and avoid having
opposing calls to action next to one another(i.e. having ‘Search’ and
‘New Search’ buttons next to each other) to avoid confusion and user
frustration. Avoid having opposite call to action close to each other.
Use appropriate input
elements and avoid
duplication of elements
and functions
Avoid using inappropriate or duplicate functions and elements that
could lead a user to the same page by 2 different elements as well as
avoid having 2 different active input elements at the same time,
covering each other up and confusing the user (i.e User activates the
calendar to input the date and the keyboard comes up as well covering
the calendar filling the mobile screen leading to mistakes)
Stages and steps should be
logically placed in a
process
Provide the user with logical stages into a process and do not misplace
stages earlier or later than where the user expects to find them (i.e. A
40 | P a g e
user who wants to book tickets to a movie expects to find the number of
tickets he wants during the first few stages of the process)
Notify users when
redirecting them to an
external website
Avoid moving the user to an external website. If you cannot avoid it
altogether, inform them that they will be redirected to an external
website because otherwise the process and the website itself looks
untrustworthy
Interactivity should be
consistent throughout the
website and conventions
should be followed
Be consistent and follow conventions on interactive element’s
placement and interactivity for a seamless interaction of the user with
the interface. Conventions are in place because users expect to find
them on the interface and during interactions. Follow those conventions
to avoid user confusion.
TABLE 6: NEW HEURISTICS FOR THE DESIGN AND DEVELOPMENT OF MOBILE WEBSITES
Last but not least, we had our participants give us positive features of the websites they were
evaluating. Positive qualitative data were gathered and are presented in the following table.
Positive data analysis
Feature Rationale
Input field’s auto-complete
function
Helpful
 there are too many options to choose from and going
through a list is not efficient
 when something works with codes such as airports
 saves a lot of time
 typing 2-3 letter and a list comes up, can really jog memory
of the destination
 Preferred to a common list because if the participant is
looking for a word beginning with the letter ‘W’, he would
have to scroll down a lot.
Search function Helpful
 When the user knows what he is looking for but he is not
familiar with the website
 When websites look complex, users choose search
 Participant uses search function when he is lost
Calendar Helpful
 Providing the days on top of each columns gives you a
greater sense of time
 Solves inconsistency issues when a different data format is
required
Embedded magnifying glass
function when selecting a
menu item
Helpful
 Even if one more interaction is needed it would be very
helpful for older individuals
 Selecting with precision
Filters Helpful
 Specific search that is not based on a keyword so it is based
on recognition.
TABLE 7: POSITIVE USER FEEDBACK ON WEBSITE FEATURES
41 | P a g e
These positive comments on specific websites features are important not only because they
highlight good things about websites, things that should be implemented on mobile websites but
also provide the rationale behind these comments on how these features are helpful to users.
42 | P a g e
6. DISCUSSION
6.1 OVERVIEW AND RATIONALE
The mobile web, even today, offers a mediocre user experience with the majority of
websites having low usability, making users prefer the conventional way of accessing the web for
what they deem as ‘serious’ tasks. Using the same design guidelines for the design and
development of mobile websites proves unsuitable for mobile web access because they do not
consider the purpose, physical design and context of use of mobile phones as seen in the
literature review. Mobile phones’ screen size, context of use and cognitive requirements are very
different from those of a desktop or a laptop computer. Although, users may be expecting the
interaction to be as easy and straight forward as the interaction with conventional
desktop/laptop web, the interaction is different and users prefer the conventional ways than the
mobile web. The smaller screen size affects efficiency, task completion, the cognitive workload
required for interaction in different contexts and the amount of interactions needed by the user.
Mobile phones are most often used indoors, for hedonic purposes, when the user is stationary
and there are not a lot of people around. When mobile phones are used on the move, the
interaction is done in short bursts of less than 6 seconds because attentional resources are
limited and interaction with the mobile and sampling the environment challenge the brain’s
attentional capacity.
Retrospective think aloud protocol was used to evaluate 7 interactive websites. There was some
thought on choosing retrospective or concurrent protocols. Retrospective think aloud (RTA) was
chosen for this study because of its benefits compared to concurrent think aloud (CTA). Those
benefits involve decreased reactivity with participants having their own manner and pace to
complete tasks while in CTA leading in increased session duration, users may perform worse
because of the added workload of them having to simultaneously talk and perform tasks. Also,
identifying higher-level causes for individual usability problems because users have the chance
to watch themselves perform and reflect on this process [28]. The major finding that tipped the
scale towards the RTA was the fact that, while task performing was not affected by the
concurrent think aloud, task completion was significantly affected by CTA think aloud compared
to RTA (p < 0.05) [26].
Moving on, the fact that usability problems found in mobile-optimized websites is a
testament of the way they are designed. Designers try to solve the screen display differentiation,
often poorly, leaving all the rest mobile aspects unaddressed, highlighting the need for
specialized heuristics for websites meant to be viewed and interacted with on a mobile phone,
offering the user a usable and enjoyable interactive experience. 138 usability problems, for both
full and mobile-optimized websites, were identified by this usability study which focused on
producing usability heuristics for the mobile web. First, the identified usability problems went
through an iterative grounded categorization process with 3 iterations to be categorized into
problem categories and subcategories resulting in 4 major categories namely, Presentation,
Content, Information Architecture and Interaction and each category had its own problem
subcategories labeled appropriately to represent the emerged problem. These categories went
through another iteration of categorization where frequency and severity were measured and
43 | P a g e
the subcategories with lower than 3 frequency of occurrence were omitted from the final
problem table if they could not be merged with other subcategories to form a new subcategory
with more than 3 occurrences while others were merged into one category. The results of this
last iteration produced a finalized table of 16 evidence-based problem subcategories grouped
into 4 major categories. Presentation had 3 heuristics, Content had 3, Information architecture
had 3 and finally, Interaction had 7. One explanation for the majority of usability problems being
grouped in the Interaction category is that websites being interactive is a given or at least they
try to make them interactive, leading to increased interaction problems identified. These 16
problem subcategories were turned into heuristics by transforming the negative problem
subcategory titles to 16 positive heuristic titles.
6.2 INTERPRETATION AND ANALYSIS
Taking a closer look at those 16 heuristics, one can easily identify similarities between the last
two heuristics of the ‘Presentation’ category. ‘Navigation needs to be properly sized and designed’
and ‘Make text and interactive elements large, clear and distinct enough’ could easily be merged into
one considering that navigation is an interactive element and the usability problems identified
about it are the same as the other heuristics’. This is a case of one heuristic, in this case the
second of the two, being the more general one and the other being a more specific one. The
reason they were not merged is the fact that navigation is extremely important for the mobile
web, as seen in the literature, and having a heuristic dedicated specifically for the design of the
navigation was deemed worth having.
Results showed that the most frequent usability problem was identified as being ‘Too much
content/pictures and featurism’ which was also researched by [20], presented during the
literature review and it is not surprising. The advances in e-marketing requiring an ever rising
portion of a page and the ever increasing features and functions fighting for their own portion of
the website can be compared to a high value real estate where everyone wants a piece of. If that
was true for the conventional web, it is especially true and important for the mobile web where
that real estate is a hut in terms of size.
Results also showed that Information Architecture is the category with the highest mean severity
of the four categories with all of its 3 subcategories being rated as of high severity. Structure,
placement and grouping of information are very important for the user to find his way towards
the completion of a task. If information is not grouped or placed appropriately, user has to search
more than he wants to and should have to, prolonging the task duration and increasing the
interactions he has to perform on that device. That device being a mobile phone which, as seen
in literature, inherently requires a lot more interactions than the conventional web, leading to an
increase in effort needed, workload, cumulative frustration and time. That is why it is not
surprising that users rated problems related to ‘Information Architecture’ so highly. The highest
severity subcategory from ‘Interaction’ category is none other than ‘Broken consistency and
convention not followed.’ Anyone who has performed usability evaluations knows that this
problem comes up a lot and there is very good reason why. Conventions are practices concerning
structure, placement, design and behavior of elements of the website that have been in place for
so long, they became norms. The majority of websites try to keep conventions in the design
44 | P a g e
because users expect those conventions to be in place. Inability to follow conventions leads to a
phenomenon that can be compared to ‘change blindness’, the inability of human beings to
identify changes in their visual periphery, in the sense that if the user expects something to be
placed on the right side of the website and with a particular label, it will take a lot of time for
him/her to identify if he/ she ever does, the same element if it is on the left side no matter how
big it is. This phenomenon happened numerous times during user testing providing this study
with a subcategory of high frequency of occurrence and severity.
An interesting and unexpected problem came up during user testing which led to a problem
subcategory, based on its frequency and eventually made it to the final list of heuristics. The
‘Choose language type based on the context and website’s target users’ heuristic and how it came to
be a problem subcategory is worth discussing. During user testing users were asked to enable
Facebook’s option to ‘review tags before they are posted on their timeline’. Most users had a big
problem with finding that option because Facebook’s website was in Greek and the majority of
users did not know what the Greek translation of ‘tag’ was. This problem led to the realization
that even if they were Greeks and they prefered the website in Greek, they had never used the
Greek word for it because ‘tag’ is a universal word when it comes to Facebook. The interesting
thing about this particular usability problem they identified is that, firstly, that usability problem
would not have come up in an expert evaluation if it was performed by the researcher of this
study because it had never occurred that something like that would happen. Secondly, this
problem illustrates how context relevant language use surpasses the need of merely using native
language.
Attempting to analyze and present the results of the data analysis, 2 graphs were created (figure
14 and figure 15). The relationship between them, one being a frequency graph and the other a
severity graph of all the problem subcategories with the purpose of illustrating which of those
subcategories passed the threshold established for making it to the final problem table and
become heuristics. Having those two graph side by side until they were arranged in between text,
led to the idea of identifying which subcategories overlap as being of high frequency and of high
severity in these 2 graphs. There was a four problem subcategory overlap between the 2 graphs.
Those problems having both high frequency and high severity were identified as the 4 most
severe problems of this usability study and should be addressed as quickly as possible on an
existing website or avoided at all costs when designing and developing a new website for mobile
use.
45 | P a g e
6.3 COMPARISON OF STUDY’S HEURISTICS TO CONVENTIONAL WEB
HEURISTICS
An important point in the discussion of this study is how the heuristics proposed by this study fit
in with the heuristics for conventional web. Numerous papers were examined during the
literature review in the differences between mobile and conventional web and how those
differences affect the user. So it would be important to compare heuristics for the conventional
web and the heuristics proposed in this study we shall call “VX heuristics” for the rest of this
report. Molich and Nielsen’s heuristics [32,33,34] are the more popular heuristics used for design
and evaluation of websites for years and Petrie and Power’s heuristics [35], published in 2012
provide the most modern and empirically sound heuristics for interactive websites.
Mobile Web Heuristics Conventional web heuristics
VX heuristics Molich – Nielsen’s Petrie – Powers
Presentation Physical Presentation
1. Make interactive elements
look and feel interactive
1. Visibility of system status 1. Make text and interactive
elements large and clear
enough
2. Navigation needs to be
properly sized and
designed
2. Match between system
and the real world
2. Make page layout clear
3. Make text and interactive
elements large, clear and
distinct enough
3. User control and freedom 3. Avoid short time-outs and
display times
Content 4. Consistency and standards 4. Make key content and
elements and changes to
them salient
4. Provide sufficient amount
of content but not
excessive
5. Error prevention Content
5. Content needs to be
relevant to what the
website is about
6. Recognition rather than
recall
5. Provide relevant and
appropriate content
6. Choose language type
based on context and
website’s target users
7. Flexibility and efficiency of
use
6. Provide sufficient but not
excessive content
Information Architecture 8. Aesthetic and minimalist
design
7. Provide clear terms,
abbreviations, avoid
jargon
7. Categorize/ group content
properly
9. Help users recognize,
diagnose, and recover from
errors
Information Architecture
8. Provide the user with page
titles and other indicators
of where he is
10. Help and documentation 8. Provide clear, well-
organized information
structures
46 | P a g e
9. Navigation bars should be
properly structured and
placed
Interactivity
Interaction/Interactivity 9. How and why
10. Use proper and visible
interactive state
indications
10. Clear labels and
instructions
11. Actions should provide the
expected results the user
expects
11. Avoid
duplication/excessive
effort by users
12. Use clear calls to action to
help the user move
through a process
12. Make input formats clear
and easy
13. Use appropriate input
elements and avoid
duplication of elements
and functions
13. Provide feedback on user
actions and system
progress
14. Stages and steps should be
logically placed in a process
14. Make the sequence of
interaction logical
15. Notify users when
redirecting them to an
external website
15. Provide a logical and
complete set of options
16. Interactivity should be
consistent throughout the
website and conventions
should be followed
16. Follow conventions for
interactions
17. Provide the interactive
functionality users will
need and expect
18. Indicate if links go to an
external site or to another
webpage
19. Interactive and non-
interactive elements
should be clearly
distinguished
20. Group interactive
elements clearly and
logically
21. Provide informative error
messages and error
recovery
TABLE 8: NIELSEN’S, PETRIE AND POWER’S HEURISTICS LINES UP TO BE COMPARED WITH HEURISTICS PROPOSED BY THIS STUDY
Molich-Nielsen’s heuristics were compared to VX heuristics. This comparison proved problematic
for the same reason Nielsen’s heuristics are problematic when used in an expert review. The
labels of those heuristics are too abstract and the discrepancy between the label and its
47 | P a g e
description in the type of language used makes them very hard to remember because the actual
heuristics are contained in the description and not the label. This comparison’s results are
presented in the following table:
Heuristic Overlap
VX heuristics Nielsen’s Heuristics
Navigation needs to be properly sized and
designed
Recognition rather than recall
Content needs to be relevant to what the
website is about
Aesthetic and minimalist design
Choose language type based on context and
website’s target users
Match between system and the real world
Stages and steps should be logically placed in a
process
Interactivity should be consistent throughout
the website and conventions should be followed
Consistency and standards
TABLE 9: HEURISTIC OVERLAP BETWEEN VX AND NIELSEN’S HEURISTICS
What is surprising in Table 9 is the low overlap between these two sets of heuristics show that
only 4 out of 10 of Nielsen’s heuristics are represented in VX heuristics. 2 out of 7 of Interaction
heuristics from Vx heuristics are not covered by any of the Nielsen’s heuristics and this could be
because Nielsen’s developed these heuristics in 1990 and revised them in 1995. Back then,
websites lacked one important ingredient, interactivity. For the same reason, only 1 out of 3
‘Presentation’ heuristics of VX heuristics were covered by Nielsen’s heuristics and that heuristic
was navigation’s design leaving out presentation aspects of interactive elements.
Comparison continues with the VX heuristics compared to Petrie and Power’s web heuristics
published in 2012. The table following presents the overlap between the 2 sets of heuristics.
Heuristic Overlap
VX heuristics Petrie and Power’s
Make text and interactive elements large, clear
and distinct enough
Make text and interactive elements large and
clear enough
Make interactive elements look and feel
interactive
Interactive and non-interactive elements should
be clearly distinguished
Provide sufficient amount of content but not
excessive
Provide sufficient but not excessive content
Content needs to be relevant to what the
website is about
Provide relevant and appropriate content
Choose language type based on context and
website’s target users
Provide clear terms, abbreviations, avoid jargon
Navigation bars should be properly structured
and placed
Provide clear, well-organized information
structures
Categorize/ group content properly
Provide the user with page titles and other
indicators of where he is
Clear labels and instructions
Use proper and visible interactive state
indications
Make key content and elements and changes to
them salient
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos
Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos

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Heuristics for developing and evaluating smartphone mobile websites - Vasileios Xanthopoulos

  • 1. 9/9/2014 University of York Heuristics for developing and evaluating smartphone mobile websites Author: Vasileios Xanthopoulos Supervisor: Helen Petrie Word Count: 22859 As calculated by Microsoft Word 2013. This includes all the body of the report and the Appendix
  • 2. 1 | P a g e STATEMENT OF ETHICS User testing was conducted with the user’s data security and ethical treatment in mind. All users were adequately informed on the purpose of the study they were taking part in and they were given informed consent forms for all the data they provided, visual, audio and written. Users were not forced into participating in this study and they were treated professionally, with respect.
  • 3. 2 | P a g e ABSTRACT Websites for smartphone use require different design and development approaches to desktop websites, taking into account the different physical designs, functionalities, and contexts of use, as well as the mental load of working with each platform. This study investigated usability problems with 7 smartphone websites via both iPhone and Android smartphones. 24 participants undertook tasks using a retrospective think aloud protocol. The usability problems identified were analyzed using a grounded theory approach where they were iteratively categorized with similar problems and factoring for frequency of occurrences and mean severity resulting in a final list of 4 categories and 16 problem subcategories. This categorization of problems was transformed into a set of 16 heuristics for the development and evaluation of websites for smartphone use. Comparing the mobile heuristics with well-established web heuristics showed high overlap but with a specialized view concerning the mobile web. The use of the new heuristics increase the usability and user experience of smartphone websites and help create a more trustworthy, profitable and hospitable mobile web.
  • 4. 3 | P a g e CONTENTS statement of ethics........................................................................................................................................................1 Abstract .........................................................................................................................................................................2 table of figures...............................................................................................................................................................4 List of tables...................................................................................................................................................................4 1. Introduction..........................................................................................................................................................5 2. Review of relevant literature ................................................................................................................................6 2.1 Mobile phones and the Web ..............................................................................................................................6 2.2 Small screen size .................................................................................................................................................8 2.3 Search functions on the mobile web ................................................................................................................11 2.4 Context of use of mobile web...........................................................................................................................11 2.5 Cognitive aspects of mobile use in different contexts......................................................................................13 2.6 Visual information density and navigation .......................................................................................................14 2.7 Conventional vs mobile web access...........................................................................................................15 2.8 User testing.......................................................................................................................................................16 3. Problem analysis.................................................................................................................................................18 4. Method ...............................................................................................................................................................19 4.1 Design.........................................................................................................................................................19 4.2 Websites ...........................................................................................................................................................20 4.3 Participants .......................................................................................................................................................22 4.4 Equipment.........................................................................................................................................................25 4.5 Materials...........................................................................................................................................................26 4.6 Procedure..........................................................................................................................................................26 4.7 Data analysis .....................................................................................................................................................27 5. Results.................................................................................................................................................................29 6. Discussion ................................................................................................................................................................42 6.1 Overview and rationale.....................................................................................................................................42 6.2 Interpretation and analysis...............................................................................................................................43 6.3 Comparison of study’s heuristics to conventional web heuristics....................................................................45 6.4 Limitations ........................................................................................................................................................50 6.5 Benefits and implications of VX heuristics........................................................................................................50 6.6 Future work.......................................................................................................................................................51 7. Conclusions .........................................................................................................................................................52 References...................................................................................................................................................................53 Appendix......................................................................................................................................................................56
  • 5. 4 | P a g e TABLE OF FIGURES Figure 1: Graph depicting daily distribution of screen minutes across countries.......................... 7 Figure 2: graph depicting mobile use as a percentage of web usage by region ............................ 9 Figure 3: visualization of the design of this study ........................................................................ 19 Figure 4: User answer on frequency of mobile web access on a 5 point scale............................ 22 Figure 5: User answers on how experienced they are with the mobile web............................... 23 Figure 6: Questionnaire data on what are the most important things about the mobile web ... 24 Figure 7: The hand-made mobile usability mounted webcamera ............................................... 25 Figure 8: Webcam opened to adjust focus................................................................................... 25 Figure 9: usability problem pieces spread on a table to be categorized...................................... 27 Figure 10: usability problems and their rating ............................................................................. 28 Figure 11: graph depicting the frequency of occurrence of usability problems identified.......... 33 Figure 12: graph depicting the highest frequency of subcategory occurrences per category..... 34 Figure 13: graph depicting the mean severity rating of each category........................................ 35 Figure 14: graph depicting the mean severity rate for each subcategory ................................... 36 Figure 15: Graph depicting frequency of occurrence per subcategory highlighting those of 8 occurrences and more .................................................................................................................. 37 LIST OF TABLES Table 1: interactive websites and the tasks to be performed during user testing ...................... 21 Table 2: Problems after omitting/merging subcategories with less than 3 frequency of occurrences................................................................................................................................... 32 Table 3: Omitted subcategories due to frequency of occurrences .............................................. 32 Table 4: Categories suitable for merge and the new category produced.................................... 32 Table 5: Subcategories with more than 8 occurrended AND higher than mean = 3 severity rating ....................................................................................................................................................... 38 Table 6: New heuristics for the design and development of mobile websites ............................ 40 Table 7: Positive user feedback on website features ................................................................... 40 Table 8: Nielsen’s, petrie and power’s heuristics lines up to be compared with heuristics proposed by this study.................................................................................................................................. 46 Table 9: heuristic overlap between vx and nielsen’s heuristics ................................................... 47 Table 10: table presenting overlap between vx heuristics and petrie and power’s heuristics.... 48 Table 11: General heuristics overlapping between vx heuristics and petrie & power’s heuristics ....................................................................................................................................................... 48 Table 12: Problems after 3 iterations of emergent categorization.............................................. 64
  • 6. 5 | P a g e 1. INTRODUCTION The mobile web has been an everyday commodity for the past few years with 25% and rising, of global web access being mobile [1]. Usability has surprisingly fallen behind, causing user frustration and confusion. The purpose of this study is to develop heuristics for the design and development of websites viewed on mobile phones. Mobile phones and mobile web access have transformed every aspect of human life. It was not always like this, I am fortunate enough to remember the phones with the round dial and the feedback sound they made when the dial returned to its initial position. I hated having to call my father from that phone because, back then, mobile phone numbers in Greece started with 0. 0 made the round dial go all the way around which took more time because I had to wait for the dial to return back to its initial position to dial the next number and it made more of this ‘noise’ which made you think, ‘how badly do I want to talk to this person to have to endure this?’. Another issue with land line phones was the fact that they were stationary. If you happened to live in a big house you had to run to answer that phone before the caller got bored and just hang up rendering your sprint effort moot. Nowadays mobile phones have reached 7billion subscribers worldwide and 30% of those being smartphones. 30% of 7 billion people have the ability to access the web from their mobile phone [1]. Viewing websites on our mobile phones has been a much different experience than accessing the web on desktops/laptops, with this experience often being a tedious one because designers and developers, without taking into account the differences of mobile phones such as the smaller screen size, input and output functions and context of use, they adopted the same guidelines for designing and developing websites meant for conventional web to the mobile web. Why do they do that? One reason could be that there are no mobile web heuristics to help them achieve in building a usable website for mobile use. The results of adopting heuristics for conventional web access can be found in everyday interaction with the mobile web. Websites look different, they are difficult to use and navigate resulting in poor user experience and task performance. The approach followed to resolving these problems was, firstly, understanding the need for developing new heuristics by examining the differences between conventional and mobile web access that would provide the foundation for conducting a usability study to discover usability problems that would eventually contribute to the development of heuristics that would provide ‘rules of thumb’ that would help mobile web access a usable and seamless experience. Sections to follow are review of the relevant literature, problem analysis which outlines the problems and sets the scope of this study, method section where the process and the equipment and materials used to conduct this study, results section and discussion and where the results, limitation and implications of this study are discussed and conclusions sections where the final take-away message is outlined.
  • 7. 6 | P a g e 2. REVIEW OF RELEVANT LITERATURE The advances in technology and the need people have to be able to communicate with one another for various reasons led to the development of the cellular or mobile phone. The literature review is structured to examine the literature for mobile phones, the web and finally the mobile web, the difference in conventional and mobile phones in a technology chronological manner. During the search for relevant literature it became apparent that there is no literature for mobile web heuristics thus, investigation of mobile phones and the mobile web was performed by widening the ‘circle’ and focusing on the differences between accessing the web from conventional devices and mobile phones such as small screen size, context and cognitive aspects. Peer reviewed journals such as ACM and Interact were examined for literature to create a pool from which this review was created. 2.1 MOBILE PHONES AND THE WEB Mobile phones were created to be used on the move with no geographical restrictions. The first mobile phone was demonstrated by John F. Mitchell and Dr Martin Cooper of Motorola in 1973 [2]. These mobile phones had a very small one line display where the number dialed was displayed, which was a major step up in terms of mental load of the dialer who, before that, had to remember the number he dialed. 1973 is a long way back and mobile phones have been in our lives for more than three decades now, transforming the way we communicate and socialize with other people as well as how we do business by allowing for 24/7 access to people no matter where they are. Since mobile devices are inherently created to be used while on the move and not in a specific place or context, new mechanisms needed to be defined for developing and maintaining relationships [3],[4],[5]. There is no doubt that mobile phones changed our lives and the way we do things, although personal accessibility has its downsides. [6] reported that personal accessibility has led to increased mobile phone use which in turn resulted in a greater stress burden and dependency on the device by those individuals. In 1990, Tim Berners-Lee, a British computer scientist proposed the use of hypertext to “link and access information of various kinds as a web of nodes in which the user can browse at will.”[7] leading to what eventually became the World Wide Web in 1991. 2 years later, the world’s first pocket size phone was introduced by Motorola and in 1993 and perhaps the first smartphone was introduced by IBM with the IBM Simon [8]. The development and advances of the Web and mobile phones went toe to toe and in 2004, when Google went public, started a new era on the Web, offering search functionality that is fast and of high relevance, to anyone who had an internet connection, transforming the Web into what it is today [9]. In 2007, Apple introduced its trademark product and a milestone in the mobile phone industry, the Apple iPhone. The iPhone was not the first smartphone but it was the first one to utilize a revolutionary touchscreen and the one to finally adopt the 3G technology that had been available for the past 6 years [8]. The smartphone touchscreen introduced new ways of interaction with the mobile phone, allowing the user to use his fingers to navigate multiple pages of content with interactions that seemed more natural and direct, offering greater user experience then the
  • 8. 7 | P a g e joystick-like interactions of the pre-touch era. After the first iPhone companies created and distribute smartphones making such an impact in the market of developed and developing countries, that in most countries, smartphone screen time was the primary daily screen time amongst TV, laptop and tablets (figure 1) [1]. FIGURE 1: GRAPH DEPICTING DAILY DISTRIBUTION OF SCREEN MINUTES ACROSS COUNTRIES Mobile web access being in its infancy has a lot of obstacles to overcome and research has focused on the differences in accessing the web on a mobile phone rather than from a desktop pc or laptop (conventional web access). The differences can be identified by just looking at the two devices. Their physical design is one important factor to be considered, the contexts of use are, theoretically, countless for the mobile phone so accessing the web while on the move is an important feature of mobile phones if not the most important but how good are humans in multitasking i.e walking and browsing, listening to the announcements on a train to avoid missing your stop while browsing. Those are just some of the questions that someone could ask even if he does not have any special kind of knowledge about mobile web access. These are reasonable questions that need to be answered and that is why this literature review is structured in a sequence to answer these questions as they were asked.
  • 9. 8 | P a g e 2.2 SMALL SCREEN SIZE Screen size is the most obvious difference between accessing the web from a mobile phone and accessing the web using conventional methods. [10] examined the effects of screen size in the pre-touch screen era by conducting a study to investigate the perceptions of narrow web pages on mobile phones. Using one of the first commercial web browsers, WebViewer, they carried out experiments to test for how users perceived familiar web pages on small screens. Results showed that  the notion of squeezing a page to fit a small device seemed to be easy enough for users to understand After task-completion questions such as ‘How hard it was to spot a link on the page compared to the PC’, users answered that  it was harder than the PC because they could not get a picture of the whole site when on the small display,  information were not in the order of “normal perceiving”  Normal HTML elements looked and felt different than on the desktop.  3 out of the 11 users complained about having to scroll too much  Another 2 about the irrelevant information they had to go through at the beginning of the page. Finally users commented on the fact that they would use a small screen system when looking for specific information because the small screen and low bandwidths made browsing experience limited. The introduction of the iPhone and other mobiles with multi-touch displays signaled the rise of the mobile web which in 2013 reached 25% of total global web access (figure 2).
  • 10. 9 | P a g e FIGURE 2: GRAPH DEPICTING MOBILE USE AS A PERCENTAGE OF WEB USAGE BY REGION Even with the iPhone and the constant increase of smartphone’s technology involved, the differences in accessing the Web via a conventional screen (desktop pc) and small size screen of a mobile phone cause a lot of problems to users to this day. Investigating small screen size effects in browsing the web, we found a lot of interesting literature. [11] mentions the following effect of small screen size. 1) Users interacted in a much higher level when reading from small screen displays rather than those of larger displays because they had to page forward and backwards much more in order to have a view of the text than those on conventional displays on desktop pcs. Based on that fact, he predicted that users of mobile web will make use of scrolling and paging much more than conventional display users. [12] conducted an experiment to measure the effects of screen size on usability and perceived usability using 3 devices with representative screen sizes on which users would interact with an application. 60 university students took part in this experiment which investigated the effects of screen size on 1) Ha) on perceived usability, 2) Hb) on efficiency and 3) Hc) effectiveness. Ha and Hc were rejected, while Hb was confirmed showing a significant effect of screen size on efficiency.
  • 11. 10 | P a g e Another study investigated the screen size effect of conventional web access and mobile web access. [13] conducted a study to examine the impact of screen size on users while they try to achieve certain goals on mobile devices by conducting task based evaluations and user impressions on how they think they were affected by the small size of the screen on information retrieval. 20 staff members and students participated in the experiment divided into 2 groups. One group used a browser with 1074x768 display resolution and the other group a browser with 640x480 pixels. 2 tasks with 2 parts each was asked to be completed by the users while their actions were automatically logged on the server which in turn produced performance measures. At the end of the session users completed an extensive questionnaire on how they perceived the system. Results showed that 1) Group one, with the large display, answered twice as many questions than the one with the small size display. Data analysis of the questionnaire supported this result, that the small screen 2) Decreases task performance with 80% of small screen users reporting an impact on their ability to complete the tasks compared to 40% of large display users. 3) Regarding how many times users moved forward or backwards using links, no significant difference between the two screen sizes. 4) Completion of the log analysis showed that 80% of small screen users used the search function to start the process and used the search facilities twice as many times than large screen users and a tendency to return to search facilities more frequently. 5) Finally, small screen users performed a lot more navigation actions such as scrolling or paging than their conventional counterparts, although, results showed that most of the scrolling was down and right. Participants showed not only the severe effects of screen size but also, promoted the importance of search functions on a webpage especially when accessing the web through a mobile phone.
  • 12. 11 | P a g e 2.3 SEARCH FUNCTIONS ON THE MOBILE WEB Realizing how important search function is for the mobile web user, [14] conducted another study on ways to improve search on mobile devices with results showing that  When users succeed in their search they do so quickly (2-3) minutes and in a small number of interactions or prolonged failures.  On average, users took twice as long to successfully complete a search and were 60% less successful than when using the conventional large screen interface  The number of result pages views on both small and conventional sized screens were 2-3 which makes the number of possible results 20 for conventional display screens and around 10-15 possible results for mobile screen sizes. [10-14] clearly demonstrate that screen size plays a very important role in the efficiency, satisfaction and information access, although these studies conducted, investigating display size are not specific to browsing the web but they are concerned with general tasks being performed on the mobile phone. 2.4 CONTEXT OF USE OF MOBILE WEB With accessing the web from our mobile phones being so common nowadays, the need for deeper understanding of this phenomenon was required for this study to move forward. More specifically where, when and how users access the Web using their phones. Usage and its context are very important pieces of understanding the needs users have since the mobile phone was built to be used in a wide variety of contexts. [15] conducted an important study to identify the contexts under which mobile internet is used most frequently and what is the impact of context on the ease of use. They applied the Information Architecture framework to classify usability problems into 4 categories (representation, structure, Navigation and content) caused by various contexts classified in terms of eight elements (Goal, Emotion, Hand, Leg, Visual, auditory, co-location and interaction). 40 people were selected based on two criteria, mobile internet experience which needed to be high and the ability to use the stationary internet during the entire study period. The data was analyzed in two parts: context of use and usability problems. Each of the eight context factors were coded in a bipolar manner and produced 256 unique contexts of use. Results showed that  participants used the internet 61 minutes on average  1505 usability problems were reported, 1552 sessions were classified to the 256 contexts identified  The most frequent context of use being when the participants had a hedonic goal, their emotional state was joyful, they were stationary, visual and auditory distractions were low, few people were around and the interaction was reported as low.  The second most frequent context of use was the same as the first one except the goal was utilitarian instead of hedonic.  Participants used mobile internet at least once in 85,9% of contexts when they were stationary while 36,7% of the 256 contexts while they were moving
  • 13. 12 | P a g e  Mobile internet was used more often for hedonic (69,5%) rather than utilitarian goals (53,1%)  One hand was used 76.6% rather than both hands (41.1%). Usability problems identified during different contexts suggest that problems with  The content of mobile internet occurred most frequently (37.2%)  Navigation (28.7%)  Representation (19.7%)  Structure (14.6%) And all of those problems were significantly affected by three context factors: one of both hands, stationary or while co-located. So even though mobile phones were created to be used in various contexts, mobile web access is accomplished while the users are stationary, using one hand and when not many people are around. [16] shares the same results on how users access the mobile web, they conducted a qualitative study to test the Web activity taxonomy by looking at actual mobile web usage data. They chose their frameworks to emerge from the user data itself via user data inspection, affinity diagrams and brainstorming sessions, complemented by a quantitative log analysis with a larger group of users. 47 active web users took part in this study from different countries, 38 of them were male and 9 female. The method followed was based on contextual inquiry, a user familiar location was chosen where the user was asked to describe and replay his recent mobile web usage as accurately as possible, asking the user what, when, with whom and why the participant used the web, what kind of problems he faces and how he overcome those problems. Usage patterns were identified by means of critical incident collection technique. Results suggest that users access the mobile web  From a stationary position and in very short sessions.  Qualitative results showed four contextual factors emerged from the qualitative analysis, spatial, temporal, social and access factors.  Affinity diagrams on field exploration data emerge 4 mobile web activities, Information seeking, Communication, Content object handling and transactions. [15],[16] agreed on the fact that users access the web from a stationary position. Additionally, [16] shows very short sessions of usage. Why is this the case?
  • 14. 13 | P a g e 2.5 COGNITIVE ASPECTS OF MOBILE USE IN DIFFERENT CONTEXTS [17] provided an explanation by conducting a semi-naturalistic field study to investigate how cognitive resources are affected by different contexts by utilizing minicams to record attention properties and attributes on the move while a page was loading. 1894 page loadings occurred and the results of the analysis showed that:  participant’s attention shifted away in only 35% of those loadings o 46% for mobile situations such as the Railway station o 70% for Metro platform and o 80% in long quiet street A one-way ANOVA showed a “significant effect of context on the duration of continuous attention to the mobile device”. A further analysis of those percentages showed that  In the lab and the café, continuous attention was estimated between 8-16s,  The escalator and the busy street conditions were both below 6s. Also, the number of ‘switches of attention’ from the device to the environment was approximately 8 for the busy street condition but less than 1 in the lab condition with the general phenomenon documented being that attention stayed in the environment more while outdoors than indoors with the “difference between the lab and the busy street being almost ten-fold”. Finally, resource depletion resulted in users having to compromise secondary tasks that competed for attentional resources, thus, participants walked slower when paying attention to the device to reduce the need to sample the environment in short increments. [16],[17] showed consistency in their results that usage sessions are very short because the second showed that attentional resources are limited so accessing the web while walking divides our attention between the mobile screen and the user’s surroundings where he often has to sample the environment.
  • 15. 14 | P a g e 2.6 VISUAL INFORMATION DENSITY AND NAVIGATION How information is presented in small screen devices is of grave importance because displaying information suitable for a conventional screen would be inappropriate and unusable because it is widely known that the legibility and also the readability is hampered by increased density of text on the screen [18],[19]. How do users navigate through webpage after webpage of, admittedly, visually dense pages, what kind of problems they face and what causes these problems? [20] investigated whether the influence from cognitive preview or visual density, affects the usability of small screen devices and observe the effects on navigational performance by manipulating text size, information density and cognitive preview in simulated mobile phones screens. 40 elderly users, aged between 55 and 73, took part in the experiment. Prescreening questionnaires used to make sure variation were due to experimental variable and not personal differences and their age-related characteristics were psychometrically assessed prior to main testing which included the completion of 9 tasks in a two factorial (font size, preview) design study. The 2 factorial design produced 4 conditions. 1) small font/ small preview 2) large font/ small preview 3) small font/ large preview 4) large font / large preview Results shows that font size did not significantly affect performance but there was a meaningful interaction between font size and size of preview showing that the combination of the two contribute to performance with a stronger impact on the preview size. Also, font size did not affect navigation performance either but the size of the preview affected disorientation measures. Best performance was observed in the 4th condition of large text/large preview and poorest performance was observed in large font/small preview. While condition 4 is the most advantageous, conducting the second trial with the same conditions and users, no learnability differences were observed in any of the font/preview conditions proving the learnability effect was a generic effect which was not tied to any particular display/font format. The pre- session psychometrics were combined with performance and ease of use variables and showed that navigation performance was not affected by the user’s verbal memory abilities but negative statements from users were less frequent in users with higher memory abilities. Navigation performance was tightly correlated with higher spatial and field dependency abilities leading to faster task completion.
  • 16. 15 | P a g e 2.7 CONVENTIONAL VS MOBILE WEB ACCESS After examining the effects of context of use and cognition in mobile web, we need to get to the chase by examining the differences between conventional and mobile methods of accessing the web. In [10] participants stated that the notion of squeezing a website to fit the small screen of mobile phones was something they easily understood but how easy it is for users to browse full websites on their mobile phone compared to the conventional web? [21] evaluated mobile web browsing compared to desktop web browsing. 12 participants had to complete 4 typical tasks. The results suggest that  user’s performance was poor on mobile phones o Only one in twelve participants, being able to complete all 4 tasks on a mobile phone.  Average completion time on mobile was 5.7 minutes while on desktop was 1.41  Total average task completion time for all tasks on desktop browsers for all participants was under 6 minutes while the same average was 23 minutes for mobile phones. On rating the clarity of information organization, participants rated on a 5-point scale with an average of mean = 3.6 which shows that they did not find information organization clear. These results show that viewing full websites on a mobile display is very unusable, inefficient and inappropriate. [22] reached the same conclusion with results again showing that on mobile optimized versions, participants were 30-40% faster but they were annoyed by the limited features of the optimized version. Setting aside the limited features issue, mobile optimized pages, although far from perfect, are clearly more usable and efficient so why not every company designs a mobile optimized version of its full website? A few companies decided to create mobile tailored websites suitable for mobile viewing. These tailored websites were designed to have fewer functions than the full website and their design was fit for viewing on small screen displays but far from perfect, with usability problems persisting. [23, 24] have shown that big, international companies who consider the web very important for marketing and advertising their products and services do not have optimized websites for mobile access even with recent reports showing that the mobile subscribers have reached 7 billion and mobile use for accessing the web has gone up tremendously in 6 years from 268 million in 2007 to 2.1 billion in 2013 [25]. Another staggering report comes from Google Inc. reporting that in 2011, only 21% of its largest advertisers have mobile friendly websites [23].
  • 17. 16 | P a g e 2.8 USER TESTING A wide range of literature was researched to provide a deep understanding on what goes around the mobile web and its conventional counter-part. It is time to move on to choosing what kind of think aloud protocol would be used. There are two kinds of think aloud, namely, the concurrent and the retrospective think aloud. Which one provides higher quality of problems identified and how? To answer this question literature on the differences between the two needed to be researched. RTA and CTA protocols both have merits and drawbacks and research shows that the differences in usability problems identified are not of significant importance. RTA was chosen for this study because of its benefits compared to CTA. Those benefits involve decreased reactivity with participants having their own manner and pace to complete tasks while CTA users may perform worse because of the added workload of them having to simultaneously talk and perform tasks (Russo et al. 1989). Another benefit of RTA over CTA, which may not be applicable to this study since no performance measurements are recorded, is the fact that RTA allows recording of working times per task compared to CTA during which workload can slow down the user’s performance. Another benefit of RTA is the possibility of identifying higher-level causes for individual usability problems because users have the chance to watch themselves perform and reflect on this process. RTA has important drawbacks that need to be taken into account before deciding which protocol to use. One of those drawbacks is the significant increase in duration of the sessions with participants because users need to watch a video clip of their actions and comment on their actions and the fact that they have to comment on those after their completion had given them more time to reflect and think on their comments. Another important drawback with immediate consequences in the data is the fact that giving the participant adequate time to think about his actions also gives the chance to change, invent new or intentionally not mention thoughts they had while performing the tasks [26]. [26] performed a study, 40 participants took part in order to compare the two think aloud variation, results showed no significant difference in the number of problems detected between the two variations although, they differed in how these problems were reported with RTA problems being revealed by verbalizations and the time they had between task performing and retrospective think aloud gave them the chance to not only verbalize problems but also comment on additional problems. CTA participants did not have this chance because the added workload resulted from having to perform and think at the same time did not offer them this chance. Additionally, results show there was no significant differences were found in the type of problems identified by the two variations with 89% overlap of all problems detected. The important finding though came from the completion of tasks. While task performing was not affected by the concurrent think aloud, task completion was significantly affected by CTA think aloud compared to RTA (p < 0.05). Another important drawback of RTA is the possibility important information may be forgotten by the users when it is time for them to verbalize them [27],[28],[29]. The review of the literature demonstrated the problems of mobile web access, their cause and effects. This study attempts to provide valuable ‘rules of thumb’ on how to design, develop and
  • 18. 17 | P a g e evaluate website for mobile use. The conclusions of this literature analysis are presented in the next section, Problem analysis, to be used as a foundation for the analysis of the problem as a foundation for the benefits of this study in the literature.
  • 19. 18 | P a g e 3. PROBLEM ANALYSIS Mobile web access is a necessity of everyday life nowadays with how fast things are moving around us. All the more people require access to the web while on the move. Our society is always on the move. Mobile phones have different physical design and that introduces restrictions in comparison to conventional methods that need to be addressed before we jump into assumptions and design for mobile web as if we were designing for desktop or laptop web access. Screen size, context of use and different needs make for a mobile web that does not fully subscribe to the way conventional web is seen as or used for. The review of relevant literature attempted to give an answer to how these restrictions and different device purpose affect interaction. From the above presented literature we can draw conclusions and answers to those questions. Mobile phones changed the way we think about communication and redefined communication and personal relationship constructs. Mobile phones, while created to be used in a variety of contexts, they are mostly used  Indoors, for hedonic purposes, while the user is stationary, using one hand and when there are not a lot of people around.  The small screen size of the mobile phone clearly affects efficiency, task completion, cognitive workload and the amount of interactions needed.  Interaction while on the move is done in short bursts of 4-6 seconds because attentional resources are limited and interaction with the mobile and sampling the environment challenge the brain’s attentional capacity.  Users expect the interaction to be as easy and straight forward as the interaction with conventional desktop web but the interaction is different and users prefer the conventional ways than the mobile web. Designers and developers have to consider the limitations and extenuating circumstances presented when accessing and interacting with a mobile phone and design the websites meant for mobile use taking those limitations and circumstances into account, with different or alternated guidelines because the literature proves that the existing guidelines and heuristics are not suitable for the mobile web. This study is not concern with providing practical, specific methods for designing and developing websites, rather provide ‘rules of thumb’ for designing and evaluating mobile websites. Also, it is not concerned with comparing different mobile phone devices such as evaluations and reviews of specific mobile devices. This study was conducted to help close the gap presented in the literature that mobile web access and interaction is different from the conventional web access and there are no heuristics to be used to help design and develop mobile usable websites or evaluate the existing ones. This study presents a unique and easy to follow and understand heuristics and help designers and developers to finally, build and evaluate websites for mobile phones.
  • 20. 19 | P a g e 4. METHOD 4.1 Design The development of heuristics for websites viewed and interacted with on a smartphone required extensive user testing. Websites and participants to perform tasks on those websites were identified. Usability problems identified during retrospective think aloud were categorized iteratively following a grounded theory approach. The mobile web has been around for a few years now and its rise and usage ratio does not justify the lack of design and development heuristics for the creation of websites for mobile use with significant usability and user experience issue raised by users. To solve this problem, a usability study was conducted to help designers and developers by producing heuristics for mobile phone websites. 7 interactive websites were identified, a mixture of mobile optimized and non- optimized ones, or full website as they are called in relevant literature. It was decided that a homogenous sample was needed in terms of age and web experience. 24 participants were identified who fit certain criteria such as age, experience with mobile web and experience with mobiles in general, to establish a coherent group of users of the same general attitude and attribute to mobile web because age and different experience levels would be confound variables and they would affect our results. These users would participate in a between participant design usability study with 12 participants being Android users and 12 being iPhone users both user types would complete all tasks in all 7 websites (figure 3). Retrospective think aloud protocol was used to identify usability problems and a 5 point scale Likert scale (0-4) [33]. The audio recordings were transcribed and the problems were identified as well as the ratings of those problems which were translated in English as accurately as possible FIGURE 3: VISUALIZATION OF THE DESIGN OF THIS STUDY
  • 21. 20 | P a g e and a grounded theory approach was followed to identify categories and subcategories that emerged from the data itself using open coding. 4.2 WEBSITES The websites identified for user testing were the product of a focus group assembled for identifying regularly visited websites by these users during that particular time. 5 people participated in this focus group, recruited using the same criteria as the ones set for the user testing participants, this way the users themselves would elect their most visited websites improving the validity of the user testing results. 11 websites were identified from which 3 social media websites, 3 tourism websites, one commercial airline company website and 2 mobile phone and internet providers, one cinema entertainment website and Apple’s Greek website. It was apparent that those choices were influenced by the context of this meeting and its timing. Greeks planned their vacations, it was in the middle of the summer and that is where the airline and tourism websites can be attributed. Those 15 websites were then carefully processed to identify those who fit the criteria set for this particular study. Most of them did not have the option to change language, even the tourism websites. We ended up with 1 tourism website (www.tourism.gr), the 2 biggest mobile providers in the country (www.vodafone.gr, www.cosmote.gr), one entertainment website (www.villagecinemas.gr), a commercial airline company (www.aegeanair.gr), Apple’s Greek website (www.apple.com/gr) and last but not least, Facebook’s webpage (www.facebook.com). The group’s work did not stop there. The most common tasks were to be identified by the group based on their visits to these websites. If enough tasks could not be identified, group participants were asked to identify tasks they would expect to be able to perform in these website, with a maximum of tasks to be identified for each websites set at 5. After those tasks were identified, the group was instructed to evaluate those tasks and come up with the 3 most common tasks for each website. The deliverable of this focus group process was a list of 7 websites with 3 tasks to be completed in each of them. During the first pilot test, it became apparent that 3 tasks for each website would supersede the 1 and a half hour mark and we were afraid that it would tire and bore the user so we decided to use 2 tasks for each website. A second pilot test was conducted or a time estimation and overall quality of recording that lasted 58 minutes. The finalized list of websites and their tasks is the following:
  • 22. 21 | P a g e TABLE 1: INTERACTIVE WEBSITES AND THE TASKS TO BE PERFORMED DURING USER TESTING
  • 23. 22 | P a g e 4.3 PARTICIPANTS 24 participants took part in this study. 7 women and 17 men between the ages of 20 and 30 years old with a mean average of 26.58 years (standard deviation= 3.175). On average these participants have owned a smartphone for 2.79 years (SD = .977). Their weekly web access via their mobile phone estimated at 4.75 (SD = .532) on a 5 point Likert scale from ‘never’ to ‘everyday’ with 79.17% (19 of 24 participants) of FIGURE 4: USER ANSWER ON FREQUENCY OF MOBILE WEB ACCESS ON A 5 POINT SCALE them reporting everyday access to the web via their mobile phones during the previous week, with a mean average of 2.667 hours (SD = 1.5156) of daily web access (figure 4). One of the user criteria established in the design stage of this study was the homogeneity of the sample. The quantitative data presented above proved that our users were not inexperienced but it would be very interesting to find out what they think about themselves which could give us an inside view of how well they do with the mobile web, based on the hypothesis that one
  • 24. 23 | P a g e could be the proud owner of a smartphone for more than 4 years but he might face problems all the time when browsing the web on his phone making him, in his own mind, an inexperienced user. In this sense, we devised a ‘how would you characterize yourself’ question on a 5 point Likert scale from ‘inexperienced’ to ‘very experienced (expert)’. Results showed a mean average of 3.33 (SD=.816) on that Likert scale with 50% of them, not surprisingly, choosing the middle choice/ground and 37.5% leaning toward the ‘expert’ side of the scale (figure 5). FIGURE 5: USER ANSWERS ON HOW EXPERIENCED THEY ARE WITH THE MOBILE WEB In addition to establishing a baseline for our participant’s experience with the mobile web, it was deemed important to know how important it is for them to be able to access the web on their phones. A 5 point Likert scale from ‘Not Important’ to ‘Very important’ was used and a mean average of 3.75 (SD= 1.327) showed that participants considered accessing the web through their phones as ‘important’ but not ‘very important’. Although surprising, this result could be attributed to the fact that on a question asking them to list a few of the most important things for them about accessing the web, they name things such as accessing social media (37.5% of participants), Google/searching for information (37.5%), news (25%) and chatting/keeping up with friends while on the move (8.3%) (figure 6), which may be attributed to the fact that mobile web access is considered as luxury/entertainment and not something vitally important.
  • 25. 24 | P a g e FIGURE 6: QUESTIONNAIRE DATA ON WHAT ARE THE MOST IMPORTANT THINGS ABOUT THE MOBILE WEB At the end of the session, the participant was offered coffee and candy bars and had the chance to have any questions he/she had about the process, answered.
  • 26. 25 | P a g e 4.4 EQUIPMENT A laptop running Windows 7 Ultimate was used, throughout user testing, which carried the software needed for recording video and audio during user testing. Each participant would use his own mobile phone, thus, ensuring that he is on the device he is familiar with and he would feel comfortable completing tasks on. 12 participants with Android phones and 12 with iPhones took part in this study. The video recording equipment for mobile phones was self-made. Borrowing Steve Krug’s idea, a Creative 720p resolution USB 2.0 webcam and a lightweight LED reading light were purchased and with the help of a lot of duct tape, the LED reading light’s flexible neck attached firmly on the mobile phone and the webcam was taped on it to focus on the mobile phone’s display firmly throughout the user testing (figure 8). During the first test with a mobile phone to check the cameras video quality, it was apparent that the camera needed to be focused to the close range of the mobile phone display. The camera was opened and the lens were focused to accommodate for the short range recording (Figure 7). The webcam came with its own software which was used to record the first stage of the user testing where users perform tasks. The file created by this recording was then opened with Windows Media player and Camtasia 8.0, a screen capturing software was used to capture the retrospective think aloud stage of the session and rendering the finalized file for each participant. Finally, IBM SPSS Statistics 20 was used for data analysis. FIGURE 8: WEBCAM OPENED TO ADJUST FOCUS FIGURE 7: THE HAND-MADE MOBILE USABILITY MOUNTED WEBCAMERA
  • 27. 26 | P a g e 4.5 MATERIALS A pre-screening questionnaire divided in two sections was given to the participant. The first section was for demographic information and the second section consisted of Likert scales, open- ended questions, and closed check box questions with the purpose of checking for the participant’s suitability based on the age, mobile and mobile web experience (see page 69 in the Appendix). The age range of the participants should be quite homogenous and their experience with mobiles and the mobile web needed to be above average (more than mean= 3 on a 5 point scale). The questionnaire was given to the participant prior to the main testing session after he read and signed 2 consent forms devised for both audio voice recording and mobile display recording (see pages 65, 66 of the appendix). During the test session, pieces of paper with the website URL and tasks to be performed on each website and a sheet with the severity rating definitions, were given to the participant. 4.6 PROCEDURE Each session lasted around 60 minutes depending on how much the user had to say during the retrospective think aloud portion of the session. Participants were briefed on arrival about the purpose of the experiment and it was made clear to them that they are not under evaluation but the websites and the overall interaction are. The users were offered coffee and biscuits and were given the consent forms for video and audio recording to read and sign them. After signing the consent forms, the researcher explained to them the procedure that would follow. The mobile testing webcam was equipped on the participant’s mobile phone and a brief test on the audio and video recording quality followed. The user was handed a piece of paper with the website he needed to visit and the tasks to be completed on that website so he would not have to ask the facilitator again and again if he had forgotten the task or he did not know how to type the URL of the website, which might make him feel uncomfortable or not smart. After the completion of the two tasks of that particular website, the second website task paper was handed to them and so on until the 3rd website-task paper was handed to them. At that point the task session was paused and the retrospective think aloud portion followed for the 3 first websites. The reason why testing was divided into 2 portions is that tasks were short and if the process was paused for the retrospective session for each website, the user might have felt tired or bored. If the retrospective was performed after all 7 websites were completed the users might have forgotten what and why he did what he did or any thoughts he had that wanted to communicate to the facilitator, thus, the sessions was paused for the retrospective think aloud to take place after the tasks on the 3rd website were completed. For each participant who took part in this study the order of websites was reversed to accommodate for the participants becoming tired and bored close to the end of the process. This way if we had lower quality comments during the last 10 minutes of the testing session, we could counterbalance that by reverting the order the websites were presented to the user. During the retrospective think aloud potion, participants would go through the replay of their interaction, fast-forwarding in IDLE periods for example when pages were loading, with the first
  • 28. 27 | P a g e 3 websites and talk about problems they encountered as well as any good features they encountered for each website separately. The reason we asked participants to mention good features was to gather information on what users deem as good design on a mobile website that might help in the production of design guidelines and/or design examples for the heuristics to be produced. If participants proved reluctant to talk they were kindly prompted by the researcher on particular parts of the replay video where the researcher detected uncertainty in their (inter)actions, such as repeated scrolling left and right on the same section of the website indicating that the user is looking for something, or any prolonged pauses during the task that could mean that the user is lost or cannot find something important to continue with the task. Also, few participants were reluctant to talk because they were shy and/or because of their character. Those participants were prompted on the homepage of each website to answer questions such as ‘what do you see here’, ‘do you detect any problems or something good you would like to mention’ and ‘what are your thoughts of what you see on your display?’ If the user identified a problem, the process was paused and the participant was asked to rate the problem for its severity on a 4 point scale where 1 = cosmetic, 2=minor, 3= major and 4 = catastrophic. After the retrospective portion of testing was completed, the user resumed the task portion with the 4 remaining websites. That transition from the retrospective portion of the first 3 websites to the task portion and then the retrospective portion of the last 4 websites helped put introvert users’ mind at easy by helping them understand what the facilitator expected from them and what kind of questions he is interested in which made them more talkative and more ‘to the point’. At the end, the researcher thanked the users for their participation in the experiment. 4.7 DATA ANALYSIS A grounded theory approach was followed by the researchers in the sense that the categories emerged from the data itself. The researcher proceeded with identifying patterns and recurring themes. The problems along with their ranking were gathered, printed and cut so there was one problem in each piece with a code given to it (figure 9). This way the researcher had a general idea and view of the whole data in front of him which made identifying recurring patterns and themes easier and more effective. 138 pieces were then analyzed by grouping recurring or similar themes together. The first iteration of this process had all 138 problem pieces into groups with problems of the same subject/theme and a title was given to each group accordingly. The result of this first categorization was 8 categories: language, content, Interaction, presentation, search results, navigation,FIGURE 9: USABILITY PROBLEM PIECES SPREAD ON A TABLE TO BE CATEGORIZED
  • 29. 28 | P a g e consistency/conventions and featurism/clutter. The next iteration included the creation of subcategories within these categories and the merging of categories into more abstract categories if necessary (figure 10). Subcategories were identified and each subcategory was then further analyzed for further placement into one of the categories or as a higher level category in itself. One example was ‘Information architecture’ which, initially, was identified as a subcategory of the ‘Content’ high level category but eventually became a high level category itself in the sense that information architecture included problems where the content was there and it was sufficient and apparent but the placement, the lack of titles etc. resulted in users having problems with finding the content on the website. The third and last iteration of this data analysis process included finalizing the abstract high level categories, merging stand-alone categories such as ‘Language’ into higher level categories based on how and where the user identified the problem. The completion of the third iteration resulted in the first list of categorized problems. Those problems were then further analyzed for frequency of occurrences and mean, mode severity ratings (1 - 4) to decide which of those would be included in the final heuristics list. Categories with lower than 3 frequency of occurrences were omitted or merged into other subcategories. A second coder took a random sample of approximately 10% of the problems identified by the first coder and coded them independently into the initial set of categories. The inter-coder reliability between the two sets of coding was 82%. This inter-coder reliability was considered adequate, so the first coder’s categorizations were used. FIGURE 10: USABILITY PROBLEMS AND THEIR RATING
  • 30. 29 | P a g e 5. RESULTS 138 distinct problems were identified by the participants during user testing. Table 1 shows the emerged categorization of those problems after the iterative categorization resulting in a total of 4 categories and 32 subcategories. Frequency of occurrences mean and mode, where necessary, and severity ratings were calculated but it was apparent that further categorization and merging of categories were to follow (see table 12 in the Appendix). Since [35] study, with 30 participants omitted categories with lower than 5 frequency of occurrences, it was decided that categories with less than 3 frequency of occurrences would be omitted since this study had 24 participants because 32 is a large number of problem subcategories. Merging those subcategories with less than 3 occurrences into other similar categories if appropriate. If it was deemed inappropriate to merge into other subcategories they would be omitted from the final set of problem categories. The result of this process updated table 1 to table 2. Category Subcategory Examples Rank Presentation Frequency: 6 Mean: 3,3 Improper design of interactive elements (static look/feel and vv) This link has very small text. It should be bigger and I did not expect it to have this kind of label (Aa1) , (Aa3) If this is not a link they should have changed the color of it. It looks like a link (Aa5) 4 2 Frequency: 5 Mean: 2.4 Navigation is not sized/ designed properly Menu is almost invisible. I think they need a combination of bigger menu with smaller pictures (Aa4) The navigation bar is not quite visible when you land here. I would definitely make that one bigger (Aa5) 3 1 Frequency: 15 Mean: 3.13 Text/interactive elements not large/ clear/distinct enough This homepage looks simple enough but the text is way too small (PT1) I zoomed in and text was still too small for me (PT2) 2 2 Content Frequency: 22 Mean: 2.77 Mode: 3 Too much content/ pictures/ featurism This homepage has 10-15 things to offer but it does not really help you identify them because they are hidden in all that text (CC1) This description should be a lot shorter. It is too much to read (CC2) 3 2 Frequency: 4 Mean: 2.5 Irrelevant content This homepage is ok from the waist down. Hotels have adverts and I like it but who is this guy’s picture here? Is it an ad? If not why is his face in such a prominent place? (CI1), (CI2) 2 2
  • 31. 30 | P a g e Frequency: 8 Mean: 2.37 Slung is preferred to formal/jargon/ native language I would prefer to have ‘tag’ in parenthesis next to its Greek translation because very few people know what the translation of tag is (CSS1) For someone who does not speak English, there should be a parenthesis with the word ‘tag’ in it. We use the word tag not the word ‘etiketa’ (CSS2) 2 3 Information Architecture Frequency: 10 Mean: 3.3 Content is not properly categorized/grouped Too much data. It seems too.. How can I describe it? It’s like I need to search more than I have to on my own (IC1) This page shouldn’t be this long. It should have internal links to click on them and get where you want to be instead of trying to find something by going up and down the page (IC2) 3 3 Frequency: 4 Mean: 3 Titles and other indicators missing I did not realize that this page is the one I wanted because I thought it would be a different page, with a different picture. If there was a page title it would be a different story (IT1) I selected that option again and again but I got to the same page again and again. I was confused as to where I am because the page title is missing (IT2) 3 3 Frequency: 3 Mean: 3.6 Improper structure and placement of the navigation bar I would really want the nav bar to be above the pictures. I had a hard time recognizing it and I only did because I was zoomed in (IV1) I did not see those options above the pictures. Since the main navigation is below the pictures I did not think there would be important options elsewhere (IV2) 4 4 Interaction/ Interactivity Frequency: 4 Mean: 3.5 Improper/vague/not visible interactive state indication It was weird that this button turned red. I thought there were no tickets available (IIS1) I pressed that button and it became red. Since I wanted to book tickets I thought the button became red because there are no more tickets left for that date and time but it turned out there were (IIS2) 3 4
  • 32. 31 | P a g e Frequency: 6 Mean: 3.1 Mode: 4 Unexpected action result/Gulf of evaluation I chose iPhone 5s option and I was waiting for a list of mobile phones to be presented so I can buy one (IU1) I clicked on Apple IPhone and what I got is the same page again and again. It is as if all the options were attached to a single page (IU2) 3 4 Frequency: 8 Mean: 3.125 Opposing calls to action next to each other/No clear call to action/ move through a process I took a chance because I saw the arrow but this is not a good indicator. It is not clear enough that this is what I need to do to progress. I would like it to be a button there (INCA1) I was very pissed with this here. It took me too much time to figure out what was going on. At first I could not find a way to move forward and then I thought I would try clicking the price and it worked (INCA2) 2 3 Frequency: 7 Mean: 2.7 Duplicate/inappropriate input functions/elements I could not see the calendar because the keyboard popped up and hide the calendar (IDI1) I did not see the calendar there because of the keyboard. I was looking for it but couldn’t find it (IDI2) 2 3 Frequency: 4 Mean: 3.75 Illogical/unexpected/ misplaced stage in a process I started reading something about members and stuff like that… fine… f*** it I am not going to Village Cinemas. This process was a tragic one. I did not get the chance to choose how many tickets I want or seats available to choose where to sit (IIU1) You have asked me to book 2 tickets but is it this way? Ok I cannot find it how am I going to book 2 tickets? there is no option for that here? What should I do now? (IIU2) 4 4 Frequency: 4 Mean: 2.5 Untrustworthy redirection to external sites without informing the users I selected ‘Select’ button and it took me to another website. At first I got scared, I did not know where It would take me (IUU1) In the middle of the purchasing process it took me to a different website which has its logo. The problem was that I could not go back using the back button (IUU2) 3 3 Frequency: 12 Mean: 2.28 Broken interaction consistency / conventions not followed ( element placement) I think since I could click on a picture before, I was expecting to be able to do it on another page of the same website (CCI1) I tried to click on the photo first and then the title of that picture. I thought one of them 2 1
  • 33. 32 | P a g e would take me to where I wanted to go as previously in this website (CCI2) TABLE 2: PROBLEMS AFTER OMITTING/MERGING SUBCATEGORIES WITH LESS THAN 3 FREQUENCY OF OCCURRENCES Table 2 shows the emergent categorization of usability problems identified by the participants with subcategories with less than 3 occurrences being omitted or merged with other categories. The following table (table 3) presents the omitted subcategories from table 1 to table 2: Category Subcategory Frequency of occurrences Presentation Inadequate search results visual grouping/divide 2 Content Irrelevant/inadequate/confusing/unexpected search results 2 Content Improper content placement 1 Information architecture Key functions are hidden/grouped with other functions 1 Interaction Illogical interactive element placement 2 Interaction Inconsistent OS specific interaction 2 Interaction Lack of interactive flexibility 1 Interaction Faulty interaction 2 Interaction Non visible interactive elements 1 Interaction Long loading time during an interaction 1 Interaction OS specific interaction consistency 1 TABLE 3: OMITTED SUBCATEGORIES DUE TO FREQUENCY OF OCCURRENCES The following table (table 4) presents subcategories merged into one category: Origin category Subcategories New subcategory Interaction ‘Widely used interaction conventions are not followed’ + ‘Inconsistent interface between the full website and the mobile app’ + ‘Inconsistent interaction throughout the same website’ + ‘Conventions on interactive element’s placement not followed’ Broken interaction consistency/ conventions not followed Interaction ‘Opposing calls to action next to each other’ + ‘No calls to action’ Opposing calls to action next to each other/No clear call to action/ move through a process Presentation ‘Improper size/label/color of links’ + ‘Interactive elements look/feel static and vice versa’ Improper design of interactive elements TABLE 4: CATEGORIES SUITABLE FOR MERGE AND THE NEW CATEGORY PRODUCED This process resulted in 16 problems being omitted along with their subcategories, resulting in a new total of 122 problems, 4 categories and 16 subcategories reduced from 32 subcategories in table 1.
  • 34. 33 | P a g e Interaction category was the category with the highest frequency of occurrences with 45 occurrences, followed by ‘Content’ with 34 occurrences, ‘Presentation’ with 26 occurrences and ‘Information Architecture’ with 17 occurrences (figure 11). Results from examining each category individually showed that the most frequently occurring subcategory for Interaction was ‘Broken interaction consistency/conventions not followed’ with 12 occurrences, the most frequently occurring subcategory for ‘Content’ was ‘Too much content/pictures/featurism’ with 22 occurrences which was the most frequently occurring problem overall, ‘Text/interactive elements not large/clear/distinct enough’ for ‘Presentation’ category with 15 occurrences and last but not least, ‘Content is not properly categorized/grouped’ was the most frequently occurring subcategory for ‘Information Architecture’ category with 10 occurrences (figure 12). FIGURE 11: GRAPH DEPICTING THE FREQUENCY OF OCCURRENCE OF USABILITY PROBLEMS IDENTIFIED
  • 35. 34 | P a g e ‘too much content/pictures/featurism’ was the most frequent problem identified in this study but which one of the 4 categories was rated as the most severe one, thus, identifying which category proved to be the most problematic for users. Results showed that ‘information FIGURE 12: GRAPH DEPICTING THE HIGHEST FREQUENCY OF SUBCATEGORY OCCURRENCES PER CATEGORY
  • 36. 35 | P a g e architecture’ was the most problematic with a mean average of 3.3 followed by ‘Interaction’ with 2.99, ‘Presentation’ with 2.94 and ‘Content’ with 2.54 mean severity (figure 13). Finally, the merging and omission of subcategories served the purpose of deriving heuristics for the design and development of mobile websites by transforming the negative problem subcategory names into positive heuristics. The analysis led to the identification of the most severe as well as the most frequent categories and subcategories. Problems with high severity should be addressed but also problems appearing frequently cannot be ignored because the cumulative difficulty and frustration they cause could still severely hinder user performance and experience. One example could be the problem subcategory ‘Too much content/pictures/featurism’ of the ‘Content’ category which has the highest frequency of occurrences of all the subcategories as demonstrated on figure 12. In this spirit, the following table presents usability subcategories based on their severity mean of over 3 in the 0-4 scale. FIGURE 13: GRAPH DEPICTING THE MEAN SEVERITY RATING OF EACH CATEGORY
  • 37. 36 | P a g e Figure 14 presents the most severe categories with a severity mean average of higher than 3. As you can see, the subcategory names were too long to be included so their number based on their position in table 2. 10 problem subcategories were identified as very severe and should be prioritized when addressing usability problems but, again, the need to address problems with high frequency of occurrence cannot be overstated. [30] reported user frustration has a time factor embedded in so if the user faced a problem once but he overcame it fairly quickly and the same problem persisted requiring workarounds, even short ones, would be a problem of increased severity according to [31]. Nielsen defines persistence and frequency of usability problems as 2 of the 3 factors affecting severity. The following figure presents the problem subcategories’ frequency of occurrence with an interest in those problems with 8 or more occurrences: FIGURE 14: GRAPH DEPICTING THE MEAN SEVERITY RATE FOR EACH SUBCATEGORY
  • 38. 37 | P a g e The ‘8 or more’ frequency criterion was decided considering, [35] set criterion for the same frequency measure. They had identified 907 problems and they set the criterion for high frequency at 10 occurrences thus, the decision for setting the criterion at 8 or more. As you can see on figure 15, 7 subcategories were identified as occurring frequently based on 8 occurrences or more criterion. One thing that is quite easy to observe when looking at figure 15 and figure 14. There is some overlap between the most frequent (figure 15) and the most severe (figure 14), identifying the most serious usability problems, problems with high severity and high frequency. These problems are presented in the table below: FIGURE 15: GRAPH DEPICTING FREQUENCY OF OCCURRENCE PER SUBCATEGORY HIGHLIGHTING THOSE OF 8 OCCURRENCES AND MORE
  • 39. 38 | P a g e Severest usability problems (frequency X severity) Category Subcategory Presentation Text/interactive elements not large/ clear/distinct enough Content Slung is preferred to formal/jargon/ native language Information architecture Content is not properly categorized/grouped Interaction Opposing calls to action next to each other/No clear call to action/ move through a process TABLE 5: SUBCATEGORIES WITH MORE THAN 8 OCCURRENDED AND HIGHER THAN MEAN = 3 SEVERITY RATING Problem subcategories were identified as being both of high severity and high frequency. They can be identified as the severest usability problems, problems that must be fix as soon as possible on existing websites and must be avoided at all costs when building a website for mobile use. The finalized problem categories were transformed into heuristics by turning the negative problem subcategory titles into positive titles resulting 15 heuristics called VX heuristics from now on. Category Description Presentation Make interactive elements look and feel interactive Make interactive elements such as buttons, links and navigation look interactive to distinguish them from static content. Users zoom in to select links if those links are readily visible without zooming in. Navigation needs to be properly sized and designed Make navigation big enough, properly colored and formatted to stand out from the rest of the content. Design that would be appropriate on the conventional web is not proper for the mobile web. Make text and interactive elements large, clear and distinct enough Text is expected to be small on a full website on a mobile display but text still needs to be visible enough for the user to be able to identify that there is content there and zoom in to read. Buttons should be properly sized, labeled and colored to be visible without zooming in. Content Provide sufficient amount of content but not excessive Provide user with the amount of text, images and options to choose from that is necessary but do not succumb to featurism that just adds to the visual noise leading to the perception of a webpage being complex. What is close to excessive on a desktop viewed website is certainly excessive on the mobile web Content needs to be relevant to what the website is about Avoid/omit irrelevant content from a website because it adds to visual noise, user frustration and confusion about what the website is about. Mobile phone screen is small and adding irrelevant information makes an easily ‘crowded’ medium very unusable
  • 40. 39 | P a g e Choose language type based on context and website’s target users Beware of context and target user groups when choosing what kind of language to use on a website’s content or interactive elements. Slung may be preferred to formal language, jargon even native tongue. Information Architecture Categorize/ group content properly Content, especially on mobiles, should be categorized and grouped in a logical way to allow the users to choose the information they want to attend to especially when know what kind of information they are after. Grouping and categorization also help large content to be immediately accessible without requiring the user to scroll down big amounts of content. Provide the user with page titles and other indicators of where he is Provide the user with page titles and other indicators of where they are in the hierarchy of a website, especially when a website is complex and deep. They need continuous indication of where they are and where the back button will take them. Navigation bars should be properly structured and placed Navigation bar should be placed in a prominent part of the website. Follow conventions when placing the navigation bar as well as beware of surrounding the nav bar with visual noise that’s going to make it less visible and distinct on a small screen. Interaction/interactivity Use proper and visible interaction state indications and place them in sight Interactive elements that indicate the system’s state should be properly designed to convey the information intended by the system (i.e. button selected should not have a red color as indicator because red color in conjunction with context convey different information) and make sure state indicators are within sight range on a mobile display (i.e. loading indicator not visible when user is zoomed in to a part of the page). Actions should provide the expected results the user expects When user’s intentions becomes actions, those actions need to have results expected by the user who executed that action. Avoid duplicated steps in a process and provide the user with the action result suggested by the interactive element the user acted upon (i.e. I selected iPhone 5S and it took me to a page that had an advertisement about IPhone 5S, 5C and 4S when I was expecting a list of iPhone from which I could buy one). Increasing users effort on a mobile phone will add to his frustration levels. Use clear calls to action to help the user move through a process Provide the user with clear and distinct calls to action (such as properly labeled and design buttons/link) through a process and avoid having opposing calls to action next to one another(i.e. having ‘Search’ and ‘New Search’ buttons next to each other) to avoid confusion and user frustration. Avoid having opposite call to action close to each other. Use appropriate input elements and avoid duplication of elements and functions Avoid using inappropriate or duplicate functions and elements that could lead a user to the same page by 2 different elements as well as avoid having 2 different active input elements at the same time, covering each other up and confusing the user (i.e User activates the calendar to input the date and the keyboard comes up as well covering the calendar filling the mobile screen leading to mistakes) Stages and steps should be logically placed in a process Provide the user with logical stages into a process and do not misplace stages earlier or later than where the user expects to find them (i.e. A
  • 41. 40 | P a g e user who wants to book tickets to a movie expects to find the number of tickets he wants during the first few stages of the process) Notify users when redirecting them to an external website Avoid moving the user to an external website. If you cannot avoid it altogether, inform them that they will be redirected to an external website because otherwise the process and the website itself looks untrustworthy Interactivity should be consistent throughout the website and conventions should be followed Be consistent and follow conventions on interactive element’s placement and interactivity for a seamless interaction of the user with the interface. Conventions are in place because users expect to find them on the interface and during interactions. Follow those conventions to avoid user confusion. TABLE 6: NEW HEURISTICS FOR THE DESIGN AND DEVELOPMENT OF MOBILE WEBSITES Last but not least, we had our participants give us positive features of the websites they were evaluating. Positive qualitative data were gathered and are presented in the following table. Positive data analysis Feature Rationale Input field’s auto-complete function Helpful  there are too many options to choose from and going through a list is not efficient  when something works with codes such as airports  saves a lot of time  typing 2-3 letter and a list comes up, can really jog memory of the destination  Preferred to a common list because if the participant is looking for a word beginning with the letter ‘W’, he would have to scroll down a lot. Search function Helpful  When the user knows what he is looking for but he is not familiar with the website  When websites look complex, users choose search  Participant uses search function when he is lost Calendar Helpful  Providing the days on top of each columns gives you a greater sense of time  Solves inconsistency issues when a different data format is required Embedded magnifying glass function when selecting a menu item Helpful  Even if one more interaction is needed it would be very helpful for older individuals  Selecting with precision Filters Helpful  Specific search that is not based on a keyword so it is based on recognition. TABLE 7: POSITIVE USER FEEDBACK ON WEBSITE FEATURES
  • 42. 41 | P a g e These positive comments on specific websites features are important not only because they highlight good things about websites, things that should be implemented on mobile websites but also provide the rationale behind these comments on how these features are helpful to users.
  • 43. 42 | P a g e 6. DISCUSSION 6.1 OVERVIEW AND RATIONALE The mobile web, even today, offers a mediocre user experience with the majority of websites having low usability, making users prefer the conventional way of accessing the web for what they deem as ‘serious’ tasks. Using the same design guidelines for the design and development of mobile websites proves unsuitable for mobile web access because they do not consider the purpose, physical design and context of use of mobile phones as seen in the literature review. Mobile phones’ screen size, context of use and cognitive requirements are very different from those of a desktop or a laptop computer. Although, users may be expecting the interaction to be as easy and straight forward as the interaction with conventional desktop/laptop web, the interaction is different and users prefer the conventional ways than the mobile web. The smaller screen size affects efficiency, task completion, the cognitive workload required for interaction in different contexts and the amount of interactions needed by the user. Mobile phones are most often used indoors, for hedonic purposes, when the user is stationary and there are not a lot of people around. When mobile phones are used on the move, the interaction is done in short bursts of less than 6 seconds because attentional resources are limited and interaction with the mobile and sampling the environment challenge the brain’s attentional capacity. Retrospective think aloud protocol was used to evaluate 7 interactive websites. There was some thought on choosing retrospective or concurrent protocols. Retrospective think aloud (RTA) was chosen for this study because of its benefits compared to concurrent think aloud (CTA). Those benefits involve decreased reactivity with participants having their own manner and pace to complete tasks while in CTA leading in increased session duration, users may perform worse because of the added workload of them having to simultaneously talk and perform tasks. Also, identifying higher-level causes for individual usability problems because users have the chance to watch themselves perform and reflect on this process [28]. The major finding that tipped the scale towards the RTA was the fact that, while task performing was not affected by the concurrent think aloud, task completion was significantly affected by CTA think aloud compared to RTA (p < 0.05) [26]. Moving on, the fact that usability problems found in mobile-optimized websites is a testament of the way they are designed. Designers try to solve the screen display differentiation, often poorly, leaving all the rest mobile aspects unaddressed, highlighting the need for specialized heuristics for websites meant to be viewed and interacted with on a mobile phone, offering the user a usable and enjoyable interactive experience. 138 usability problems, for both full and mobile-optimized websites, were identified by this usability study which focused on producing usability heuristics for the mobile web. First, the identified usability problems went through an iterative grounded categorization process with 3 iterations to be categorized into problem categories and subcategories resulting in 4 major categories namely, Presentation, Content, Information Architecture and Interaction and each category had its own problem subcategories labeled appropriately to represent the emerged problem. These categories went through another iteration of categorization where frequency and severity were measured and
  • 44. 43 | P a g e the subcategories with lower than 3 frequency of occurrence were omitted from the final problem table if they could not be merged with other subcategories to form a new subcategory with more than 3 occurrences while others were merged into one category. The results of this last iteration produced a finalized table of 16 evidence-based problem subcategories grouped into 4 major categories. Presentation had 3 heuristics, Content had 3, Information architecture had 3 and finally, Interaction had 7. One explanation for the majority of usability problems being grouped in the Interaction category is that websites being interactive is a given or at least they try to make them interactive, leading to increased interaction problems identified. These 16 problem subcategories were turned into heuristics by transforming the negative problem subcategory titles to 16 positive heuristic titles. 6.2 INTERPRETATION AND ANALYSIS Taking a closer look at those 16 heuristics, one can easily identify similarities between the last two heuristics of the ‘Presentation’ category. ‘Navigation needs to be properly sized and designed’ and ‘Make text and interactive elements large, clear and distinct enough’ could easily be merged into one considering that navigation is an interactive element and the usability problems identified about it are the same as the other heuristics’. This is a case of one heuristic, in this case the second of the two, being the more general one and the other being a more specific one. The reason they were not merged is the fact that navigation is extremely important for the mobile web, as seen in the literature, and having a heuristic dedicated specifically for the design of the navigation was deemed worth having. Results showed that the most frequent usability problem was identified as being ‘Too much content/pictures and featurism’ which was also researched by [20], presented during the literature review and it is not surprising. The advances in e-marketing requiring an ever rising portion of a page and the ever increasing features and functions fighting for their own portion of the website can be compared to a high value real estate where everyone wants a piece of. If that was true for the conventional web, it is especially true and important for the mobile web where that real estate is a hut in terms of size. Results also showed that Information Architecture is the category with the highest mean severity of the four categories with all of its 3 subcategories being rated as of high severity. Structure, placement and grouping of information are very important for the user to find his way towards the completion of a task. If information is not grouped or placed appropriately, user has to search more than he wants to and should have to, prolonging the task duration and increasing the interactions he has to perform on that device. That device being a mobile phone which, as seen in literature, inherently requires a lot more interactions than the conventional web, leading to an increase in effort needed, workload, cumulative frustration and time. That is why it is not surprising that users rated problems related to ‘Information Architecture’ so highly. The highest severity subcategory from ‘Interaction’ category is none other than ‘Broken consistency and convention not followed.’ Anyone who has performed usability evaluations knows that this problem comes up a lot and there is very good reason why. Conventions are practices concerning structure, placement, design and behavior of elements of the website that have been in place for so long, they became norms. The majority of websites try to keep conventions in the design
  • 45. 44 | P a g e because users expect those conventions to be in place. Inability to follow conventions leads to a phenomenon that can be compared to ‘change blindness’, the inability of human beings to identify changes in their visual periphery, in the sense that if the user expects something to be placed on the right side of the website and with a particular label, it will take a lot of time for him/her to identify if he/ she ever does, the same element if it is on the left side no matter how big it is. This phenomenon happened numerous times during user testing providing this study with a subcategory of high frequency of occurrence and severity. An interesting and unexpected problem came up during user testing which led to a problem subcategory, based on its frequency and eventually made it to the final list of heuristics. The ‘Choose language type based on the context and website’s target users’ heuristic and how it came to be a problem subcategory is worth discussing. During user testing users were asked to enable Facebook’s option to ‘review tags before they are posted on their timeline’. Most users had a big problem with finding that option because Facebook’s website was in Greek and the majority of users did not know what the Greek translation of ‘tag’ was. This problem led to the realization that even if they were Greeks and they prefered the website in Greek, they had never used the Greek word for it because ‘tag’ is a universal word when it comes to Facebook. The interesting thing about this particular usability problem they identified is that, firstly, that usability problem would not have come up in an expert evaluation if it was performed by the researcher of this study because it had never occurred that something like that would happen. Secondly, this problem illustrates how context relevant language use surpasses the need of merely using native language. Attempting to analyze and present the results of the data analysis, 2 graphs were created (figure 14 and figure 15). The relationship between them, one being a frequency graph and the other a severity graph of all the problem subcategories with the purpose of illustrating which of those subcategories passed the threshold established for making it to the final problem table and become heuristics. Having those two graph side by side until they were arranged in between text, led to the idea of identifying which subcategories overlap as being of high frequency and of high severity in these 2 graphs. There was a four problem subcategory overlap between the 2 graphs. Those problems having both high frequency and high severity were identified as the 4 most severe problems of this usability study and should be addressed as quickly as possible on an existing website or avoided at all costs when designing and developing a new website for mobile use.
  • 46. 45 | P a g e 6.3 COMPARISON OF STUDY’S HEURISTICS TO CONVENTIONAL WEB HEURISTICS An important point in the discussion of this study is how the heuristics proposed by this study fit in with the heuristics for conventional web. Numerous papers were examined during the literature review in the differences between mobile and conventional web and how those differences affect the user. So it would be important to compare heuristics for the conventional web and the heuristics proposed in this study we shall call “VX heuristics” for the rest of this report. Molich and Nielsen’s heuristics [32,33,34] are the more popular heuristics used for design and evaluation of websites for years and Petrie and Power’s heuristics [35], published in 2012 provide the most modern and empirically sound heuristics for interactive websites. Mobile Web Heuristics Conventional web heuristics VX heuristics Molich – Nielsen’s Petrie – Powers Presentation Physical Presentation 1. Make interactive elements look and feel interactive 1. Visibility of system status 1. Make text and interactive elements large and clear enough 2. Navigation needs to be properly sized and designed 2. Match between system and the real world 2. Make page layout clear 3. Make text and interactive elements large, clear and distinct enough 3. User control and freedom 3. Avoid short time-outs and display times Content 4. Consistency and standards 4. Make key content and elements and changes to them salient 4. Provide sufficient amount of content but not excessive 5. Error prevention Content 5. Content needs to be relevant to what the website is about 6. Recognition rather than recall 5. Provide relevant and appropriate content 6. Choose language type based on context and website’s target users 7. Flexibility and efficiency of use 6. Provide sufficient but not excessive content Information Architecture 8. Aesthetic and minimalist design 7. Provide clear terms, abbreviations, avoid jargon 7. Categorize/ group content properly 9. Help users recognize, diagnose, and recover from errors Information Architecture 8. Provide the user with page titles and other indicators of where he is 10. Help and documentation 8. Provide clear, well- organized information structures
  • 47. 46 | P a g e 9. Navigation bars should be properly structured and placed Interactivity Interaction/Interactivity 9. How and why 10. Use proper and visible interactive state indications 10. Clear labels and instructions 11. Actions should provide the expected results the user expects 11. Avoid duplication/excessive effort by users 12. Use clear calls to action to help the user move through a process 12. Make input formats clear and easy 13. Use appropriate input elements and avoid duplication of elements and functions 13. Provide feedback on user actions and system progress 14. Stages and steps should be logically placed in a process 14. Make the sequence of interaction logical 15. Notify users when redirecting them to an external website 15. Provide a logical and complete set of options 16. Interactivity should be consistent throughout the website and conventions should be followed 16. Follow conventions for interactions 17. Provide the interactive functionality users will need and expect 18. Indicate if links go to an external site or to another webpage 19. Interactive and non- interactive elements should be clearly distinguished 20. Group interactive elements clearly and logically 21. Provide informative error messages and error recovery TABLE 8: NIELSEN’S, PETRIE AND POWER’S HEURISTICS LINES UP TO BE COMPARED WITH HEURISTICS PROPOSED BY THIS STUDY Molich-Nielsen’s heuristics were compared to VX heuristics. This comparison proved problematic for the same reason Nielsen’s heuristics are problematic when used in an expert review. The labels of those heuristics are too abstract and the discrepancy between the label and its
  • 48. 47 | P a g e description in the type of language used makes them very hard to remember because the actual heuristics are contained in the description and not the label. This comparison’s results are presented in the following table: Heuristic Overlap VX heuristics Nielsen’s Heuristics Navigation needs to be properly sized and designed Recognition rather than recall Content needs to be relevant to what the website is about Aesthetic and minimalist design Choose language type based on context and website’s target users Match between system and the real world Stages and steps should be logically placed in a process Interactivity should be consistent throughout the website and conventions should be followed Consistency and standards TABLE 9: HEURISTIC OVERLAP BETWEEN VX AND NIELSEN’S HEURISTICS What is surprising in Table 9 is the low overlap between these two sets of heuristics show that only 4 out of 10 of Nielsen’s heuristics are represented in VX heuristics. 2 out of 7 of Interaction heuristics from Vx heuristics are not covered by any of the Nielsen’s heuristics and this could be because Nielsen’s developed these heuristics in 1990 and revised them in 1995. Back then, websites lacked one important ingredient, interactivity. For the same reason, only 1 out of 3 ‘Presentation’ heuristics of VX heuristics were covered by Nielsen’s heuristics and that heuristic was navigation’s design leaving out presentation aspects of interactive elements. Comparison continues with the VX heuristics compared to Petrie and Power’s web heuristics published in 2012. The table following presents the overlap between the 2 sets of heuristics. Heuristic Overlap VX heuristics Petrie and Power’s Make text and interactive elements large, clear and distinct enough Make text and interactive elements large and clear enough Make interactive elements look and feel interactive Interactive and non-interactive elements should be clearly distinguished Provide sufficient amount of content but not excessive Provide sufficient but not excessive content Content needs to be relevant to what the website is about Provide relevant and appropriate content Choose language type based on context and website’s target users Provide clear terms, abbreviations, avoid jargon Navigation bars should be properly structured and placed Provide clear, well-organized information structures Categorize/ group content properly Provide the user with page titles and other indicators of where he is Clear labels and instructions Use proper and visible interactive state indications Make key content and elements and changes to them salient