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Contextual Considerations for
Mobile Situations
Eyal Eshet
TUCS
Department of IT
Åbo Akademi
eyal.eshet@abo.fi

Yritystä kehiin

26.02.2014
Contents
§  Background
§  Context matters
§  Contextual considerations
BACKGROUND
Background
§ 
§ 
§ 
§ 

Grew up in a kibbutz in Israel
Moved to Finland on 2001
Tradenomi@Turun AMK, KTM@ÅA
Software designer
Background

Nörttien valtakunta
Miksi
korkeateknologiatuotteet
saavat meidät sekaisin ja
kuinka palauttaa järki
Current
§  Research on mobile application development
–  Design practice in organizations
•  UX, interaction design, strategic management

–  Context

§  Aim to graduate this year J
CONTEXT MATTERS
What is Design?

Google
Design

Convert an undesired
situation into a desired
one"
Simon, 1969"
Design

Design is about creating
a fit between form and
context"
Alexander, 1964"
Design
§  Design is about creating a fit between form
and context
–  Form: the solution, part of the world over
which we have control and decide to shape
–  Context: the problem, anything in the world
that puts demands on the form
–  Fit: mutual acceptability between the two
ISO 9241-210:
Human-centered design for interactive systems
Plan

Solution meets
requirements

Understand and specify
the context of use
Iterate, where appropriate

Evaluate design against
requirements

Specify requirements

Produce design solutions
Context matters
§  Better-informed design decisions à more
likely to meet user expectations
§  Designers need implicit understanding of the
context (at least to some extent)
–  and … how it affects the design
Context matters, but…
§  Context is complex and in most cases obscure
§  Nearly impossible to have a complete
description of the demands made by the
context
Mobile shift
§  Context in stationary computing
–  Fairly stable, homogenous, predictable
§  Context in mobile computing
–  Dynamic, heterogeneous, unpredictable
–  Elimination of time and space restrictions
Mobile shift
Elimination of time and space restrictions
§  Changes the framework in which society is lived
§  Emphasize the importance of temporal, spatial,
and social aspects and their interrelation
§  Call for studies of users in actual contexts of use
Mobile strong characteristics
§  Mobile as 1st personal mass media
–  Print, recordings, cinema, radio, TV, Internet
§  Always carried
§  Always connected
§  Built-in payment system
§  Available at the point of creative inspiration
§  Most accurate audience measurement
§  Captures the social context of media consumption
§  Enables augmented reality
Ahonen, 2011
Mobile

http://www.kpcb.com/insights/2013-internet-trends
CONTEXTUAL
CONSIDERATIONS
Context - properties
§  Emergent: actively arises in the course of the
activity
§  Relational: relevance to particular activity and
circumstances
§  Personal: relates to how one makes sense of
the world
§  Evolving: experienced over time
–  Longitudinal observation of factors that affect the
holistic user experience
Emergent, relational, personal

Individuals

Places

Activities
or that impacts the user experience as illustrated in Figure 2. People’s expectations from

ertain device lead to the perception of the device. An increasing list of factors which

y have an influence on the perceptions by people, in which Hiltunen et al. (2002)

Evolving - UX

mmarized into five main groups: utility, usability, availability, aesthetics, and offline

es (e.g. company brand, back-end processes). Expectations and perceptions eventually

ate interpretations of the device and a variety of emotions that form the user experience,

ch further impact future expectations. Hence, user experience is about designing an

fact to match with, or exceed beyond, user expectations.
Expectations
Perceptions
Directs

Directs

Information
Gathering

Utility
Usability
Availability
Aesthetics

Produces

Affects

User Experience

Offline Issues
Forms
Interpretations

Figure 2: Expectations drive the user experience (Hiltunen et al. 2002, p. 14)

Hiltunen et al. 2002

Roto et al. 2011
Mobile context - components
§  Users
–  Goals, skills, motivation
§  Task-related
–  Frequency, duration, dependencies
§  Technology
–  SW, HW, materials
§  Physical context
–  Spatial location, light, sound, motion
§  Social context
–  Collaboration, sharing
§  Information context
–  AR, interoperability
§  Temporal context
–  Time, hurrying, before and after usage
Temporal context
Fragmentarians
§  Momentary use sessions (e.g. news, weather)
§  Short use + small screen à few, well focused
tasks
§  Temporal considerations
–  Time – of day, week, holiday, etc.
–  Actions expected before and after usage
–  Time related states – hurrying, waiting
–  Save time vs. waste time
–  Frequent vs. one-time
–  Synchronous vs. asynchronous
Spatial context
Context-awareness
§  Uses context characteristics to provide relevant
information and services to the user
§  Partly addresses the emergent property
§  Factual data: location, time, light, device
§  Opportunities
–  Presentation of information and services
–  Automatic execution of services
–  Tagging information to support later retrieval
§  Common activities and their relation to places
Task-related context
One eye, one thumb
§  Selective attention due to multitasking with the
real world
–  Public space in the background
–  Interruptions switch user attention
§  Size and location of interactive elements
§  Consume vs. produce information
§  Goal- vs. action-related tasks
§  Static vs. dynamic activities
Social context
Chosen over chance socialness
§  Mobile phone strengthen the most intimate personal
relationships in individual life
§  “Pacifier for adults” – reduces feelings of loneliness and
vulnerability
–  Sharing of moments
§  People in the social circle are more likely to influence the
use than those in the proximity à develop dependency
on them
–  Help in unpredictable or new situations
§  Less planning and scheduling, more spontaneous and adhoc actions based on current whims
–  Collaboration, coordination of actions
Information context
Content first, navigation second
§  People want quick answers to questions
§  Time and screen space are precious assets
–  Get straight to the content
–  Information needs
Technological context
Cross-channel user experience
§  Multiple channels for users to interact
–  TV, Web, mobile, tablet, IM, physical office
–  Second screen solutions (e.g. YouTube pair)
§  Interoperability between different mediums
§  Dependencies
§  Understand common activities for each channel
–  Each channel has unique strengths and specific
contextual considerations
–  Customer journey / context mapping
Tesler’s Law
Conservation of complexity
§  Some complexity is inherent in every process
§  There is a point beyond which you cant
simplify the process any further – you can only
move the inherent complexity from one place
to another
–  Human vs. system
§  E.g. email, mobile payment
TS 4.2.2014
Kiitos!

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Yritystä kehiin 26.2.2014: Contextual considerations for mobile situations - insights from academic explorations

  • 1. Contextual Considerations for Mobile Situations Eyal Eshet TUCS Department of IT Åbo Akademi eyal.eshet@abo.fi Yritystä kehiin 26.02.2014
  • 2. Contents §  Background §  Context matters §  Contextual considerations
  • 4. Background §  §  §  §  Grew up in a kibbutz in Israel Moved to Finland on 2001 Tradenomi@Turun AMK, KTM@ÅA Software designer
  • 6. Current §  Research on mobile application development –  Design practice in organizations •  UX, interaction design, strategic management –  Context §  Aim to graduate this year J
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  • 11. Design Convert an undesired situation into a desired one" Simon, 1969"
  • 12. Design Design is about creating a fit between form and context" Alexander, 1964"
  • 13. Design §  Design is about creating a fit between form and context –  Form: the solution, part of the world over which we have control and decide to shape –  Context: the problem, anything in the world that puts demands on the form –  Fit: mutual acceptability between the two
  • 14. ISO 9241-210: Human-centered design for interactive systems Plan Solution meets requirements Understand and specify the context of use Iterate, where appropriate Evaluate design against requirements Specify requirements Produce design solutions
  • 15. Context matters §  Better-informed design decisions à more likely to meet user expectations §  Designers need implicit understanding of the context (at least to some extent) –  and … how it affects the design
  • 16. Context matters, but… §  Context is complex and in most cases obscure §  Nearly impossible to have a complete description of the demands made by the context
  • 17. Mobile shift §  Context in stationary computing –  Fairly stable, homogenous, predictable §  Context in mobile computing –  Dynamic, heterogeneous, unpredictable –  Elimination of time and space restrictions
  • 18. Mobile shift Elimination of time and space restrictions §  Changes the framework in which society is lived §  Emphasize the importance of temporal, spatial, and social aspects and their interrelation §  Call for studies of users in actual contexts of use
  • 19. Mobile strong characteristics §  Mobile as 1st personal mass media –  Print, recordings, cinema, radio, TV, Internet §  Always carried §  Always connected §  Built-in payment system §  Available at the point of creative inspiration §  Most accurate audience measurement §  Captures the social context of media consumption §  Enables augmented reality Ahonen, 2011
  • 22. Context - properties §  Emergent: actively arises in the course of the activity §  Relational: relevance to particular activity and circumstances §  Personal: relates to how one makes sense of the world §  Evolving: experienced over time –  Longitudinal observation of factors that affect the holistic user experience
  • 24. or that impacts the user experience as illustrated in Figure 2. People’s expectations from ertain device lead to the perception of the device. An increasing list of factors which y have an influence on the perceptions by people, in which Hiltunen et al. (2002) Evolving - UX mmarized into five main groups: utility, usability, availability, aesthetics, and offline es (e.g. company brand, back-end processes). Expectations and perceptions eventually ate interpretations of the device and a variety of emotions that form the user experience, ch further impact future expectations. Hence, user experience is about designing an fact to match with, or exceed beyond, user expectations. Expectations Perceptions Directs Directs Information Gathering Utility Usability Availability Aesthetics Produces Affects User Experience Offline Issues Forms Interpretations Figure 2: Expectations drive the user experience (Hiltunen et al. 2002, p. 14) Hiltunen et al. 2002 Roto et al. 2011
  • 25. Mobile context - components §  Users –  Goals, skills, motivation §  Task-related –  Frequency, duration, dependencies §  Technology –  SW, HW, materials §  Physical context –  Spatial location, light, sound, motion §  Social context –  Collaboration, sharing §  Information context –  AR, interoperability §  Temporal context –  Time, hurrying, before and after usage
  • 26. Temporal context Fragmentarians §  Momentary use sessions (e.g. news, weather) §  Short use + small screen à few, well focused tasks §  Temporal considerations –  Time – of day, week, holiday, etc. –  Actions expected before and after usage –  Time related states – hurrying, waiting –  Save time vs. waste time –  Frequent vs. one-time –  Synchronous vs. asynchronous
  • 27. Spatial context Context-awareness §  Uses context characteristics to provide relevant information and services to the user §  Partly addresses the emergent property §  Factual data: location, time, light, device §  Opportunities –  Presentation of information and services –  Automatic execution of services –  Tagging information to support later retrieval §  Common activities and their relation to places
  • 28. Task-related context One eye, one thumb §  Selective attention due to multitasking with the real world –  Public space in the background –  Interruptions switch user attention §  Size and location of interactive elements §  Consume vs. produce information §  Goal- vs. action-related tasks §  Static vs. dynamic activities
  • 29. Social context Chosen over chance socialness §  Mobile phone strengthen the most intimate personal relationships in individual life §  “Pacifier for adults” – reduces feelings of loneliness and vulnerability –  Sharing of moments §  People in the social circle are more likely to influence the use than those in the proximity à develop dependency on them –  Help in unpredictable or new situations §  Less planning and scheduling, more spontaneous and adhoc actions based on current whims –  Collaboration, coordination of actions
  • 30. Information context Content first, navigation second §  People want quick answers to questions §  Time and screen space are precious assets –  Get straight to the content –  Information needs
  • 31. Technological context Cross-channel user experience §  Multiple channels for users to interact –  TV, Web, mobile, tablet, IM, physical office –  Second screen solutions (e.g. YouTube pair) §  Interoperability between different mediums §  Dependencies §  Understand common activities for each channel –  Each channel has unique strengths and specific contextual considerations –  Customer journey / context mapping
  • 32. Tesler’s Law Conservation of complexity §  Some complexity is inherent in every process §  There is a point beyond which you cant simplify the process any further – you can only move the inherent complexity from one place to another –  Human vs. system §  E.g. email, mobile payment