After having a look at how users hold their mobile devices, how they interact with their mobile devices, which hand they use to interact with their smartphones, and what their attention span might be…. let’s have a look at how this all plays out through time.
How do task interuptions and multitasking affect the player experience ? There are several reasons why a player can interupt his task. In game elements can distract him from his current goal and replace it by a new, secundary one. Real life can also interfere with the gaming experience and involve task interuptions in play.
In order to gather a better understanding of the inpact of task interuptions on the gaming experience, we have conducted a short study on task interuption. We asked players to tell us what else they did (in real life) while playing, and how it affected their experience.
In a previous part of the metro studies, we had a close look at how users interact with their mobile devices, by observing a large panel of users and taking snapshots of their activity.
To go further in the analysis, this article will dissect the way users interact with their mobile devices by analyzing timed interaction sequences on 110 users, in real life situations.
A key to success, when designing anything that will be used by a human being, is understanding how it will be used. Since I believe understanding behavior implies taking in account the natural contexts in a holistic approach, while cutting up the problem in digest chunks, I decided to conduct a series of humble studies, which hopefully will provide interesting and unexpected insights into mobile user behavior.
Part 3 : Left or right hand ?
A key to success, when designing anything that will be used by a human being, is understanding how it will be used. We’ve seen that the task and condition in which the user impacts their behavior. Their location where they use their phone also has an impact on how they interact with their mobile devices. The “metro studies” is a project of multiple humble studies, which hopefully will provide interesting and unexpected insights into mobile user behavior.
Part 2 : The effect of location on mobile interactions
A key to success, when designing anything that will be used by a human being, is understanding how it will be used. A designer can rely on psychology, physiology, logic, imagination and experience to predict how a user will. Conducting user tests of a service or product provides valuable data to make a concept user friendly. However, initial decisions are often based on assumptions and long debates with clients, in particular when mobile design is involved.
Since I believe understanding behavior implies taking in account the natural contexts in a holistic approach, while cutting up the problem in digest chunks, I decided to conduct a series of humble studies, which hopefully will provide interesting and unexpected insights into mobile user behavior. This article presents the first of those, inspired from Seven Hoober’s study on How people naturally hold their mobile devices, published on UXmatters.
Part 1 : How do users hold and interact with their mobile devices ?
Gamification at Work is a new book designed for practitioners to introduce people to implementing gamification on an enterprise level in the workplace. Through promoting best practises from user research, the book aims to avoid the bad design which apparently will cause 80% of current gamified applications to fail. Here’s what I thought.
I’ve previously discussed some of the problems with gamification created by generic implementations of the mechanics and a lack of insight into the player. This book aims to avoid these issues by promoting a UCD inspired “Player Centred Design” methodology, taking advantage of the techniques from user Lire l’article…
Source: Game User Research
Andrée-Anne Boisvert, usability expert pour ubisoft, nous a présenté plusieurs méthodes d’ergonomie et illustré celles ci par des exemples concrets d’application. Vous trouverez dans cette première partie la présentation des méthodes qu’elle a mis en avant. Je détaillerais les applications dans un prochain article.
Q&A : Ryan Challinor (Developing gesture based UI navigation using kinect)
Après ce point français, nous avons eu vent de la qualité de la conférence de Ryan Challinor et nous sommes présentés aux prolongations pour une session de questions-réponses. Dans un premier temps, la discussion a tourné autour de son expérience de programmeur, puis s’est centrée autour de la technologie en elle-même et des perspectives pour l’avenir.
Voici une toute nouvelle série d’articles suite aux conférences auxquelles j’ai eu la chance d’assister durant le sommet internationnal du jeu vidéo de Montréal. Pour ouvrir le bal, une série de courtes conférences nous a permis de découvrir trois entreprises avec des projets et thèmes très variés.