inf5261 development of mobile information systems … · important role in their life. currently,...
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INF5261 DEVELOPMENT OF MOBILE
INFORMATION SYSTEMS AND SERVICES
HAPPY TOURING Tran Hoang Duy Tan, Carola Walter, Ogla Skachkova
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Table of Content
1. Introduction...…………………………………………………………………...…2
2. Literature reviews and key features……………………………….……………2
2.1. CityFlocks: Designing Social Navigation for Urban Mobile Information
Systems…………………………………………………… …….……..……….2
2.2. On the Move with a Magic Thing: Role Playing in Concept Design of
Mobile Services and Devices...................................................................3
2.3. Using While Moving: HCI Issues in Fieldwork Enviroment………….. 5
2.4. Aspects of Personal Navigation with Collaborative User Feedback…5
2.5. The Impact of a Mobile Information System on Changing Travel
Behaviour and Improving Travel Experience………………..…………6
3. Related work……………………………………………………………………....7
3.1. Oslo Official City App…………………………………………………...7
4. Methodology and tools…………………………………………………………...7
5. Our Work………………………………………………………………………….. 7
5.1. Data Gathering and Evaluation……………………………………….…7
5.2. Characteristics of user……………………………………………….….. 9
5.3. Mockups…………………………………………………………….…….. 9
6. Futher Work………………………………………………………………………. 10
7. References………………………………………………………………….……..12
8. Appendix: Mindmap after interview an user…………………………………... 13
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1 Introduction Nowadays, more and more people using mobile phones with Internet connection
anytime, anywhere. They expect their mobile phone will support them in almost
every activities of their everyday life. Therefore, these powerful tools play an
important role in their life. Currently, there are many apps and services have been
providing for end users to solve their everyday life problems. One of our interest is
design an mobile information system that assit tourists to choose places to go,
activities, events in which they want to take part, sharing information with their
friends (take photos and comment), and the app must have an ability to generate a
plan (where and when to go) for user in one day when they visit somewhere else.
To achieve these functions, we conducted a survey to obtain more information about
the user’s needs, and we also interviewed an user and invited her to take part in our
design process in order to develop a good prototype for the system.
Our research question is how people planning aktivities when they visit other
countries and cities. Is it possible te help people with an application by the planning
process for a tour?
2. Literature reviews and key features
2.1 CityFlocks: Designing Social Navigation for Urban Mobile
Information Systems
In this article, they developed a system called CityFlocks which helps people to find
information (places) of a city they visit by contact locals (direct social navigation
approach) or recommendation from the system (indirect social navigation approach).
The main purposes of the article is to evaluate the social navigation approach (direct
and indirect), and features of user interaction of mobile information systems which
employed from social navigation approach.
In order to reach their goals, prototype for CityFlocks was designed in an iterative
manner by following the contextual injury approach. Four focus group sessions were
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conducted to get requirments, features of which the CityFlocks should have.
CityFlocks employs folksonomy principle to build the search function, a web
application that utilised Google Maps was developed for locals publishing information
about places. After that, a group of six participants was chosen to test the system.
As a result, the indirect approach was more prefered than the direct because people
hesitate to contact with stangers despite their willingness to help. However, the
number of participants in the user testing were not enough to evaluate the system
and the aspects of social navigation approach. To be more concise, the user tests
should be conducted in more enviroments (only one enviroment was chosen for
testing), and the number and variety of participants should be more than six.
CityFlocks not only gives us the understanding of social navigation approach, but
also contributes to design guidelines for mobile information system. The authors
explained many factors of social navigation, and the design of the CityFlocks
(features, architecture), they explained and compared many sources for people to
obtain information (traditional and digital). These will help us in understanding the
features and design of mobile information system. The key features that we learn
from the article to apply for our project are the folksonomy principle for developing
search function and the architecture of the system, we also consider supporting
indirect social navigation for people to find places that best suit their needs.
2.2 On the Move with a Magic Thing: Role Playing in Concept Design of Mobile Services and Devices One of the most challenges for developing new devices and services is the
understanding of new products is not clear. The article addressed the challange by
focusing in Paticipatory Design (PD), two techniques called roleplaying game with
toys and SPES (Situated Paticipatory and Enactment Scenarios) were developed to
investigate use scenarios and product concepts. The two techniques also were
useful in addressing three issues of the design (openended design, designing for
mobility and designing beyond workplace) they faced when developing their project
(GO).
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Roleplaying game was developed to figure out services and devices in use
scenarios extracted from the game. The ideas, game rules, organization of the
game, the conduction were descbribe in details. However, specific scenarios,
examples of the way the users playing the game were not mentioned clearly.The
results of the roleplaying games are not the services and devices themself, but the
context of use the the services and devices. For the second technique, the
participant would be given a mockup (simple tool) to envision what type of services
and product features should have by imagining functions of that the mockup would
provide. The participant would be followed by the designer, he/she would take note
about the activities of the participant in his everyday life. Many ideas of the product
were extracted through user’s activities.
In the roleplaying game, it requires to have a good understanding of what aspects,
features of the product to explore, so that the designer can design the rules,
organizations of the game and use scenarios. Many participants are also mandatory
for conducting the game, it also need an enviroment for playing the game. After
playing the game, the designers must analysis use scenarios carefully to extract the
ideas from the game. Despite the technique help us in investigating the context of
use of the services and devices, it is timeconsuming and need to be prepared
carefully before conducting the game. The second approach seems to be simpler
that the first one, however it is also inconvenient, because of the shadowing of the
designer to the participant to track his/her activities. Instead, the participant is
encouraged to take notes or memorize the activities with the mockup and presents
them to the designer is more comfortable.
From our point of view, the article provides us not only the techniques when
designing new product concepts, but also gives us the understanding in the design
issues and how the techniques that we can employ for addressing the issues.
However, currently we could not apply the first technique either the second in our
project because of the inconvenience described above. Therefore, we utilize the
second technique by interviewing user to get the ideas of the product (ask her to
memorize the functions of her smartphone she needed when traveling), and also
encourage her to take note functions and apps she want to have in her smartphone
when visiting some new places.
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2.3 Using While Moving: HCI Issues in Fieldwork Enviroments
One of the most problems in using mobile/handheld devices was that it was not be
inherented the mobility feature of these devices. In this case, these devices were
portable not mobility (using while moving). In order to address the problem, the
authors developed a prototype software tool for fieldworkers who had many mobility
features (dynamic user configuration, limited attention capacity, highspeed
interation, and context dependency), these features posed challenges on design
user interface for the prototype (Minimal Attention User Interfaces MAUI and context
awareness). The purpose of the article is to shed light on these features,
consequence the prototype could be applied widely on variety of applications that
employ these features.
According to the characteristics of users, many features of MAUI were developed to
adapt user’s activities in fieldwork enviroment. Despite the fact that the article was
published a long time ago, many features of MAUI (onehanded controls, eyefree
access, voice control, multiple taps) become the standard for design mobile
application nowaday. The context awareness feature also becomes popular in many
mobile applications (apps for direction... ) today.
In the article, many features of mobile users and prototype software were analyzed
and presented. These will help us in analyzing characteristics of our users, and
design user interface for Happy Touring.
2.4 Aspects of Personal Navigation with Collaborative User
Feedback (Holone, 2008)
The main idea of this article is to create a system that offers the best route in terms
of accessibility between points A and B on the basis of user feedback. This system
should take into account users’ abilities and needs. To test this concept the
researchers created a prototype in the form of an application for a mobile phone
called OurWay. The indoors experiment involved nine participants, one experiment
coordinator and two observers. According to the scenario participants had to play the
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roles of temporarily disabled people and move around in the building in a wheelchair
while they provide to the system their accessibility ratings of route segments. Since
no one of the participants had prior experience as wheelchair user they received the
necessary instructions before the experiment began. For data gathering in this case
the researchers used traditional methods: data logging, observations onthego, and
semistructured user debriefings. This study had interesting findings; in particular,
the researchers came to the conclusion that during the tasks execution users
concentrate on their own goals and do not think about the benefits their feedback
can bring to other users of the system.
“However, when retrospectively thinking about the system’s usefulness, they
soon take the view of the system as a collaborative tool, useful for “the
invisible others”
We think that this finding can open new rooms for research during our own project.
Also this study has given us an idea of the additional features we may include in the
next versions of our application during the further development. So what if the users
will be able to activate an option in their profile settings that allows them to evaluate
in the ranking of the visited places as far these places are accessible for wheelchair
users. We feel it can give us the opportunity to address the concepts of universal
design in our project. Some of methods the researchers used in this project can be
also relevant for us when we will evaluate our prototypes with users so it was useful
to learn about it now in the early stages of our project.
2.5 The Impact of a Mobile Information System on Changing
Travel Behaviour and Improving Travel Experience (Skelley,
2013) In this paper the researches investigate the impact of mobile information systems on
the behavior of the public transport users. They found that the introduction of Occy, a
web based mobile bus timetable application, makes the trip more efficient for
individuals and leads to greater satisfaction with the bus service. Their findings about
design features are especially important for our project. So during the design
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process we should keep in mind that such features as location aware technology,
personalized travel preferences and realtime travel disruption alerts are more
beneficial for users and result in actual system use.
3 Related work
3.1Oslo Official City App We were very impressed of the official city app for Oslo. But in this app there are
some important or interesting aspects missing. In the app user can choose from
categories and check some activities. Users get detail information about the activity.
But in this app it is not possible to write user comments on it or rate the system. The
user can add activities to an own list, so it is possible to lock at your interest points
again. But the user can’t do any special things with his own list. So the idea is now,
that user can see a tour with his interest points of view.[3]
4 Methodology and tools We have done an interview with the user to find out what is important for us. With
this interview we will find out how the users will use the app and which features we
need. We evaluated the interview so we can use the results for our design. After se
interview we have done some mockups with the mockup tool “moqups”. The
mockups is orientate at the results of the interview.
5 Our Work
5.1 Data Gathering and Evaluation
In order to better understand our users, their way of thinking and habits we decided
to conduct a survey (seethe link). To find the potential users we published invitations
to complete this survey in different Facebook groups that are mainly uniting
foreigners in Norway (e.g. International Students at HiOA, International students at
BI Norwegian Business School, International Students Union at HiOA and
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IMOBAGO International Mums Forum) and those who plan to go abroad
(Utvekslingsstudenten, NTNUtveksling og AFS Norge Internasjonal Utveksling).
Total 45 persons from 18 different countries participated in this study. The
participants have different ages. We have ask some important questions for our app.
Some questions are very relevant for our design decisions. We ask how many times
they visit other countries. The most answer was between 24 times. This answer was
around 50%. The most comes people visit other countries as a tourist (75%). For us
it was very important that the users have internet at a smartphone. It wasn’t clear
that all user will have this in other countries, so we ask this. More than 80% have
internet on their smartphone also in other countries and lot’s of them use the internet
more than one time. We also found it interesting from where the people get
information’s for activities. The most people ask friends for help or check the internet.
This is an relevant aspect for our project. Over 65% of the people would give
information’s of their profile to the system. We also ask for some ideas and some
features in the app. One person say, that it would be good if you course between
more tour like chilling tours or family friendly tours. Lot’s of people want to see
information’s like family friendly, popular tourist points or cafes.
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5.2 Characteristics of user
According to our survey, interview and the article [8], we summerize the features of our users in table 5.1
No. Characteristic Explain
1 Mobility User using Happy Touring when moving such as search for someplaces, get direction...
2 Limited Attention Capacity
When moving and directing in the street, they don’t want to concentrate much on their mobiles
3 Highspeed interaction
They want to have a fast request/reponse with the system (search for places and want the system reponse immediately)
4 Context dependency The system will provide information for users based on their context (weather, hotels, direction…)
Table 5.1 Characteristics of user
5.3 Mockups
For the app we have some main features. The user can choose activities from
categories. The activities have lots of information like opening hours or family friendly
and of course also some general information. You can also see some comments
from users and ratings. So this is an indirect Method to choose activities, we have
learned from the article CityFlocks. The user can add a comment or rats the activity.
For rating there are five starts. If the user haven’t rate the activity the stars show the
actually voting from the community. It is possible to go over the starts and give an
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own vote. This will overwrite the voting from the community. The color of the starts
will be changed. The user can add an activity to his own list. From the own list the
map with information routes will generated. The user can also choose from existing
routes. The route information describes the whole route. It describes in which order
the user can visit his chosen activities. There are also some information for public
transportation. The user will get more than one route, so he can choose which route
he wants. For changing routes the user can make a swipe gesture. If the user find
his own route very good, it is possible to share the route so that other users can
choose this route as an existing one. It is also possible to share the route at
Facebook.
6 Futher Work
With the Mockups we have our first prototype. This is a paper based prototype. A
paper based prototype is a Lowfidelity prototyping. A Lowfidelity prototype can be
very helpful in the early progress. It can help by the idea process and can help to
evaluate the GUI. A Lowfidelity prototype don’t need so much time to develop and is
very cheap. It is very cheaper if you see mistakes with the paper based prototype
than with a real one. [5] With this prototype we can make our first user evaluation.
We will show the mockups some users maybe 45. We will give the users some
specific tasks we created for them. One of us will play the computer. So if the user is
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clicking on something we will change the mockup. We will write down some
problems and also ask the users for feedback. We will categories the problems and
fix it, if it is a high priority problem. [7] Paper based prototypes can be difficult with
multitouch devices, because the interaction is very relevant. With paper based
prototypes you can’t react so fast and you can’t simulate all features. For example a
search function is very difficult to simulate. Sometimes the user reaction and
interaction is different to a Highfidelity prototype. So after the paper based prototype
it is necessary to have a Highfidelity prototype. A Highfidelity prototype look more
and feel more like the final product. In our Project we will create a Click Dummy with
a prototype software like justinminde or Axure. [5] The users will got a smartphone
and we can make a usability test with the users. We will give the users some
scenario they had to handle. This will feel more like a real app, so our Click Dummy
is our Highfidelity prototype.
In the next phase, we will analysis many features and functions of Happy Touring in
more details, so that we can decide what functions the app should have, which
architectures we should employ for the system, we will develop use case and class
diagram for Happy Touring. And then, user interface prototype will be developed and
describe in more details.
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7 References
[1] Bilandzic, M., Foth, M., & De Luca, A. (2008). CityFlocks: Designing Social
Navigation for Urban Mobile Information Systems. Paper presented at the
ACM SIGCHI Designing Interactive Systems (DIS) Conference, Cape Town,
South Africa.
[2] Iacucci, G., Kuutti, K., Ranta, M., On the Move with a Magic Thing: Role Playing
in the Design of Mobile Services and Devices. In the Proceedings of DIS2000,
Designing Interactive Systems, New York City, USA, pp. 193202.
[3] Centre, O. V. Google Play. retrieved from Oslo Official City App:
https://play.google.com/store/apps/details?id=se.interguide.oslo.mobil
[acessed 06.10.2015]
[4] Holone, H., Misund, G., Tolsby, H., & Kristoffersen, S. (2008, October). Aspects
of personal navigation with collaborative user feedback. InProceedings of the
5th Nordic conference on Humancomputer interaction: building bridges (pp.
182191). ACM.
[5] Jan Derboven, D. D.B. (2010). Comparing user interaction with low and high
fidelity prototypes of tabletop surfaces. 6th Nordic Conference on
HumanComputer Interaction: Extending Boundaries (pp. 148157 ). ACM
New York, NY, USA ©2010.
[6] Skelley, T., Namoun, A., & Mehandjiev, N. (2013). The Impact of a Mobile
Information System on Changing Travel Behaviour and Improving Travel
Experience. In Mobile Web Information Systems (pp. 233247). Springer
Berlin Heidelberg.
[7] UsabilityNet. (2006). Evaluate Prototyp. retrieved from Summary:
http://www.usabilitynet.org/tools/evaluate.htm [acessed 06.10.2015]
[8] Pascoe, J., Ryan, N. and Morse, D.: Using While Moving: HCI Issues in Fieldwork
Environments. Transactions on ComputerHuman Interaction, Vol. 7, No.3.
ACM (2000) 417437
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8. Appendix: Mindmap after interview an user
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