Behave Yourself

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References: 2012. Google. “The New Multi-Screen World: Understanding Cross-Platform Consumer Behavior” 2014. Hoober, S. and Shank, P. “Making mLearning Usable: How We Use Mobile Devices,” eLearning Guild Research Stock Images: PixelBuddha, Shutterstock, and Freepik.com Summary For the best learning experience, design for the way people use their devices, and the context they use them in. With smartphones, people are generally in motion, and one-handed, and most likely “pogo-stick” for information. In this context, you don’t want to present complex learning constructs. Consider performance support mechanisms, short “content nuggets,” and refined user interfaces. Take advantage of the device’s inherent features, such as GPS, network connectivity, texting, camera, and location awareness. With tablets, people are generally stationary but may still hold the tablet in their hand, depending on the tablet’s size. People are more inclined to set larger tablets on a surface or a tablet to “lean in” to longer content. Note that when people set their table on a surface, they usually do so in landscape mode. Large tablets are the devices most often used for “traditional” forms of mobile learning delivery. Consider richer interaction, multiple media use, and content contribution mechanisms for tablet engagement (more and more people are attaching physical keyboards to their tablets, making it easier for them to create content). There are also some commonalities between the different device types. People expect to use gestures on the touchscreen, and are more than likely to use their thumbs and fingers to navigate through content. Scrolling is expected, but the interface design should make scrolling content apparent. It’s recommended that you design learning experiences that are optimized for the device in hand. This may mean re-architecting your content strategy to appropriately support multiple devices. Be sure to explore your user’s context and usage of mobile devices before determining which devices you’ll support. Behave Yourself! Understanding Mobile Behavior Patterns It’s important for learning designers to understand how people use mobile devices (primarily smartphones and tablets), so they can design effective learning solutions for them. The key differences between mobile devices and tethered computers are size and touch, both of which profoundly impact design and interaction. It’s now apparent that people are almost completely mobile. Furthermore, many are multi-screeners, with their three top devices being a computer, a smartphone, and a tablet. Mobile users choose which device they use at any given time based on their context: where they are, what they want to accomplish, and the amount of time they have.

description

Understanding Mobile Behavior Patterns

Transcript of Behave Yourself

Page 1: Behave Yourself

Referen

ces:

2012

. Goo

gle.

“The

New

Mult

i-Scre

en W

orld:

Unders

tandin

g Cros

s-Plat

form Con

sumer

Behav

ior”

2014

. Hoo

ber, S

. and

Shan

k, P.

“Mak

ing m

Learn

ing Usa

ble: H

ow W

e Use

Mobile

Dev

ices,”

eLea

rning

Guil

d Res

earch

Stock Im

ages

: Pixe

lBuddh

a, Sh

utters

tock,

and F

reepik

.com

SummaryFor the best learning experience, design for the way people use their devices, and the context they use them in. With smartphones, people are generally in motion, and one-handed, and most likely “pogo-stick” for information. In this context, you don’t want to present complex learning constructs. Consider performance support mechanisms, short “content nuggets,” and refined user interfaces. Take advantage of the device’s inherent features, such as GPS, network connectivity, texting, camera, and location awareness.

With tablets, people are generally stationary but may still hold the tablet in their hand, depending on the tablet’s size. People are more inclined to set larger tablets on a surface or a tablet to “lean in” to longer content. Note that when people set their table on a surface, they usually do so in landscape mode. Large tablets are the devices most often used for “traditional” forms of mobile learning delivery. Consider richer interaction, multiple media use, and content contribution mechanisms for tablet engagement (more and more people are attaching physical keyboards to their tablets, making it easier for them to create content).

There are also some commonalities between the different device types. People expect to use gestures on the touchscreen, and are more than likely to use their thumbs and fingers to navigate through content. Scrolling is expected, but the interface design should make scrolling content apparent.

It’s recommended that you design learning experiences that are optimized for the device in hand. This may mean re-architecting your content strategy to appropriately support multiple devices. Be sure to explore your user’s context and usage of mobile devices before determining which devices you’ll support.

Behave Yourself!Understanding Mobile Behavior PatternsIt’s important for learning designers to understand how people use mobile devices (primarily smartphones and tablets), so they can design effective learning solutions for them. The key differences between mobile devices and tethered computers are size and touch, both of which profoundly impact design and interaction.

It’s now apparent that people are almost completely mobile. Furthermore, many are multi-screeners, with their three top devices being a computer, a smartphone, and a tablet. Mobile users choose which device they use at any given time based on their context: where they are, what they want to accomplish, and the amount of time they have.

Page 2: Behave Yourself

4hrs

Smartphone and Tablet UsageSmartphones are the backbone of daily screen use. They have the highest number of interactions per day, and serve as the most common starting and ending screen. Logically, the majority of smartphone use happens while people are walking or standing.

Tablets are primarily used in the home or office, and aren’t used “on the go” as much as smartphones. Tablets also often serve as a person’s “simultaneous” device, or “second-screen,” especially while watching television. Primarily, people expect to hold their tablet in portrait mode first, before moving to landscape. Furthermore, although most people use their right hand to actually touch the screen, a majority use both hands to use their tablets.

Size is increasingly important in determining how people use both smartphones and tablets. People “one-hand” small devices, and use them while standing and walking. Small tablets are often used by both hands. Larger tablets are almost always placed on surfaces or stands, and are used while sitting.

Think of it this way: smartphones while moving, tablets while “on the couch,” and laptops or computers while at the desk.

People also engage in what we call “pogo-sticking” – jumping between devices in short activity bursts—and often use two or more devices simultaneously. People rely on search mechanisms to help them “bridge the gap” between information on their devices.

The critical component when creating mobile learning experiences is a good understanding of how your audiences use their devices, focusing on what they do with those devices in the context of their performance.

Often, though, it’s hard to make assumptions about how people behave with

their devices.

General Behavior PatternsOn average, people spend over 4 hours a day on informal screen use (that is, not behind a computer at work). The majority of this time is spent on two screens: smartphones and tablets. People will engage in simultaneous screen use on both related and unrelated activities. They’ll also engage in sequential screen use by starting a task on one device and completing it on another device at a later time.