Design for Intuitive Use - Marsh and Setchi - 2008

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    Design for intuitive use: a study of mobile phones

    A. Marsh, R. Setchi

    School of Engineering, Cardiff University, Cardiff CF24 3AA, UK

    Abstract

    This paper explores the field of design for intuitive use by researching existing ideas and conducting an

    experimental study to determine if mobile phones are currently viewed as intuitive to use. In the context of this study,

    design for intuitive use is defined as the seamless alignment of cognitive expectation with interface actuality. The

    experiment carried out compares mobile phones produced by two large manufacturers, to determine which areas of a

    mobile phone facia are commonly viewed to be used for specific tasks and to investigate which image schemata are

    used to perform generic interaction tasks. As indicated by the participants in the survey, the Nokia interface is

    currently viewed as being very intuitive to use, and their system of interface design has shaped the consumers

    expectations of interaction with mobile phones. The experiments conducted showed that the nearer the top of the

    keypad a key is positioned, the more important, or regularly used it is expected to be. The most common image

    schemata for interaction as indicated by the participants in the experiments are the vertical and depth schemata.

    Keywords: Design for intuitive use, intuitive interactions, mobile phones, image schemata

    1. Introduction

    The term intuitive is referred to regularly in

    design, technical fields and by users of products that

    require cognitive interaction. Intuition is defined in [1]

    as the power of knowing or understanding something

    immediately without reasoning or being taught.

    Therefore, a product can be intuitive if its functions are

    clear and the methods needed to implement them take

    little or no cognitive effort. It is apparent that such

    products could bring a substantial competitive

    advantage to their manufacturers.Design for intuitive use is used to make a process

    more efficient when there is more than one path that

    can be taken to achieve the same result. A mobile

    phone, for example, that responds to the owners

    actions in the desired manner would not need an

    instruction manual, would be quick to use and would

    allow the customer to use the phone as a powerful tool.

    This paper aims to explore existing ideas in the

    field of design for intuitive use and determine some of

    the factors that make a mobile phone intuitive to use.

    The experiments conducted are designed to determine

    preferred methods of interaction and investigate how

    one interacts subconsciously with the physical

    properties of a mobile phone.

    The paper is organised as follows. Section 2

    outlines current research in design for intuitive use.

    Section 3 introduces the experimental procedures

    employed and the main hypotheses tested. Section 4

    contains results and a discussion of the findings.

    Finally, Section 5 concludes the paper.

    2. Background

    2.1. Intuitive interactionThere is a universal agreement that intuition is a

    type of cognitive processing that utilises knowledge

    gained through prior experience [2], and intuitive use

    of products involves utilising knowledge gained

    through other experience(s) [3]. Furthermore, an

    application is considered intuitively useable if the

    users unconscious application of prior knowledge

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    leads to effective interaction [4].

    Intuition is a term that should not be applied to the

    product itself but instead to the link between interfaceand user. As every user is different, so too will be the

    level of intuition between the two. A computer mouse

    seems intuitive to all computer users, but the first time

    user may still need to be shown how to use it.

    However, it would be very rare for that person to need

    to be shown again. This would suggest that a mouse

    becomes intuitive very quickly and this is perhaps the

    ultimate aim of an intuitive interface.

    It appears that intuition is learnt over time through

    use of technologies, so that intuition as the dictionary

    defines cannot exist in a designed interface. Instead, an

    interface that can be easily learnt has the appearance of

    being intuitive. Therefore, intuition is somethingacquired by people whilst using technology, rather than

    a standard of technology with which interaction is

    effortless.

    The methodological tools developed in the area

    include the continuum of prior knowledge [5] and the

    continuum of intuitive interaction [6].

    The continuum of prior knowledge developed by

    Hurtienne [5] shows that prior knowledge acquired

    before interaction with the new product comes from a

    variety of sources. These are classified into 5

    categories: innate knowledge, embodied interaction,

    culture, expertise, and use of tools. The higher up the

    continuum, the smaller the potential number of userspossessing this knowledge; lower level knowledge is

    used more frequently. These are the levels that are

    more likely to be applied unconsciously and therefore

    intuitively.

    The continuum of intuitive interaction developed

    by Blackler [5, 6] outlines three principles of creating

    an intuitive interface:

    1. Use familiar features from the same domain,

    2. Transfer familiar things from other domains,

    3. Increase redundancy and internal consistency of

    function, appearance and location within the interface.

    Furthermore, each principle is linked to a set of

    terms. Principle 1, for example, is compared toinfluencing the interface with body reflectors,

    population stereotypes and features from existing

    products in the same domain. Principle 2 relates to the

    use of metaphors and familiar functions from other

    domains. Principle 3 involves using visual and audible

    feedback, and providing different ways of doing things

    so that both novices and experts, and older and younger

    users, can use the same interface easily and efficiently.

    Keeping internal consistency allows users to apply the

    same knowledge and metaphors throughout the

    interface.

    Similarly, Hurtienne [4] devises a number of

    principles through which to design an intuitiveinterface. These include: suitability for the task,

    compatibility, consistency, gestalt laws (how the mind

    groups similar elements to an entity, based upon shape,

    colour, size and brightness of the elements), feedback,

    self descriptiveness, and affordances.

    2.2. Cognitive ergonomic: image schema and gestalt

    lawsAn image schema is a mental pattern that

    recurrently provides a structured understanding of

    various experiences. Image schemata can be used

    literally, to describe objects or actions, ormetaphorically as a source domain to provide an

    understanding of other experiences.

    Johnson [7] describes image schema as a dynamic

    pattern which functions somewhat like the abstract

    structure of an image and thereby connects up a vast

    range of different experiences that manifest this same

    recurring structure. His list of schemata consists of

    twenty seven individual schemata, including centre-

    periphery, containment, cycle, path, force, link, part-

    whole, scale, and verticality schemata.

    Much study of image schema stems from research

    in linguistic expressions. The words used to describe

    especially metaphorical features, act as a gateway tothe structure the brain has composed to store the

    information. It is important to note that the term

    image in image schema is not an image that can be

    drawn or be shaped in a three dimensional world. An

    image schema does not have the rigidity or specificity

    of a picture or structure, but consists of parts that can

    be flexed and sculpted in an infinite number of ways,

    sometimes interacting with other image schema, to

    align with perceptions, images and events.

    Recently, Hurtienne and Israel [8] suggested the

    application of image schemata and their metaphorical

    extensions in the design of intuitively usable interfaces.

    On creating an interface, its perceived structure shouldtry to fit in as closely as possible to the minds image

    schemata. It would appear that the most relevant

    schemata for an interface are the cycle schema, path

    and end of path schema and verticality schema, whilst

    the ergonomics of the interface (e.g. buttons, etc.) will

    apply to link schema, force schema and scale schema

    (especially with touch sensitive control).

    Further studies indicate that the so called gestalt

    laws can be applied to image schema [9]. Gestalt is a

    German word meaning configuration or pattern.

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    Theorists reject the assumption that organization is the

    product of learned relationships, but argue that

    perception itself is a basic experience. The approachfocuses on the idea of the mind grouping elements to

    perceive objects. Generally there are five laws from

    which others stem: proximity, similarity, closure,

    symmetry and common fate. The gestalt laws are often

    applied in product design. Buttons, for example,

    grouped together are perceived as having similar

    functions.

    These theories indicate that to teach a mind how to

    use something, it is the information presented to it that

    will determine its success. Going further, the success of

    this information resulting in the correct cognitive

    response lies in the similarity of the image schema

    formed whilst receiving information and the imageschema used to implement interaction. Image schemata

    are flexible structures for the mental organisation of

    experiences and comprehension.

    3. Experimental procedures and hypotheses

    3.1 Questionnaire

    The current style of phone sales from a high street

    network store typically offers a free mobile phone

    handset when a pay monthly tariff is purchased. These

    tariffs typically last for 12 or 18 months and after this

    time, a new tariff is sold, normally resulting in a newhandset. Therefore, the vast majority of the population

    is expected to have owned their phone for a short

    period of time and to have had a number of phones in

    the past.

    This style of selling results in the user making their

    way through a high number of phones in a relatively

    short period of time and also forces them to potentially

    learn a new interface every year or so. The user may, to

    make things easier, repeatedly choose the same phone

    manufacturer to replace the old handset whilst new

    technologies, appearances and styles are most probably

    the main factors that would cause the user to choose a

    new phone manufacturer. Users may have the ability tobe in contact with the new handsets from peers, so

    when it is time to choose a new handset, the buyer may

    have already done a little market research and have

    made the decision for their new phone before walking

    into the store. The factors discussed here will become

    apparent, or disproved by the correlations between the

    handset currently used and those that have been used

    before.

    The questionnaire published in [10] also contains a

    set of questions designed to find out how mobile

    phones are used. It is hypothesised that calls will rank

    the highest score for use, and the camera will score

    highly as well. It is not expected that internet and e-mail will have high scores as these are still relatively

    new technologies for the mobile phone and most

    people will have a computer linked to far faster internet

    at home. Games also, are expected to score low, simply

    because the youthful users, less than 17 years of age,

    have not been included in this survey due to ethical

    reasons.

    The awareness and ability sections of the

    questionnaire will unveil how confident users feel

    about their current phone. Phones with a high

    awareness score may have an open feel to their

    interface, where most of these features will be on

    display at the same time, increasing awareness, mostprobably in the main menu field. A high score will

    naturally appear if the user actually uses all the features

    of their phone. In theory, the ability score should not

    exceed the awareness score, as awareness must be

    present before one can have the ability to use a feature.

    There may however be some confusion here and

    perhaps pride also, where the user may rank their

    ability to use all the features they regularly use. The

    ease of learning ones current phone is a direct score

    for specific manufacturers and will be analysed as

    such. If the hypothesis of most phones being owned for

    1 or under years is true, then this question holds a great

    significance as the early learning stages may still befresh in the users mind.

    3.2 Experiments

    The experiments involve a visual test with two

    schematics of simplified button configurations; one

    based on the Nokia system, and the other, based on the

    Sony Ericsson system (Fig. 1), which also holds

    similarities to the Motorola and Samsung systems

    along with the iPod. The test is videoed with a digital

    camera. The aim is to determine what keys, or areas of

    the mobile phone facia are most commonly viewed to

    be used for specific tasks and to investigate if there areany consistencies with the methods required for

    existing phones and these schematics.

    Participants are informed about the scene in front

    of them: You have in front of you a simple schematic

    of a phone facia. The visuals, key notation and screen

    interface are entirely that of your choice. You are

    currently at your home screen with a locked keypad.

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    Fig. 1. Nokia and Ericsson schematics used in the test.

    The participants are then asked to perform the

    following tasks, on each configuration one at a time,

    using the schematics in any way they saw fit.

    1. Unlock the key pad.2. Press the menu button;

    3. Open the text message folder and select write

    new message.

    4. Go back to the home screen.

    5. Key in the number 07856.

    6. Delete the 6 and type a 2.

    7. Delete all 5 numbers.

    8. (Are you at the home screen?)

    9. Find your contacts.

    10. Scroll down 5 names.

    11. Scroll up 3 names.

    12. Call this number.

    13. Hang up.14. Lock the key pad.

    The results from this task are used to determine

    any consistency in the areas used for locking and

    unlocking the keypad, menu, select, back, number

    keys, delete and scroll down, scroll up, call and hang

    up.

    It is hypothesised that there should be no problems

    with typing of numbers due to the repeated constant

    standards of these keys being placed at the base of the

    keypad with the ordering of 1 top left and 9 bottom

    right with *, 0 and # along the bottom row. The Nokia

    schematic may cause more inconsistencies than the

    Sony Ericsson schematic as the only variable in theformer is position, with identically sized and shaped

    keys, thus removing most of the gestalt laws. The

    results from this test may therefore indicate broad

    similarities in desired positions of keys only.

    Having the round shape in the top central position

    of the Sony Ericsson schematic bares a far closer

    resemblance to the items from which this schematic has

    been derived, and may cause initial recollection of past

    experiences with such items. If this is the case, it would

    be expected that each test on this schematic will result

    in similar patterns of interaction.

    This schematic has a clear divide of the regular

    shaped keys at the bottom from those above. Thisfactor leads to a hypothesis of the bottom keys being

    used only for number typing whereas the top group will

    be used for interface manipulation, without any cross

    over. It will be interesting to see how many people use

    the circular shape as a wheel, in a similar manner to

    the iPod. None of the mobile phones widely available

    on the current market use this system, but the iPod has

    become such an iconic example of a portable electronic

    device that some subjects must make this link.

    4. Results and discussion

    A total of 46 completed questionnaires werereturned and analysed. Only one of these participants

    did not own a mobile phone. The average was 28 years

    of age. There was a fair spread of age range; however

    the greatest number of responses was from those in the

    21-24 age range. On average, each user had owned 5.5

    phones in their time. Text messaging had 33% of the

    score for use of the mobile phone, and calls had 32%.

    The final third was split between all other uses

    displayed in the questionnaire. Nokia dominated the

    past market share with 49%. Sony Ericsson and

    Motorola shared the runner up spot, holding 15% of

    past sales. However, of currently owned phones, Nokia

    and Sony Ericsson share the top spot with 32% eachand Samsung took the third spot with 16% as Motorola

    dropped to forth with 12%. Participants gave

    themselves average scores of 3.4, 3.2 and 3.6 of a

    possible 5, for phone awareness, ability to use all

    features and ease of learning current phone

    respectively.

    74% of all questionnaires were completed by

    persons less than 24 years of age. Therefore, the results

    are primarily indicative of the perceptions of students

    in this age range. This generation has grown up

    surrounded by technology from a relatively young age,

    with their ownership of their first mobile phone at an

    average of 13 years of age. The student will have ahigh social use of their mobile phone, the possibility of

    higher peer pressures to keep up to date with styles and

    technology, a fair amount of free time, but less free

    cash flow and are open and perhaps naive to special

    marketing techniques, which are used to target the

    student customer base. In contrast, results from a

    working business person would differ greatly from the

    student results with less free time, so probably more

    calls than texts, higher specification, the ability for

    more expensive handsets and business tariffs, perhaps

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    even paid for by the employer. The results gathered

    from older generations can be used as a slight

    comparison, but no claim is made that the perceptionsof these generations are properly represented.

    Almost 60% of those asked said they still used

    instruction manuals. This question was asked before

    the mention of a mobile phone, but the results indicate

    that either the user is not willing to trust their existing

    ability with technology, or the majority of devices are

    still too complicated to use on first experience. This

    suggests that there is much scope for improvement in

    the way technology presents the way it should be

    interacted with, removing the need for instruction

    manuals.

    Mobile phones have been used by those asked for

    an average of 6.8 years, with an average of 5.5 phonesbeing owned in this time. This positively correlates

    with the result of 55% of the participants having owned

    their current phone for less than 1 year and a total of

    87% for 2 years or under. This result follows an

    exponential decay profile, showing that future sales of

    mobile phones have the opportunity to continue to soar

    as they are currently doing so. If this influx of new

    phones to the population continues, they will have an

    even greater effect on shaping how one interacts with

    technology than this study will show.

    The average score of 3.4/5 (70%) for phone

    feature awareness is a good score, but with the low use

    scores for the newer features, this suggests that amobile phone is still essentially a speech and text

    communicator between individuals. Over half of the

    sample gave themselves, perhaps modestly, a score of

    4/5 for their ability to use the features available. This

    suggests that phones are generally well mastered by the

    sample, however, all five participants to give a score of

    1 for this question was less than 24 years of age, and

    all owned a Nokia mobile phone. Nokia did however

    score a remarkable 4.7/5 score for ease of learning

    the current phone. Sony Ericsson had the only two 1/5scores for ease of learning, but overall scored a second

    place average of 3.4/5.

    Eight subjects took part in the visual experiment.

    On average, the experiment took a total of 10 to 15 min

    for the participant to complete. All of them carried out

    the tasks on both schematics. The Nokia schematic had

    a success rate of 50% for the correct interaction being

    carried out for the respective task. The Sony Ericsson

    scheme achieved 61%. Fig. 3 and Fig. 4 show the

    results for tasks unlock the keypad and press the

    menu button, where the colour scheme and the

    numbers indicate how many participants have used the

    same pattern. All results are published in [10].It has been shown that the nearer the top of the

    keypad a key is positioned, the more important, or

    regular to use it should be. These buttons are currently

    used to interact with the software of the phone, whilst

    the number pad should be exclusively used for number

    and text and positioned on 12, identically sized and

    shaped keys in a 3x4 arrangement. Future mobile

    phone design should keep this system to appear to be

    intuitive to use. Unlocking and locking a keypad

    should involve two keys, at opposite ends of the

    keypad, adapted from the Nokia system and menu

    should be located top left or top centre. This key

    should also double up as the select key when in a menumode. There is no preferred side to locate a back

    button, but it should not be placed in a central position.

    The function of a delete key should be clearly marked

    as there is no preferred choice of position for this

    function. Scrolling should be given a top central

    position, with a vertical alignment. Call should always

    be on the left hand side and hang up on the right.

    Experimental results (Nokia

    schematics)

    Experimental results (Sony

    Ericsson schematics)

    Correctly executed task

    (Nokia schematics)

    Correctly executed task

    (Sony Ericsson schematics)

    Fig. 3. Task unlock the keypad.

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    Experimental results (Nokia

    schematics)

    Experimental results (Sony

    Ericsson schematics)

    Correctly executed task

    (Nokia schematics)

    Correctly executed task

    (Sony Ericsson schematics)

    Fig. 4. Task press the menu button.

    5. Conclusions

    This study confirmed that intuitive use involves

    the seamless matching of cognitive expectation with

    interface actuality.

    The participants in the study have shown that

    Nokia have set a very high standard of intuitive use

    for the mobile phone, that other manufacturers are

    trying to match. Even with an unmarked, limited gestalt

    arrangement of keys, 50% of all interactions asked to

    be carried out on the schema would have been

    successful. Sony Ericsson, with a starkly different

    scheme, where gestalt laws are far more eminent had

    the higher score with a 61% successful interaction rate.However, Sony Ericsson were only given a 3.4/5 score

    for ease of learning whilst Nokia have clearly set the

    standard with a 4.7/5 score. This early appreciation of

    ease of use must have played a key factor in Nokias

    early domination of the market, but now other

    manufacturers have learnt this fact and are far closer

    competitors to Nokia than just a few years ago.

    The mobile phone, when used as a voice and text

    message communicator, is generally a very successful

    product in terms of being easy to use. The majority of

    phones are based on one of a few classic styles and

    there has been much pressure from the consumer for

    these devices to be intuitive to use. However, phonemanufacturers have a delicate time ahead of them as

    the era of the mobile phone in a pure sense is over.

    New technologies are changing the function of the

    mobile phone and currently these new functions appear

    to be confusing to use on such a small device. This

    justifies research into design for intuitive use in the

    future as many different devices, along with their

    respective styles of interaction, are fused together into

    what is currently the mobile phone.

    References

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    2005.

    [2] Blackler A. L., Popovic V. and Mahar, D. P.

    Empirical investigations into intuitive interaction: a

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