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Transcript of Encouraging Green Mobility
i
Encouraging Green Mobility
Designing a Mobile Phone Application for UL Smarter Travel
________________________________________________________________________
Author: Caitriona Conefrey
ID Number: 10103791
Supervisor: Dr. Gabriela Avram
Degree: Bachelor of Science in Digital Media Design
Department of Computer Science and Information Systems
University of Limerick
April 2014
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Declaration:
I hereby declare that this final year project as part of the requirements for the Bachelors
of Science in Digital Media Design is my own work. Any use of the work of other
persons has been appropriately identified and acknowledged.
Signature:
_____________________
Caitriona Conefrey
Date: _________________
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Acknowledgments
A kind thank you, to each of the following who made the success of this Final Year
Project possible.
I would like to thank Dr. Gabriela Avram, supervisor of this FYP. Gabriela has been
extremely helpful in guiding me and keeping motivation throughout the process. I am
very grateful to have had Gabriela as my final year project supervisor and appreciate her
continues support and involvement.
Thanks are also due to the University of Limerick members of Limerick Smarter Travel
team members, Ross Higgins and Sean Collins, for their contribution during the project
in the development of the concept through to the design.
I would also like to thank Family, Friends and classmates for their involvement and
support.
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Table of Contents
Declaration: ................................................................................................................................................ i Acknowledgments .................................................................................................................................. ii Project Summary .................................................................................................................................. 1
Chapter 1:................................................................................................................................................... 2
Introduction .............................................................................................................................................. 2
1.1 Green Mobility ............................................................................................................................. 3
1.1.1 Transportation in Ireland ............................................................................................... 3
1.1.2 Sustainability ....................................................................................................................... 3
1.1.3 Sustainable Mobility – Smarter Travel....................................................................... 4
1.2 Limerick Smarter Travel .......................................................................................................... 5
1.3 University of Limerick Smarter Travel ............................................................................... 6
1.4 Project Starting Point ................................................................................................................ 7
1.5 Motivation for the project ....................................................................................................... 8
1.6 Project Aims and Objectives ................................................................................................... 9
Chapter 2:................................................................................................................................................ 10
Literature Review ................................................................................................................................ 10
2.1 Related Work ............................................................................................................................. 11
2.2 Similar Projects ........................................................................................................................ 11
2.2.1 Pediluma: Motivation Physical Activity through Contextual Information and Social Influence................................................................................................................... 11
2.2.2 Houston: Design Requirements for Technologies that Encourage Physical Activity ........................................................................................................................................... 12
2.2.3 Theory-Driven Design Strategies for Technologies that Support Behavior Change in Everyday Life .......................................................................................................... 13
2.3 Motivation Techniques .......................................................................................................... 14
2.4 Ubiquitous Computing ........................................................................................................... 14
2.4.1 Mobile User Interface .................................................................................................... 15
2.5 Existing Behaviour .................................................................................................................. 15
Chapter 3:................................................................................................................................................ 18
Methodology .......................................................................................................................................... 18
3.1 Mobile Design ............................................................................................................................ 19
3.1.1 User-Awareness ............................................................................................................... 19
3.1.2 HCI Principles ................................................................................................................... 19
3.1.3 Natural User Interfaces ................................................................................................. 19
3.1.4 Components used in mobile UI .................................................................................. 21
3.1.5 Interface Patterns ............................................................................................................ 22
3.2 Applying User-Centered Design ......................................................................................... 22
3.2.1 Usability Testing .............................................................................................................. 22
3.2.2 Scenarios ............................................................................................................................. 23
3.2.3 Story-boarding ................................................................................................................. 23
3.3 Evaluation of Mobile Applications .................................................................................... 23
3.4 Technologies .............................................................................................................................. 24
3.4.1 Adobe Photoshop and Illustrator .............................................................................. 24
3.4.2 Axure .................................................................................................................................... 25
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Chapter 4:................................................................................................................................................ 26
Description of Design Process ........................................................................................................ 26
4.1 Initial concept............................................................................................................................ 27
4.1.1 Story boarding .................................................................................................................. 27
4.1.2 Initial Mock-ups ............................................................................................................... 30
4.1.3 UL Smarter Travel Group Meetings.......................................................................... 34
4.2 Evaluating Similar Applications ......................................................................................... 35
4.3 Initial Paper Prototypes ........................................................................................................ 40
4.3.1 Paper Prototype testing ................................................................................................ 45
4.4 Current Concept ....................................................................................................................... 45
4.4.1 Design Decisions .............................................................................................................. 47
Chapter 5:................................................................................................................................................ 54
Discussion ............................................................................................................................................... 54
5.1 Feedback to Date ...................................................................................................................... 55
5.2 Prototyping ................................................................................................................................ 56
5.2.1 Prototype Details ............................................................................................................. 56
5.3 Usability Testing ...................................................................................................................... 57
5.3.1 Descriptions of users ..................................................................................................... 57
5.3.2 Usability Testing Results .............................................................................................. 58
5.3.3 Usability Testing Conclusion ....................................................................................... 61
Chapter 6:................................................................................................................................................ 62
Project Conclusion ............................................................................................................................... 62
Bibliography .......................................................................................................................................... 64
Appendices ............................................................................................................................................. 69
Appendix 1 – Early Concept Sketches ..................................................................................... 69
Appendix 2 – Heuristic Evaluation of iTrakMe Classic .................................................... 73
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Table of Figures
Figure 1 – Scenario and Storyboard 1 ............................................................................. 28
Figure 2 – Scenario and Storyboard 2 ............................................................................. 29 Figure 3 – Initial Mockups 1 ............................................................................................ 31 Figure 4 – Initial Mockups 2 ............................................................................................ 32 Figure 5 – Initial Mockups 3 ............................................................................................ 33 Figure 7 – Walk Star Pedometer Screen Shots ................................................................. 37
Figure 8 – Strava Screen Shots ......................................................................................... 39 Figure 9 – Paper Prototypes 1.......................................................................................... 42
Figure 10 – Paper Prototypes 2........................................................................................ 43
Figure 11 – Paper Prototypes 3........................................................................................ 44 Figure 12 – Final Prototype 1 .......................................................................................... 49 Figure 13 – Final Prototype 2 .......................................................................................... 50 Figure 14 – Final Prototype 3 .......................................................................................... 51
Figure 15 – Final Prototype 4 .......................................................................................... 52 Figure 16 – Final Prototype 5 .......................................................................................... 53
1
Project Summary
In 2012, Limerick has been selected as one of the three demonstration areas for the
Smarter Travel initiative in Ireland and measures have been put in place to provide
greater opportunities for greener transport means. The University of Limerick Smarter
Travel group has been transforming the campus to encourage students and staff to use
greener transport. The aim of my project was to design a green mobility application for
staff and students in line with the aims of the UL Smarter Travel group.
Building on previous work on sustainable transport solutions, research was carried out
exploring current transportation trends and mobile application design. Through constant
collaboration with the UL Smarter Travel group, low and high fidelity prototypes were
built and evaluated with potential users. The final design aims to encourage students and
staff to embrace walking and cycling in traveling to, from and around the campus, by
allowing them to track their journeys, challenge their peers and receive rewards for their
behaviour.
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Chapter 1:
Introduction
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1.1 Green Mobility
1.1.1 Transportation in Ireland
Daily transportation and travel in Ireland, may it be gaining access to work, school,
service, or social reasons, has become a great importance in modern society. With
concern continuously rising for the environment, we ask whether or not we as individuals
are really doing our part when carrying out daily activities.
In August 2013, The Department of Transport, Tourism and Sport released a report of
Irish vehicle and driver statistics from 2012. The report highlights a decrease of 0.90% in
the total number of licensed vehicles in Dec 2012 compared to December 2011, however
there are still over 1.88 million private cars on Irish roads (Department of Transport.
2012).
This number is still significantly high and from 1990 to 2011 the levels of CO2 emissions
in Ireland increased by 25%. The Department of Transport has set a target to increase the
use of renewable energy in transport Ireland by 10% in 2020 and so far Ireland has
reached 3.6% of this target. Ireland has met the target set by the EU for lowering
emissions from new passenger cars. (Sustainable Energy Authority of Ireland, 2012)
According to European Commission, transport is the only major sector where greenhouse
gas emissions are still rising in the EU. Cars alone are responsible for around 12% of
total EU CO2 emissions. Road transport contributes to about one-fifth of these
emissions. (European Commission, 2013)
It is clear that there is a current problem in Ireland with regard to unsustainable
transportation leading to a large amount of CO2 emissions. The good news is that groups
like Smarter Travel are working to reverse this damage and reduce these emissions.
1.1.2 Sustainability
Sustainable or 'green' living is the way in which we are encouraged to live, but what
exactly does this mean? The United Nations World Commission on Environment and
Development in 'The Brundtland Report' of 1987 defined sustainable development as
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“development that meets the needs of the present without compromising the ability of
future generations to meet their own needs (Bruntland, G. 1987).”
1.1.3 Sustainable Mobility – Smarter Travel
In the words of the Minister for Transport, Noel Dempsey T.D.; “Smarter Travel - A
Sustainable Transport Future is designed to show how we can reverse current
unsustainable transport and travel patterns and reduce the health and environmental
impacts of current trends and improve our quality of life” (Department of Transport
2009)
Smarter Travel released the Smarter Travel Policy in 2009 detailing how their aim for a
more sustainable Ireland can be met by 2020. “Smarter Travel – A Sustainable Future”
(Department of Transport 2009) outlines the key steps and actions that should be
followed in order for this policy to succeed. The research in this document shows that
without change in our current transport and travel means matters will only get worse.
The Smarter Travel policy aims to change the way in which individuals perceive their
daily transportation activities.
Five key goals for smarter travel summarised in the policy;
“Improve quality of life and accessibility to transport for all and, in particular,
for people with reduced mobility and those who may experience isolation due to
lack of transport.
Improve economic competitiveness through maximising the efficiency of the
transport system and alleviating congestion and infrastructural bottlenecks.
Minimise the negative impacts of transport on the local and global environment
through reducing localised air pollutants and greenhouse gas emissions.
Reduce overall travel demand and commuting distances travelled by the private
car.
Improve security of energy supply by reducing dependency on imported fossil
fuels.” (Department of Transport 2009)
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With a large section of the population of Ireland being immensely reliant on their cars as
their only, if not main, form of transport, the desire of this policy is to encourage people
to walk, cycle, and car-share whenever possible. In order to achieve these goals many
cities in Ireland need considerable changes in current transport infrastructure.
Smarter Travel has a total of 49 specific actions in order to achieve their objectives,
which have been grouped into four key goals;
“Actions to reduce distance travelled by private car and encourage smarter
travel, including focusing population and employment growth predominantly in
larger urban areas and the use of pricing mechanisms or fiscal measures to
encourage behavioural change
Actions aimed at ensuring that alternatives to the car are more widely available,
mainly through a radically improved public transport service and through
investment in cycling and walking
Actions aimed at improving the fuel efficiency of motorised transport through
improved fleet structure, energy efficient driving, and alternative technologies
Actions aimed at strengthening institutional arrangements to deliver the targets.”
(Department of Transport 2009)
1.2 Limerick Smarter Travel
In 2009 the Department of Travel held the National Competition for Smarter Travel
Areas. The competition was open to all local authorities throughout Ireland and asked for
proposal submissions for the development of smarter travel programs in rural, sub-rural,
and urban areas. Limerick City & County were one of three local authority winners, the
others being Waterford and Mayo. Limerick Smarter Travel, Limerick City and county
councils in partnership with the University of Limerick, were approved funding of €9
million from the Department of Transport, Tourism and Sport in February 2012. The
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funding received by each authority goes towards transforming these areas into Smarter
Travel Areas and promoting sustainability. Limericks Smarter Travel proposal focuses on
four zones, or ‘hubs’: the City Centre, Corbally, Castletroy and Regeneration Hub. The
proposed Smarter Travel initiative is to aid the varying travel needs, within and between
these hubs, in a more sustainable way. (Department of Transport 2009)
Limerick Smarter Travel has set targets for the City, Council and University as a whole
along with each hub by 2016, four years earlier than the national 2020 targets. (Limerick
Smarter Travel, 2010)
Tom Mackey, Limerick City Council Manager when discussing the topic; “We are
looking forward to creating an exemplar smarter travel community that the rest of our
area and the whole of Ireland can be proud of.” (Limerick Smarter Travel, 2010)
1.3 University of Limerick Smarter Travel
Limerick Smarter Travel released a 'Stage 2 Submission' of their upcoming targets and
how they aim to reach these targets. The submission reviews how “Through our student
and school population we can 'lock in' a smarter travel mind set from an early age.” The
University of Limerick is working in an innovative partnership with Local Authorities in
creating the best overall approach to smarter travel by applying the knowledge and design
intelligence to the pragmatic problems. With the university as a key partner, the overall
project gains access to a diverse range of expertise, knowledge and intelligence building.
Limerick Smarter Travel has an overall goal of significantly reducing the number of car
trips, especially short journeys from the Castletroy and University areas, 41% to 23% by
2015. The main issue stated for UL is to reduce car ownership among students by linking
the University with the rest of the study area via sustainable modes. A Mobility project
within the University will focus on creating a smarter travel physical infrastructure by
removing current barriers. (Limerick Smarter Travel, 2010)
Outlined in the Limerick Smarter Travel Design Report (2010) are the changes that will
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be incorporated in the transformation of the UL Campus. Some of these changes included
reducing the number of car parking spaces and the distance of car parking from UL
buildings increased. Improvements will be made to cycling facilities with bike shops,
rental programs and information available. Improving landscaping alongside provision
of cycle lanes throughout campus and sheltered bike parking closer to buildings.
Incentives and penalties will also be on offer to individuals. (Limerick Smarter Travel,
Design Report. 2010)
1.4 Project Starting Point
At the beginning of the project I attended a meeting with the suggested project
supervisor, Gabriela, to discuss the different possibilities of my ‘Encouraging Green
Mobility’ project. It was intended that this project worked in conjunction with the
Smarter Travel initiative as Limerick was selected as one of the three demonstration
areas. The project proposal involved the design of a smart phone application that takes
the form of a game to encourage and motivate UL students and staff to use greener
transportation means such as walking, cycling, bus travel, and carpooling.
Initially my intention was to design an application for students and staff focusing solely
on walking. Users would have been able to monitor their own mobility patterns while
setting targets such as; walking to college, getting off the bus a stop earlier or parking
further away, encouraging an active lifestyle. Following a meeting with UL’s Smarter
Travel members Ross Higgins and Sean Collins we decided to target a larger user base by
including cyclists. UL is currently developing a number of cycling facilities as part of the
Smarter Travel initiative and the application will incorporate these new developments.
Subsequently, primary functions of the app were brainstormed and taken note of for
further review. The main function which sparked the most interest was a walk and cycle
friendly UL travel map which will allow users to easily find walkways and cycle tracks
around campus. The application concept became clearer as we started to add additional
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features including; challenges, goals, UL campus discounts and a social networking
component.
From here I began my research into the subject area and past examples of work-related
projects.
1.5 Motivation for the project
The areas of daily lifestyle improvements such as healthy living, food and exercise are of
personal interest where the idea of greener mobility or means of transport can correspond.
Early in my research, into current apps, it became clear that a green mobility app is a
much more needed and relevant approach for UL rather than the already, almost over
published, areas of nutrition and exercise which have a vast amount of popular apps
available. After reading through the suggested project areas my enthusiasm was
immediately sparked by the idea of greener mobility. I feel that a strong personal interest
is an important factor in order to keep motivation throughout a final year project (FYP).
Working on this project was to be of particular benefit in enhancing my current skills and
increase my practical experience, which I hope to bring with me in the working world.
This was a big motivational factor that was proved during the whole of this FYP.
The chance to explore new creative ideas and concepts is something I have always found
enjoyable. As there are not many university specific greener mobility apps in Ireland,
this was an exciting opportunity to design an app with a valuable lifestyle practice, which
may be fully developed and used in the near future. The research and design work
carried out may have an impact and change the way students, and staff of UL, think about
their means of transport and may lead to the use of greener transport means even outside
of the university’s campus. The possibility of a fully developed app with a broad user
base and my own personal interests in green mobility were the main motivators for my
FYP.
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1.6 Project Aims and Objectives
I intended to design a mobile phone application that will encourage green mobility for my
final year project, as I believe mobile applications are becoming an extensive component
of everyday lifestyle and that greener living is the lifestyle of the future.
The UL Smarter Travel group were already working on a number of projects to
encourage sustainable transport for Students and Staff within UL. The main aim of this
project was to design of a mobile phone application that will encourage its users to
reconsider driving to and from UL each day for more sustainable means, particularly
walking or cycling. The optimal outcome of such an app is to reduce the amount of cars
around UL and instigate greener lifestyles in users. The application was to be designed
for the UL Smarter Travel group, to their needs and satisfaction.
The designing of a motivating green mobility app required the following tasks;
To establish existing Smarter Travel plans for the University of Limerick
To consider current travel behaviours of car users, bicyclists and walkers
To identify motivational factors for choosing sustainable transport means
To investigate good application design
To determine a green mobility application concept and design for University of
Limerick users.
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Chapter 2:
Literature Review
11
2.1 Related Work
Designing a Community Engagement Strategy for Limerick Smarter Travel Using Focus
Groups and Precedent Studies (2012)-
A master's thesis by former UL student Kathleen Cullinane highlights and discusses into
further detail the current issues in sustainable transport. In designing and implementing a
plan for Limerick Smarter Travel Cullinane focused on current travel behaviours
specifically related to students in Limerick and highlighted areas where there is room for
improvement. In her research, Cullinane studied a number of international cities that have
successfully implemented long lasting travel behaviour change and found that no two
cities followed the same initiative (Cullinane, 2012). Cullinane established that a “one
size fits all travel plan” will not work in every city, including Limerick, and that each
plan needs to be specific to the area and to the needs of its population. (Cullinane, 2012).
Cullinane’s work has been examined as a starting point into this FYP as to not repeat
research in this area but to add to it. The exploration on travel behaviour provided in this
thesis gives an idea of the choices that can be encouraged in individuals in the Limerick
area.
2.2 Similar Projects
Similar projects that aim to encourage physical activity through persuasive technologies
were analysed for an insight into motivational methods.
2.2.1 Pediluma: Motivation Physical Activity through Contextual Information and
Social Influence
(Lim et al 2011)
A project carried out as an approach to motivate behaviour change;
“People find comfort in familiar routines and attitudes, and naturally resist change, even
if to their benefit” (ibidem).
12
This paper presents 'pediluma', a device worn on the shoe to track and visualise the
wearer’s physical activity. A sensor in the device trips whenever an impact or
acceleration takes place, causing the device to glow. The more physical the individual is
the more the device glows, both a motivational and social factor. The results following
testing with eighteen participants showed an increase in physical activity. Targeting the
point of decision is an approach used to promote behaviour change in many areas. Public
commitment is discussed and an attempt to engage people around the wearer uses social
pressures. Two methods of motivation are used in this project, the display of current
progress or information and the social influence. Both of which can be embed into other
domains and devices (ibidem).
2.2.2 Houston: Design Requirements for Technologies that Encourage Physical
Activity
(Consolvo et al, 2006)
Addresses the current worldwide problem of obesity. Focusing on “opportunistic physical
activities”, where activities are incorporated into everyday life such as taking the option
to walk to work instead of driving.
‘Houston’ is a fitness journal in the form of a mobile application prototype with the
purpose of encouraging physical activity by sharing step count with friends.
Also presented are design requirements for activity encouraging technologies as result of
a three-week study. The design requirements found were, to provide the users with credit
for activities and awareness of activity level, to support social influences, and to consider
practicality constraints in lifestyle of user. Each of which are explored with examples
from findings.
Supporting social influence is broken down into sub sections of social: pressure, support,
and communication. Almost all participants in the study were motivated by social
influence. This paper highlights the capability and significance social influence has in
motivational technologies.
13
2.2.3 Theory-Driven Design Strategies for Technologies that Support Behavior
Change in Everyday Life
(Consolvo et al, 2009)
Behaviour change affects both short and long-term lifestyle, an understanding of
how to design behaviour supporting technologies is required for effective results.
As expressed in the paper: “If done poorly, the technology is likely to be
abandoned; therefore a principled approach for its design is needed.” (Consolvo et
al, 2009)
This paper presents the different approaches to designing persuasive technologies that
proved to be effective after a three-week train and a three-month experiment of a system
that encourages users to lead a physically active lifestyle. A review of research into
social psychological and persuasive technology theories is provided focusing on Goal-
Setting Theory (Locke et al, 2002) and the Transtheoretical Model of Behavior Change
(Prochaska et al, 1992).
Taken from The Goal-Setting Theory (Locke et al, 2002) is that the user should be able
to; set their own goals, view progress of said goal, be challenged by realistic goals for
user, and receive relevant feedback and incentive.
The Transtheoretical Model of Behavior Change (Prochaska et al, 1992) describes a
number of stages an individual follows to 'intentionally modify' behaviour, from having
no intention to change to carrying out the new behaviour for six months or more.
Persuasive technology can guide a user in reaching their final stage of behaviour change
by providing appropriate education, reward, awareness, progress tracking, and social
influence
This paper gave framework to what was required in designing an app that aims to
motivate and change users’ views on green mobility. "Often, it is a pattern of
"poor" decisions that prevents the individual from achieving her desired lifestyle”
(Rachlin, H. 2004).
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2.3 Motivation Techniques
A key aspect in this app is the motivation factor. To initiate any change in lifestyle and
behaviour, we need motivation. The term 'motivation' is often used as a general concept
when describing one who has a drive to achieve a goal or as what is needed to
accomplish something that appears difficult. Motivation can be connected to the
reasoning behind certain behaviours. Garcia (2007) defines motivation as a process,
which requires goals, activity and commitment (Garcia, M.C, 2007)
In order for an individual to be fully motivated in a project or venture they must firstly
make the choice on whether or not they want to it and decide on the steps needed to make
it happen. Then they must spend the required time and effort into carrying out what needs
to be done in order to achieve the final outcome. Also needed by an individual is the
mind set into accomplishing the desired.
It can be easy for us to forget why we started something or begin to think is this what we
really want once we've made commitment to a goal. The ideal theory behind this mobile
application is that it will help or keep motivation for users from the beginning of use and
throughout, i.e. a student or staff member using the app will be motivated or encouraged
to use green mobility during their time on campus and also that some behaviours will be
implemented for use outside of the university.
2.4 Ubiquitous Computing
Krumm (2009) gives meaning to 'ubiquitous computing', or ubicomp, as a term given to
the third era computing. The first era being the single large time-shared computer owned
by an organisation and used by many. Then, the PC era, where a personal computer is
owned, used and dedicated to them. The third era represents the present time, ubiquitous
computing, is distinguished by smart phones, and any other small networked portable
computer products, where each individual owns and uses many computers. As an era
progresses, there is an increase in the number of computers becoming integrated into ones
daily lifestyle. (Krumm, J. 2009)
15
2.4.1 Mobile User Interface
Brewster (2009) suggests that mobile user interfaces are still grounded on approaches for
computer desktop interface dating from the 1970s. Components such as buttons, windows
and elements to indicate progress may be difficult for mobile user interface (UI).
(Brewster)
Barbara Ballard (2007) discusses the differences in mobile and desktop user interface.
Fundamentally design for desktop UI’s is reasonably stable regardless of platform, where
tab navigation differing in Windows from Apple being the only time platform may
influence the design. In mobile, patterns rely on both device UI style and platform.
“Mobile phones are not miniature personal computers, and mobile applications should
not be miniature computer applications.” (Ballard, B. 2007) A mobile phone user must be
able to carry out whatever action or function while moving around. Mobile UI must be
designed in a way that usability has minimum constrain on users’ daily activities.
In 'Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones' ,
Todish(2012) gives an overview of the constraints going from desktop to mobile that can
effect user experience. Firstly the most obvious constraint, form factor, the considerable
difference in screen size. This however does not mean simply making things smaller but
bringing the application down to its most critical functions and using a strategic layout.
Input methods, with no mouse means that there is a need for gestures to select, zoom,
scroll act. Battery and processing limitations in mobile devices make up the technical
constraints. An application, which drains battery life or takes up a large amount of
memory, will lead to poor user experience. (Todish, T. 2012)
2.5 Existing Behaviour
Adapted from the work of Cullinane (Cullinane, 2012) are common perspectives towards
everyday transport means of participants from the Limerick area. Key points taken from
participants feedback was that cyclists felt that they are not respected on the roads and
there is issues with safety while walking is not as encouraged by others as it could be. A
number of participants mentioned the factor of time as a reason towards driving:
16
“I just prefer to sit into my car, drive straight to work, park my car, and arrive at my desk
on time” Female, Corbally
“...I have a bike but I’m too lazy during the week to ride my bike to work. I work long
hours, including night shifts. I cycle at the weekends and take part in triathlons. My bike
basically sits at home all week as I have no time for cycling...”
Even when those who recognize that a more sustainable means is possible, they don’t
have the motivation to make that choice.
“I could walk to the work but to be honest I'd prefer that extra half hour in bed...I
suppose I'm just too lazy to switch” Female, Castletroy
Some positive remarks highlighted the positives to choosing greener transport:
“Driving is too expensive and for me much slower” Male, Castletroy
“I cycle to work most days now cause my bus fares were adding up and becoming too
expensive...for what I would pay in three months bus fares I was able to afford a fantastic
bike...so it's already paid for itself and I can always rely on it” Female, Corbally
“I walk every evening after work for an hour and I find not only am I healthier and fitter
but I sleep better, and it puts me in better form” Female, Castletroy
“Leaving my car at home and cycling to work saves me on petrol costs and helps out the
environment...” Male, National Technology Park Employee
However, for many driving is perceived as the most efficient means of transport but in
many cases it is not so. For example, the time spend in traffic, at traffic lights and
finding a parking space could easily make up the difference in the time it would take to
walk or cycle to that destination. As this is a project for in and around UL, for many
students and staff traveling each morning this may be the case. The main benefits of cost
and exercise, by walking and cycling, also are looked over by many individuals. A lack
of awareness, and access to, green mobility is suggested as a big issue. While Cullinane
does discuss other physical, emotional and practical barriers to sustainable transport in
17
Ireland, from these sample perspectives a main issue with behaviour towards sustainable
travel is a negative outlook that our society has towards walking and cycling.
“ .. Society dictates how we choose to travel...everyone perceives driving as the most
efficient means of getting to their destination... it seems to be the general message out
there...” Female, National Technology Park Employee
The negative perspectives society holds towards incorporating sustainable transport into
daily life are what needs adjust for Smarter Travel, and a greener future, to be possible.
18
Chapter 3:
Methodology
19
3.1 Mobile Design
3.1.1 User-Awareness
Poslad (2011) refers to the importance of user-awareness, and being aware of the context
of the user, in supporting centered tasks and goals. Before looking into design concepts,
the profile of the foreseen user is essential, this would include identifying their needs and
objectives when interacting with the device.
3.1.2 HCI Principles
General HCI principles presented by Simpson (1985), Shneiderman (1992) and Dumas
(1988) all express similar needs which can be narrowed down to;
• giving user control
• striving for consistency
• smoothing human-computer interactions with feedback
• supporting the user's limited memory
(Dumas, J; Redish, J. 1999)
These fundamental principles can still be implemented in mobile UI design today.
3.1.3 Natural User Interfaces
Hinman (2012) explains the adaption of natural user interface. Graphical user interfaces
(GUIs) work off of design principles such as WSIWYG(what you see is what you get)
where users can see possible options through icons, tools, and menus, examples include
Microsoft Word or Microsoft Paint UIs. Natural user interfaces (NUI) build on the GUI
notion but by relying on our basic sense of the physical world where what you do it was
you get. (Hinman, R. 2012)
"NUI interactions are fast and few, and are based on the natural properties of the object
and how you would expect those to behave" (Hinman, R. 2012)
GUIs can have what seems like countless icons and symbols all at once that often
becomes confusing for the user and can require more user memory and cognitive
investment. Hinman, describes NUIs as highly contextual systems where, "interactions
20
are unmediated, allowing users to interact with information in a direct and natural way"
(Hinman, R. 2012) Multi-touchscreen response seen in smartphones allow for NUIs, as
users can interact directly with information via touch compared to the use of a mouse and
keyboard. Understanding of NUI in design will optimize users touch creating an
enjoyable user experience. (Hinman, R. 2012)
Hinman portrays a total of eight NUI principles;
• Performance Aesthetics - GUI experiences focus on completion of a certain task,
whereas with NUI experiences, the completion of said task as well as the carrying
out of the action to do so, will both bring joy to the user.
• Direct Manipulation - Unlike GUI interfaces, HUI allows users to interact with
information directly, as if they are physically touching and manipulating
information with their fingertips i.e. the scrolling gesture.
• Scaffolding - Functions in a NUI do what is expected from the user with
indication of how the interaction will unfold. Whereas GUI requires more options
and commands. NUIs should feel intuitive and satisfying.
• Contextual Environments - NUIs respond to the environment, in space and time,
suggesting what the next interaction should be. Unlike GUIs that presents the
same set of options regardless of environment or context.
• The Super Real - NUIs uses gestures such as pinch to zoom, elements look real,
but can also be perceived as 'super real' as their character can change in a way that
is almost magical. GUIs would present an overflow of windows resembling sheets
of paper.
• Social Interaction - NUIs require less cognitive investment than GUIs. NUIs
enables users to interact and engage with other users instead of the interface.
• Spatial Relationships - NUIs represent information as object instead of using
icons as in GUIs.
• Seamlessness - The use of gestures and touchscreens allows experience to feel
seamless as there are fewer barriers between the user and the information.
(Hinman, R. 2012)
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3.1.4 Components used in mobile UI
Steven Hoober and Eric Berkman (2012) highlight patterns for composition, which used
appropriately, will create mappings and affordances that will allow for positive user
experience. (Hoober, S. & Berkman, E., 2012)
• Scroll – When information on a page exceeds view
• Annunciator Row – Displays status of hardware features on the top of each page.
• Notifications – A form of visual, audio or haptic feedback as an alert when user
attention in required.
• Titles – Where pages, content or elements require labels. Should be legible and
consistent in style
• Revealable Menu – This type of menu displays additional menus, not in view,
with a gesture, soft key, or on-screen selection.
• Fixed Menu – An always-visible menu or control that is docked to one side or
view-port, throughout the application.
• Home & Idle Screen – These screens are used as display states when either a
device is turned on or application has exited, timed out, or returned to a device-
level menu display.
• Lock Screen – Mobile devices use this display state to save on power
consumption. When necessary, the application's sleep state may become locked to
protect the security of the data the user has input. Additional user interaction is
required to exit out of the lock screen.
• Interstitial Screen – This type of screen is used primarily as a loading process
screen during device or application start-up. Wait indicators may be used to show
loading progress.
• Advertising – Must be distinct and must not affect the user experience.
(Hoober&Berkman 2012)
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3.1.5 Interface Patterns
In Neils (2012) 'Mobile Design Pattern Gallery' she uses visual examples to describe
patterns for mobile interface design. Interface design patterns can be broken down to
Navigation, Forms, Table & Lists, Search, Sort & Filter, Tools, Charts, Invitations,
Feedback & Affordance, Help and finally Anti-Patterns. Neil summarizes a number of
different mobile application designs for the reader to gain a feel of good design while
highlighting common bad habits. (Neils, T. 2012)
3.2 Applying User-Centered Design
“'User-centered design' (UCD) is a broad term to describe design processes in which end-
users influence how a design takes shape.” (Abras, C., Maloney-Krichmar, D., Preece, J.
2004) Understanding the user needs and the intended use of the app will be gained
through user-centered design. This will play particular importance during usability testing
of the design stages.
3.2.1 Usability Testing
The carrying out of usability testing, according to Dumas and Redish (1993), involves the
following goals, to:
• improve the product's usability
• involve real users in the testing
• give the users real tasks to accomplish
• enable testers to observe and record the actions of the participants
• enable testers to analyse the data obtained and make changes accordingly
(Dumas, J. S., & Redish, J. C. 1993)
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3.2.2 Scenarios
Scenario-based design allows us to identify users and show how they will interact with a
product in everyday life. Scenarios are helpful to both the designer and clients, in this
case, UL smarter travel group. A description of end users is clearly expressed, while
adjustments of functionality can be easily made in the early stages.
“Scenarios have a plot; they include sequences of actions and events, things that actors
do, things that happen to them, changes in circumstances of the setting and so forth”
(Carroll, 2000)
3.2.3 Story-boarding
Following the description of a scenario comes the story-boarding, were we can
visualizing the concept. This step also allows for further correction of details which may
have been missed or overlooked.
“In addition to communicating concepts, storyboards are an effective way to uncover
potential user experience issues” (Ginsburg, 2010).
3.3 Evaluation of Mobile Applications
Before carrying out the design of an application, examples of other application design
must be examined. Current mobile phone applications in relevant areas were researched
and evaluated, by applying and comparing NUI principles. (Hinman, R. 2012) Also by
applying Jakob Nielsens ten heuristics when evaluating usability; Visibility of system
status, match between system and real world, user control and freedom, consistency and
standards, error prevention, recognition rather than recall, flexibility and efficiency of
use, aesthetic and minimalist design, help users recognize, diagnose, and recover from
errors and help and documentation. (Nielsen, J. Molich, R. 1990)
Applications chosen to analyse and evaluate were based on suggestions by the iTunes
App store, internet recommendations and also by smartphone users. The applications
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reviewed each in some way have similar needs of the green mobility application. As
each application was looked at, positive and negative notes of features were taken. Also
captured was screenshots of interesting layouts and icons for further review, which may
possibly be used as inspiration during design concepts. These evaluations helped bring to
light functions that could be used as well as those to avoid when designing an application.
This helps when deciding what functions and aspects to use in an application for Smarter
Travel to be used in and around the University of Limerick.
3.4 Technologies
3.4.1 Adobe Photoshop and Illustrator
Adobe Systems have developed, among others, the desktop software products known as
Photoshop and Illustrator. Photoshop is a popular graphics editing program, used in
many creative areas, with a selection of tools to edit, create and manipulate graphics.
Illustrator can be used alongside Photoshop, creating original outline of graphics to then
be edited in Photoshop. Available drawing tools allow for the basic details needed when
creating logos, symbols or fonts.
Adobe Photoshop and Illustrator was be used in developing a number of mock-ups. Both
applications used together produced adequate design work. The style and layout
aesthetics of the green mobility application was designed using these programs. Logos
and symbols which are also to be used in the application are to be explored while
designing the final user interface. Photoshop allows for a clear and realistic view of how
the application will look in the user’s hand.
A design visualization module allowed me to become familiar with these programs by
drawing and rendering designs. These fundamentals learned were of great help in the
mock-up and final design stages. Any difficulties reached with unfamiliar tools will
required some research and practice before applying to the final application design.
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3.4.2 Axure
Axure is a wireframing mock-up tool that can be used to create mock-ups of application
user interfaces. This tool allows for the building of interactive prototypes without
requiring the skill or time of coding. Along with mobile applications, Axure is also used
in creating tablet and website prototypes.
Helps in making design decisions. Communicate design concepts in a clearer and more
accurate way.
With Axure I can develop a fully interactive mobile application mock-up, that can be
presented and testing on an iPhone. It's important to have such prototypes to allow for
user feedback from devices which reflect the final product with accurate size and display.
This results in more decisive and detailed modification.
Although I was not yet fully acquainted with this software at first, there are a number of
useful tutorials on the Axure website (www.axure.com) along with other online resources
readily available on other sites such as YouTube. This is software I aim to use more of in
the future so, I felt it desirable to gain as much knowledge and skill with it as possible
during this FYP.
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Chapter 4:
Description of Design Process
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4.1 Initial concept
The initial concept and fundamental aim of the application to be designed, was to
encourage green mobility within and around UL. The main features that the app required
were a UL walk/cycle friendly UL Map, user challenges or goals which when completed
unlock reward badges, a personal calendar that records users' overall progress and a
social element. The initial concept of this single app was broad, to insure each feature
could work well together a large emphasis on usability testing was required.
4.1.1 Story boarding
During initiation of the design process, user-based scenarios were created to grasp how
the app can be incorporated into ones daily lifestyle.
Story-boarding and concept sketches were carried out, producing visual aids to support
these scenarios. The process of story-boards and concept sketches not only helped in
communicating ideas to others but also for discovering new possible features and
working out difficult obstacles of how the app will operate.
Scenario 1: A scenario involves a student planning and tracking their trip to UL using
the green mobility app. The map feature is used to search for the best route to the
campus. A location request is sent through the application to a friend, who accepts to
display their location, in order to meet up. The user here achieves a goal and gets to add
a stamp to their personal calendar. Current created goals are viewed, along with those
suggested by friends that can be accepted or declined. The student also checks their
travel history and available badges for use on the app.
Scenario 2: Another scenario involves a lecturer, who starts out their day by accepting a
new goal. This goal is to reach a total number of steps throughout the day. As the
lecturer has a free hour, instead of using their car to leave campus as usual, the app is
used to find a route for a walk on campus. An estimated time selection is made and a
route is chosen. The lecturer achieves his goal and sets it as a daily goal. They share
their progress on their on a designated smarter travel section of the UL website for others
to become aware.
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Figure 1 – Scenario and Storyboard 1
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Figure 2 – Scenario and Storyboard 2
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4.1.2 Initial Mock-ups
For an understanding of the app’s essential layout, of features and pages, I made
preliminary mock-ups, using Adobe Illustrator and Photoshop. These mock-ups gave a
clearer view of what will be available to the user, including the desired fundamental
features. As demonstrating the layout of the apps features and pages was the main
objective of this task in the design process, there was not as much concern for visual
design aspects. Natural advances in the design are visible when comparing the initial
mock-up to the final work. For example the removal of the weather bar from the home
page was a gradual development as it didn't feel as though it was really needed. Changes
like this are an expected part of the design process.
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Figure 3 – Initial Mockups 1
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Figure 4 – Initial Mockups 2
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Figure 5 – Initial Mockups 3
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4.1.3 UL Smarter Travel Group Meetings
The description of this final year project involved producing an app design for the UL
Smarter Travel group, so obviously the involvement of some UL Smarter Travel group
members was deemed highly appropriate. In the early stages of the project contact was
made with team members, Ross Higgins and Sean Collins, for an introductory meeting, to
which they gladly obliged. It had been expressed by the two members that a project like
this had been looked into in the past and is something they hope to carry out in the near
future, by having such an app up and running, by aid of a professional developer.
After presenting the proposed project, of an 'encouraging green mobility' mobile app for
UL, the two members were eager to get more involved. During this first meeting we
went through and agreed on what was needed from the app itself with a quick
brainstorming session, while keeping in mind the apps main objective, to get more
students and staff of UL choosing greener means of transport opposed to traveling by car.
Both members expressed their active interest in cycling and inspired the inclusion of the
app to cyclists, as in the very beginning I had solely focused on walking. In addition the
FYP process was discussed so Ross and Sean knew what progress was to be expected
over the following months. Once we had everything covered, a follow up meeting was
scheduled. Following this brief meeting, I documented the key requirements of the app
that came up, developing an initial concept to work on.
Further meetings in the first semester were planned and carried out, each being
documented for later reflection. Prior to each meeting preparation was made on my
behalf with a clear objective for each meeting in mind for insuring both progress in the
project and that the Smarter Travel team members cooperation was worthwhile. I
prepared scenarios and storyboards of potential users for our second encounter. By this
stage enough time had passed to clarify the features discussed in meeting one, such as a
UL walk/cycle friendly map, user goals, and completion badges, along with smaller
elements that needed to be considered.
These scenarios offered a demonstration of the app’s potential, within UL alone, and an
overview of features to consider. We discussed each feature and its possibilities,
comparing it to other existing similar apps available online. Ross and Sean, who
commute to UL regularly by bike, were able to conceive how they would use this
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potential app in a normal day. This thinking out loud helped to highlight the areas that
needed more thought, which of course saves time the sooner found and solved.
For the next stage I prepared an initial mock-up to clarify what the app will mainly offer
its user. Using Adobe Illustrator and Photoshop to create screenshot images, the mock-
up was intended to show what features would be available to the user. This was the first
structured work to be presented to the Smarter Travel team members. The layout we had
previously discussed had been represented in physical form, allowing for a mutual
understanding of the app’s framework. As this was the last meeting of the semester we
also had a full recap of the project and what was to come. Both members were happy
with the mock-up and were interested to see more detailed work when they were
available after the semester break.
The final meeting with the ST members was during the second semester with refined
paper prototypes, worked on since the end of semester one. By this stage it was time to
start finalising the functionality of the app and to do so using paper prototypes. Ross was
talked through the app’s range of capabilities step by step. He was able to perceive the
operation and the purpose of each of the app’s six pages. The area that was of most
concern was making sure a user could use the app to search for a specific room within
UL. From here, work began on developing an interactive prototype, moving from paper
to technology, using the software Axure.
The Smarter Travel group members have been available to offer valuable advice and
feedback when called upon. Their association with this project contributed to the shaping
of requirements for the final app design.
4.2 Evaluating Similar Applications
For design inspiration, currently available apps were reviewed with each feature studied
and considered whether or not a feature like this could work for UL. This assisted in the
decision on the features to include in an app aimed at the students and staff of UL.
Evaluating “heuristically by simply looking at the interface and passing judgment
according to one’s own opinion” (Nielsen and Molich, 1990) seemed to be the best way
when looking at mobile phone applications. A heuristic evaluation was carried out on
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applications in a similar domain to the green mobility application to be designed. Each
application during examination was compared against Nielsen's heuristics or usability
guidelines. Each heuristic, where relevant in the particular application, was individually
used and results documented while inspection of the application took place. The
application evaluated was 'iTrakMe Classic', a GPS tracking app for use when walking,
running, and cycling. Allowing users to visually track their route on the map, providing
real-time feedback of distance travelled, time, steps taken, calories burned, and even
elevation along with other details of the journey. A journey or trail can then be saved for
later review.
From testing out iTrakMe Classic the main issue with the design was the amount of
feedback the app offered. Personally, the only details of a trail that are deemed as
required from this app were, time, distance, steps, and calories. The inclusion of
elevation and speed didn't seem necessary. Some details were left unsure of their purpose
such as “hill” and “rest”. Essentially with this app too much unnecessary information is
given, causing a cluttered display and confusion to comprehend. The overall visual
appearance of the app is stiff and dull, there was little satisfaction from use.
Figure 6 – iTrakMe Classic Screen Shots
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Two other examples of apps that were looked into were 'Walk Star Pedometer' and
'Strava'. A simple concept is used in Walk Star Pedometer, track your daily 10,000 steps
and receive motivational stars for every 1,000 completed. Also available to the user, all
on the one screen, is the distance, duration, calories, and speed totals of a tracked journey.
Figure 7 – Walk Star Pedometer Screen Shots
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To use, the layout is simple and easy to understand. During testing however the
motivational stars did not seem to work. The Stop and Reset buttons were maybe to
small and awkward to use when walking. While the overall display could be more
interesting, the main objective of tracking steps is clear. Breaking an app down to its
fundamental requirements works well and perhaps paired with a more engaging interface
will work even better.
Strava is an app fondly used by ST UL members, and was mentioned and discussed
during a meeting when reviewing current apps. Strava is another GPS tracking app
focusing on cycling and running. It is perhaps an app created for more serious athletes
than the others. Strava records routes of the user with real-time distance and average
speed. Users can share their routes with others and take part in group challenges.
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Figure 8 – Strava Screen Shots
40
There is a strong social aspect in Strava encouraging use. This app offers a lot more
features when comparing to the previous but yet it is designed well that the user does not
feel bombarded with options or information. With a very clean and crisp interface, the
app is enjoyable to use as a novice user, and still offers more to an experienced user, a
key to good design. This technique was the aim when designing an 'encouraging green
mobility' app.
4.3 Initial Paper Prototypes
Before getting into time consuming interactive prototyping it was essential to get initial
layout details on paper. This allowed to envision the app clearly and work out any
obvious problems as early as possible. Creating paper prototypes was the first stage of
finalising the features of the app. Six interlinked pages build up the app with the titles;
Today, Map, Badges, Goals, Journal and Buddies.
The Today page works as a user home page, displaying the users logged activity from the
day. The start and stop button is for tracking the route and a switch option below is for
selecting the mode of transport used i.e. walking or cycling. From the Today page, users
have options to go to the Map, Badges and Goals pages as well as a settings option. The
user can edit their progress display from time and distance covered to bubbles displaying
total distance, steps, and calories burned, or this section can be hidden for a clearer home
screen. When the start button is selected a once faded timer is visible and fades again
when tracking is stopped. The same start/stop button and mode of transport option is
available on the Map page. The idea of the walk/cycle friendly map is that a user can
select to, view bike stands, showers, and bus stops available around campus, and also
search for a room by its code. The Goals page is where goals are checked, created, and
accepted. Once a goal is reached, for example completing 10,000 steps in a day, a
notification appears. The Badges unlocked can be viewed in the Badges page, where they
are also redeemed. The notion is that a badge can be used as a discount voucher on
campus as a motivational incentive. A personal calendar and a brief description of
overall progress is available on the Journal page. Once a goal is completed a user can
stamp or mark off the completion of said goal on their calendar, this is mainly a feel good
41
and positive element for users. Finally the Buddies page displays all friends,
acquaintances, colleagues etc. who you have connected with. To encourage interactivity
between users, one can send a challenge to another user or share their location for
organising to meet up.
The aim of this prototype was to display features available to an end user. The hope from
creating these sketches was basically that one can perceive how the app will work in
everyday lifestyles. For reliable feedback however these needed to be tested and
reviewed by not only ST members but also unbiased possible end users.
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Figure 9 – Paper Prototypes 1
43
Figure 10 – Paper Prototypes 2
44
Figure 11 – Paper Prototypes 3
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4.3.1 Paper Prototype testing
The main goal of carrying out such testing is to see if potential users can grasp the
functionality, layout and purpose of the app and to discover what does and doesn't work.
Due to time restraints I had family members participate in this testing phase rather than
recruiting participants. It was felt that recruiting participants was necessary to a greater
extend for usability testing with a higher fidelity prototype, i.e. the Interactive Axure
prototype. This testing was carried out informally as its main objective was to gain
alternative judgement. Family members were used as opposed to class colleagues for a
more realistic impression of a typical end user with no design background.
Users were asked how they would go about performing certain tasks such as searching
for a room, creating a task, what they expected from each button/icon, and to manoeuvre
through the app to find particular features. The overall result was that the layout was
understandable.
4.4 Current Concept
The concept has not changed a great amount. It was reviewed following the results of
paper prototype testing. The main objective of encouraging green mobility within UL
was not changed. Changes were made to the design from the first paper prototypes right
through to the final Axure prototype. The general layout of the app has remained much
the same, with six main pages interlinked.
The concept allows a student or staff member of UL to download the app and create a
user profile using their UL email address and password. Once a profile has been created
one can begin to track walking and cycling journeys to and from UL. Appropriate
feedback is given to the user detailing their daily activity. The app offers users a map
with options to show bike parking, public showers, and bus stops, and also to find
directions to a specific room, a UL building, and walking routes on and around campus.
To encourage usage, the app contains a goals page where personal goals can be created,
sent, received, and monitored all on the goals page. Three different types of goals are
available, a distance goal for either walking or cycling, a steps goal, and a UL trips goal
for journeys made to and from UL by walking or cycling as opposed to driving. Once a
46
the type of goal is chosen the total distance/number of steps/UL trips to reach is set and
can be saved as a daily goal or allocated a time to complete, for example a day or a week.
The main incentive of the app is the UL discount badges. Badges are achieved by
completing goals set by the UL Smarter Travel team. Each badge has a fitting
sustainability ranking and is marked with a bronze, silver or gold UL wolves logo. Once
unlocked, badges can be used around campus for pleasing discounts. The satisfaction of
earning these rewards aims to entice continued use of the app and also to encourage
others to join as badges may come into conversation when a current user is obtaining a
discount.
A users’ journal page contains a calendar and a short history to date section which
displays their total distance travelled using the app, the badges they have achieved so far,
and an estimation of how much petrol they have saved by using green mobility. The
calendar acts as a progress tracker of the individuals’ daily goal, the user can stamp off
the goal for that day once it has been completed. The intention of this feature is to
provide a similar satisfaction to ticking off a task on a to-do list. A higher number of
marked off days on the calendar reflects that a greater means of sustainable transport is
being successfully carried out.
The final page of the app, buddies, brings a social element for the user. Friends,
colleagues, lectures, students etc. can subsequently become buddies on the UL Smarter
Travel app. This allows them to send and receive challenges to and from one another. A
weekly leader-board presents the top five greenest users from an individual’s Buddies
list. Points for usage and completed goals make up each users ‘Green Score’ over the
week. This feature is purely to add a fun social aspect, to motivate users to push
themselves that bit further each week. Points are rewarded on app usage rather than
distance covered, this makes competing for all users regardless of fitness level possible
and enjoyable. The current allocation of points are as follows; to set or accept a goal: 5
points, to send a goal that’s accepted: 10 points, bronze goal achieved: 25 points, silver
goal achieved: 40 points, and a gold goal achieved: 50 points.
Overall the apps purpose is to get users more concerned with, while taking pleasure in, a
green mobility lifestyle, and showing them how such a lifestyle can be feasible in today’s
society.
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4.4.1 Design Decisions
One main concern with designing this app from the beginning was to incorporate all the
desired features without over complicating the user interface. A simple and clear layout
was seen as essential for the ambition behind this app. With every design choice made,
careful reflection was made on the testing analysis and feedback to date to insure that a
decision was made on personal opinion alone but with the end user in mind. All design
techniques and guidelines researched in the earlier stages were returned to on a regular
basis and closely followed.
To achieve a smooth layout the number of pages was kept to a maximum of six. These
were then divided into two sections of three pages. The home, map, and goals pages
make up the first section and the badges, buddies, and journal pages, make up the second.
Breaking down the pages into two sections allows the user to easily swipe between just
three pages at a time, using buttons to then link the sections. Originally the Goals and
Badges pages where in opposite positions, but after careful consideration about how the
end user would most likely access them, they were changed to the current positions.
In early design sketches and concepts, the home page had a weather bar along the top
with segments of the day’s local forecast. This was soon removed as it was deemed
unnecessary and came across as cluttering up the arrangement. There was also a feature
on the home page that allowed the user to hide journey details by sliding up a section.
This however would lead to the user carrying out more actions than necessary and it also
meant moving the goals button to a more awkward spot on the screen to select.
The history or ‘To Date’ section is smaller than first foreseen, this decision was made
because the amount of text was overwhelming on reflection. This section now only
shows the total overall distance travelled, badges achieved and the estimated money
saved on petrol. As I wanted this app to be an enjoyable and easy going experience,
compared to the more serious fitness apps available, a detail heavy history was not a
critical requirement.
When choosing a colour scheme a fun and energetic feel was important while also
remaining gender neutral as the app is equally aimed to both male and female end users.
The bright aqua paired with a, characteristically UL, maroon theme used throughout the
app felt to meet this specification.
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It was important for ease of movement that pages be suitably linked throughout.
Different layouts were tested early on and the final positioning was the most natural fit.
Users can use available buttons or use a swiping motion to move between three pages at a
time. Buttons and icons then link all the pages together. The same icons and button
styles were used to ensure continuity.
In keeping on track with the concept, I aimed to create an equally motivating and
appealing app design.
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Figure 12 – Final Prototype 1
50
Figure 13 – Final Prototype 2
51
Figure 14 – Final Prototype 3
52
Figure 15 – Final Prototype 4
53
Figure 16 – Final Prototype 5
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Chapter 5:
Discussion
55
5.1 Feedback to Date
The Department of Computer Science FYP Demonstrations took place on April 3rd 2014.
During demonstration day I presented my prototype to encourage green mobility
available for public demonstration to UL lectures, students, outside employers and those
who were interested. The app prototype was displayed on both a mac monitor and
smartphone device. The smartphone device was a Huawei Y300 and on the computer
screen the app had an iPhone 5 boarder to give viewers a feel for the actual dimensions
and positioning. For a full understanding of the apps formalities I walked people through
how the app would be used and the purpose of each feature. On the day most of the
demonstrations given were with the prototype on the computer screen as the pages loaded
faster than on the smartphone. Demonstration day proved to be an opportunity to gain a
lot of feedback and opinion on the design at that stage.
The general feedback on the day was positive. The concept came across clearly and it
was agreed that the app would appeal to quite a lot of the staff and students of UL. It was
also mentioned that this concept might have the potential to be applied to and used in
other university’s campuses and institutions in Ireland and abroad.
The most beneficial feature of the app was considered to be the prospect of being able to
find a room within UL by selecting the room code. Individuals who were both studying
or working in UL expressed a need for such a device as even after years of being in the
university they still at times find it difficult to find their way around, especially in the
Main Building, which is known to have a confusing layout.
One lecturer who viewed the prototype, pointed out that he found selecting the room code
in the Map was a bit tricky. This was taken into account and changes were made to the
final prototype to try and fix this problem. The text and selection areas were increased to
a more convenient size.
The UL Smarter Travel team members were also invited to come along and view the
latest design. They were impressed with the result and suggested that this app concept
should be followed by a future student with the right coding skills to develop the fully
functioning app. The team are constantly looking for new ways to reduce the number of
cars and increase greener means of transport on campus and they see this concept as an
exciting opportunity for UL Smarter Travel.
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Those who showed an interest in the project were given links to further test the prototype
on either their smartphone or PC and encouraged to send on any further thoughts and
suggestions they might have.
5.2 Prototyping
To review, the final aim of this project was to develop a prototype of an app for Smarter
Travel UL. As this was to be the final outcome of my project, on many occasions it was
the main priority of the overall project. As prototyping is very time consuming,
especially when using unfamiliar software like Axure, it was vital for this FYP that
enough time was set aside to allow for any errors or unexpected obstacles to occur during
this stage. The balance of establishing Axures possible features with making design
choices proved to be a difficult process. However the strain was justifiable for the end
result. Axure was adequate in aiding the development of an interactive prototype of my
app design. Axure allows for a preview of work on a computer screen, smartphone, and
tablet. By using an iPhone 5 image layered over the design, it was possible to view
progress quickly on a computer screen but still be able to experience it as it would be in
its final form, on a smartphone. The only problem encountered with displaying the
prototype on the computer screen was that in windows where the user had the open to
scroll, there is a vertical bar visible on the right hand sight blocking some of the view.
This problem was unfortunate unavoidable as it is just how the software works, this did
not however cause major obstacle for demonstration purposes.
5.2.1 Prototype Details
The prototype produced offers as closely to a working mobile app as was possible to
complete on my behalf. The prototype offers an interactive experience on a mobile
phone and gives a feel for how it would be used if it were a fully developed application.
In the prototype itself, many touch gestures are implemented for an enjoyable user
experience, such as sliding from the home screen to either the map or badges screens. It
was important to be able to incorporate such actions for a smooth operation. These slight
details that pull a design together cannot be fully communicated through the medium of
pen and paper.
The final prototype had some details added since demonstration day including the
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leaderboard, an example of how to create a step goal, a clearer room code selection
process in the map. I also added a button was added to the home screen to indicate that
the details of the users’ daily progress can change from walking, cycling distance and
time to total steps, calories burned, and overall distance travelled.
5.3 Usability Testing
9 participants over the age of 18 took part in usability testing for this app design. Each
user was asked to carry out the same tasks. The tasks set covered each area and feature
of the app. These were tasks that should be easy for the end user to carry out.
Participants were encouraged to think out loud as they attempt the tasks, expressing their
expectations, reactions and any confusion or frustration. They were reassured that it was
the product under examination and not them. Users were also encouraged to be as critical
as possible to the overall design as I wanted to figure out all and any problems that
should be fixed. While the prototype is compatible with all smartphones, ios or android,
testing was carried out on a Huawei Y300 as this model dimensions were used when
designing the prototype. Documentation of feedback was recorded for a final review and
conclusion of the design.
5.3.1 Descriptions of users
This app concept is designed for the students and staff of UL in mind. The possible end
users could really be any typical smartphone user. I approached 8 individuals, students of
UL, who I personally knew. I decided to approach those outside of my own course,
without any design background, for a more accurate results of an end user. The 9 users, 6
of which were female and 3 male, were all smartphone users with familiarity of other
apps. As they had an interest in the project, they were happy to volunteer themselves to
test the final prototype. Testing took place in a comfortable and familiar environment so
users felt relaxed and able to freely discuss their actions as they carried out the tasks
asked of them.
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5.3.2 Usability Testing Results
1) Set the app to tack your cycle.
Most of the users were able to figure this out in only one step however it took
some users up to two or three attempts to select the cycle option from walk. These
users tried to swipe the button from walk to cycle first instead of just selecting it.
Once a user carried out this task correctly they were capable of doing so again
straight away.
2) Go to your map.
All users were able to identify with the icon symbol for the map and had no
problem accessing the map.
3) View bike parking on the map.
The only difficulty some users had with this was selecting the ‘find’ option instead
of the ‘view’ option. However they were quick to realise this and could easily
select the other option even while the find menu was open.
4) Find directions to the Library on the map.
All users successfully carried out this task by selecting the ‘find’ option on the
map page and then selecting ‘Library’.
5) Find Room B2-062 on the map.
Difficulty met with this task was selecting the room code itself. It was difficult for
users to scroll through the numbers and then to scroll down the whole window to
select the ‘find’ button. When selecting the room numbers the selection windows
seemed to move around too much and this made the whole operation awkward.
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6) View your current goals.
Some found this difficult at first as they did not associate the flag icon with goals.
Some said they were just guessing when they went to select the flag. Others didn’t
go directly from the home page but into the badges page and then selected the
button which clearly states ‘goals’. This seemed to be a more rushed approach, by
using trial and error until they eventually arrived to the required destination.
7) Create a goal to complete 9,000 steps.
Users were able to easily select ‘Create’ and then ‘Steps’ in the goal page. Some
users then pressed the up arrow instead of down to change the default of 10,000
steps to 9,000.
8) Read out your available goals.
Some slight hesitation was noticed when moving from the goals ‘Create’ section
to the ‘Available Goals’ section. Most users either hid the current selection by
pressing the bottom bar or the heading or went straight on to select ‘Available
Goals’ both actions which work perfectly. Four users did try using a sliding
motion when attempting to first hide the ‘Create’ section, they soon realised that
pressing is the necessary action. All users could then clearly read the two goals.
9) Accept an available goal.
Even though no interaction is available here, the reason for this task was to see
what action users would take and what they would expect to happen. Most users
attempted to slide from the word accept to the right and expected the writing and
colour to move with the movement. This was the desired action in my design.
Two users did try to just press the word accept.
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10) View your current badges.
Again some hesitation to close the ‘Available Goals’ section, but nearly all users
were able to do so before selecting the home button and then selecting the badges
button from there. One user, instead of hiding the ‘Available Goals’ section,
selected the journal icon on the top of the screen and from here selected the badges
icon. All users found it obvious to scroll through the badges.
11) Send a user named Brian a challenge.
All users completed this task, with only some hesitation, which is expected when
using a new device.
12) View your leaderboard.
This task was found straight forward to users as they all selected the
‘Leaderboard’ button in one go each. However there was some hesitation for a
few users as to what they select next to get out of this view, but they soon realised
that selecting anywhere on the screen does so, as the Leaderboard appears as an
image only.
13) Mark off a daily goal in your Calendar.
Users were capable of finding the calendar in the ‘Journal’ page. Few were
uncertain as to what to do next although once each user selected the appropriate
area they expressed a factor of enjoyment by doing so.
14) View your history to date.
All users carried out this task with no problems.
15) Go to log out.
Some users selected the home button first. All users in the end went to the settings
page by selecting the icon in the upper left corner, which is the same on each page.
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5.3.3 Usability Testing Conclusion
All tasks were fully carried out by all the participants, which alone was a successful test.
However, even with each task being fully carried out, there was still many issues
highlighted from the usability testing. The biggest issue discovered was the problem with
selecting the room code in the map page. The incorrect movement of the information in
the number windows seem to be a problem with the software, if coded correctly this
should not be a problem. The actual size of the windows could be increased so the user
can clearly visualise what they are selecting, instead of having to move their finger out of
the way first to see. Another similar issue was in the creating a goals section. Here
arrows were used for user selection, these however cause confusion as the text in the
window was positioned more for scrolling. This can be fixed by repositioning the text or
by getting rid of the arrows and having a bigger scroll box only, for user selection. In my
opinion a scroll box would be the most suitable option.
Other smaller issues can be mended without major difficulty such as changing the
walk/cycle option button to slide from option to option. And perhaps for the goals page,
a different icon could be used such as a target sign.
As a final result the usability testing went very well, bugs were found as expected with
testing and from this realistic solutions were formed.
As this was only a prototype and not actually a fully coded app a certain amount of
interactive feedback was missing. Each page of the app prototype acts as a new html
page with buttons being used as links to connect them. For this reason, as a user selected
a button, it took some time for a new page to load, during this time users were uncertain
to whether or not they had successfully selected said button. An attempt was made to try
and provide some user feedback, when some buttons are selected they will glow before
disappearing so it is clear to the user which option is selected. This was the best solution
I could find with the prototyping software I was using. Obviously if this app was to be
developed I recommend implementing appropriate haptic and audio feedback to the
interface. A slight vibration along with a short tone when a user makes a selection will
make a great difference to the overall user experience.
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Chapter 6:
Project Conclusion
63
This FYP presents the research and design process went into designing a mobile phone
application for the UL Smarter travel team to encourage green mobility on campus. The
design concept for the app was carried out with the end user in mind. This involved
researching and interpreting their requirements, applying these requirements to the
design, testing the design, and finally, reviewing the final design. Areas of work which
related to this project were explored, reported on and used as a guide throughout the
design process. Key areas looked at in the earlier stages were, the current situation in
Ireland regarding sustainable mobility, factors of motivation used in other projects, and
what makes for good application design. This study supported the foundation for the app
design process. Each design decision made for the prototype reflects the knowledge and
awareness gained from the earlier work.
A design plan was made and followed and the final aim, of presenting a prototype, was
achieved. Over the year some problems such as software issues were met, however from
the beginning I ensured enough time, when scheduling my project plan, to allow for such
occurrences. Having to complete a prototype of this scale and complicity with such
unfamiliar software while making crucial design choices was both a daunting and
challenging task. I personally am pleased with the end product although, as one can
expect with all design work, more time to polish certain details and perhaps carry out
more end user testing, would have been ideal.
My finishing hope is that this project increases awareness of the possibilities of
increasing green mobility in everyday life. Feedback from the Smarter Travel team
suggested that a future UL student may follow this work on and develop this concept
further. If an app based on my design were available to the students and staff of UL,
there are a good chance that it will have a positive effect on their current lifestyle
behaviours.
As a final outcome, I have improved my skills in the technologies used during the
project. The two main programs which I expect to use outside of my degree, Adobe
Photoshop and Axure, were very suitable for carrying out this project type. The
experience gained in these technologies, from this project alone, will in no doubt be of
benefit to my future career.
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Appendices
Appendix 1 – Early Concept Sketches
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Appendix 2 – Heuristic Evaluation of iTrakMe Classic
Visibility of system status: The system should always keep users informed about what is
going on, through appropriate feedback within reasonable time.
Severity: Low
Location: Summary Page
Issue: This application did not display the number of steps or distance traveled in real
time.
Recommendation: The user should be given more and clearer feedback of their progress
as it happens.
--------------------------------------------------------------------------------------------------------
Visibility of system status: The system should always keep users informed about what is
going on, through appropriate feedback within reasonable time.
Severity: Medium
Location: Main Interface
Issue: It is not always clear when one of the feature buttons has been selected.
Recommendation: It would be clearer for the user if the button colour or appearance
changed, letting the user know that they have successfully selected the correct option.
----------------------------------------------------------------------------------------------------------
Match between system and the real world: The system should speak the users' language,
with words, phrases and concepts familiar to the user, rather than system-oriented terms.
Follow real-world conventions, making information appear in a natural and logical
order.
Severity: Low
Location: Main Interface
Issue: When displaying information of a trail, the layout and phrases used may cause
confusion for the user. While the app offers a number of different details for the user, it
may be overwhelming to those who may not understand or find the information
irrelevant.
Recommendation: Use less types of information and display the basics. An option for
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advanced information could be used as another option.
--------------------------------------------------------------------------------------------------------
Aesthetic and minimalist design: Dialogues should not contain information which is
irrelevant or rarely needed. Every extra unit of information in a dialogue competes with
the relevant units of information and diminishes their relative visibility.
Severity: Medium
Location: Main Interface
Issue: When this application initialises there is no description of what the application is
about and features a minimalist design. Although this may be somewhat appealing, new
users may not initially grasp and understand the actions available within the application.
Recommendation: Include a descriptive explanation of what the application does on the
starting page when first installed or create an about page for users. Another
recommendation is to load an initial step by step demonstration video showing how the
app can be used.