dc.contributor.author | Rasmussen, Per-Ola | swe |
dc.contributor.author | Nilsson, Stefan | swe |
dc.contributor.author | Lindroth, Tomas | swe |
dc.date.accessioned | 2002-12-07 | swe |
dc.date.accessioned | 2007-01-16T16:58:53Z | |
dc.date.available | 2007-01-16T16:58:53Z | |
dc.date.issued | 2000 | swe |
dc.identifier.uri | http://hdl.handle.net/2077/1350 | |
dc.description.abstract | Computer power that formerly only was available in offices and homes have now moved out on
the roads, seas and beyond. Everything that can be mobile will be, and today only our fantasies
are the limit as to what mobile devices can and will do. Mobile devices can be used for anything
from taking notes in a business meeting to track down giraffes in a field study in Africa.
When we do traditional usability tests on applications using stationary computers the context is
controlled and not especially relevant. The computers in the labs are more or less in the same
context as when they are used in offices and homes. But for mobile devices, testing might make
the result irrelevant since it fails to take the context of its use into consideration. The purpose of
this thesis is to evaluate the usability testing methods and theories from a mobile perspective.
This is to find out if and where the conventional usability methods fail and what they fail to
detect when applied to mobile devices. How can the usability methods of today be extended to
facilitate the testing of mobile devices in its right context?
We have done empirical tests of usability methods in usability laboratories and conducted expert
interviews with researchers from the mobile as well as the usability field. Together with literature
studies and informal interviews we analyze and discuss around rigour vs. relevance in laboratory
and mobile settings. We used triangulation on the usability methods we tested and combined
these results with the results from the expert interviews. First of all we found that there is indeed
a need for a way to conduct mobile usability testing. The conventional usability tests take little or
no consideration to the context of its use. All it measures is how good the gadget is in an office-like
environment like in for example a usability lab. We propose a new tactic for usability test
mobile gadgets. The tactic consists of conventional usability methods combined with an
ethnographical study of the use of the gadget in the real world and a role-playing part where
made up tasks are conducted in real life. This is to combine both rigour and relevance in the
testing and introduce contextual aspects. | swe |
dc.format.extent | 565589 bytes | |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | swe |
dc.title | Usability takes a hike! | swe |
dc.setspec.uppsok | SocialBehaviourLaw | swe |
dc.type.uppsok | D | swe |
dc.contributor.department | Göteborgs universitet/Institutionen för informatik | swe |
dc.contributor.department | Göteborg University/Department of Informatics | eng |
dc.type.degree | Student essay | swe |
dc.gup.origin | Göteborg University. School of Business, Economics and Law | swe |
dc.gup.epcid | 1760 | swe |