challenges when doing usability tests on physical devices af lars bo larsen, aalborg universitet

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Temadag om evaluering af fysiske prototyper og produkter Infinit Interessegruppen for usability og Interak8onsdesign Delta, onsdag 16/1 2014 Infinit Workshop - Lars Bo Larsen

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Oplægget blev holdt ved InfinIT-arrangementet "Temadag om evaluering af fysiske prototyper og produkter", der blev afholdt den 16. januar 2014.

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Page 1: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Temadag  om  evaluering  af  fysiske  prototyper  og  produkter    

 Infinit  Interessegruppen  for  usability  og  Interak8onsdesign  

Delta,  onsdag  16/1  2014    

Infinit Workshop - Lars Bo Larsen

Page 2: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Program  

9.30:      Welcome  /  Infint  and  Delta  9.40:      Brugerinvolvering  og  elektronisk  skitsering  af  nye  produkter  

         Morten  Wagner,  Delta  10.10:  Challenges  when  doing  usability  tests  on  physical  devices  

         Lars  Bo  Larsen,  AAU  10.35    Pause  10.50    Usability  of  Medical  Devices  –  Possibili8es  and  Challenges  when        

         designing  and  tes8ng  physical  products              Morten  Purup,  Radiometer  Medical  Aps  

11.20    Exploratory  user  research  with  people  that  use  drug  delivery  devices            Chris  Monnier  og  Peter  Urban  Novo  Nordisk  

12.00    Plenary  Discussion  12.30  –  13.    Lunch  

16/01/14 p. 2 Infinit Workshop - Lars Bo Larsen

Page 3: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Challenges  when  doing  usability  tests  on  physical  devices    Outline:  

•  Are  there  specific  methods  for  usability  tes8ng  for  physical  devices?  

•  What  are  the  challenges  when  tes8ng  on  physical  products?  

•  Examples  from  mobile  devices    

16/01/14 p. 3 Infinit Workshop - Lars Bo Larsen

Page 4: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Methods?  

Looking  at  user  tes8ng  methods  in  textbooks,  ar8cles,  etc.  reveals  that:  

While  physical  devices/products  are  oXen  men8oned:  •  No  usability  theories  or  methods  are  specifically  targeted  physical  

devices  •  Ie.  “the  usual”  methods  applies  to  physical  products  (which  also  

makes  sense)  

 The  conclusion  must  therefore  be  that  the  challenges  are  

opera8onal,  rather  than  methodical:  •  Logis8cs,  costs,  lab  vs.  field,  mockups,  test  plan  and  tasks,  etc.  

16/01/14 p. 4 Infinit Workshop - Lars Bo Larsen

Page 5: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Usability  -­‐  ISO  9241  defini8on  

The  effec,veness,  efficiency  and  sa,sfac,on  with  which  specified  users  achieve  specified  goals  in  par8cular  environments.    

•  effec,veness:  the  accuracy  and  completeness  with  which  specified  users  can  achieve  specified  goals  in  par8cular  environments  

•  efficiency:  the  resources  expended  in  rela8on  to  the  accuracy  and  completeness  of  goals  achieved  

•  sa,sfac,on:  the  comfort  and  acceptability  of  the  work  system  to  its  users  and  other  people  affected  by  its  use  

 -­‐  universal  

16/01/14 p. 5 Infinit Workshop - Lars Bo Larsen

Page 6: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

JUS  Survey  

A  survey  of  UXPA’s  Journal  of  Usability  Studies  for  the  past  8  years  (130  ar8cles)  years  showed:  

While  about  10-­‐15%  of  the  papers  present  methodical  approaches:  •  Not  one  single  paper  addressed  tes8ng  of  physical  products  as  the  

main  methodical  focus    •  Very  few  papers  (<5)  present  and  discuss  tests  of  physical  products,  (e.g.  

“vo8ng  machines”)  -­‐  however  not  from  a  methodological  point  of  view  •  A  higher  propor8on  discussed  mobile  or  medical  devices,  but  mostly  as  

concrete  studies,  not  methods  

 

uxpa.org

16/01/14 p. 6 Infinit Workshop - Lars Bo Larsen

Page 7: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Challenges  

Physical  products  –  contrary  to  soXware  products,  web,  etc  –  typically  require  much  more  handling:  

•  Difficult  and  expensive  to  distribute  for  field  tes8ng  and  may  en8rely  prohibit  remote  tes8ng  

•  Can  pose  problems  for  recording  usability  performance  parameters  

•  Prototypes  can  be  quite  expensive  and  8me  consuming  to  produce  and  might  only  exist  in  very  few  (one)  instances  –  contrary  to  e.g.  wireframing  

•  Test  users  oXen  need  the  whole  device  -­‐  oXen  not  possible  to  separate  the  physical  appearance  from  e.g.  soXware  driven  interac8on  (displays,  etc)  

•  SW  and  HW  might  not  become  available  for  tes8ng  at  the  same  8me  

16/01/14 p. 7 Infinit Workshop - Lars Bo Larsen

Page 8: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Challenges  -­‐  prototyping  

Building  Mockups  for  tes8ng:  •  Lo-­‐Fi  -­‐  Very  oXen  done,  not  really  a  big  problem:  

16/01/14 p.8 Infinit Workshop - Lars Bo Larsen

Page 9: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Mockups  

Solu8ons?  •  Combining  real  device  with  simulated  interac8on  

Good solution, but only goes so far – and for some types of products

16/01/14 p. 9 Infinit Workshop - Lars Bo Larsen

Page 10: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Challenges:    Test  design  

Experimental  designs  become  more  complicated  when  both  the  hw  and  sw  designs  are  subjected  to  usability  tests  simultaneously:  

•  More  variables  to  keep  track  of  and  decorrelate  •  Solu8on  would  typically  be  to  test  separately  as  far  as  possible,  but  at  some  point  everything  must  come  together  

16/01/14 Infinit Workshop - Lars Bo Larsen

Page 11: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Challenges  –  data  recording  

User’s Proximity Effects in Mobile Phones

Mauro Pelosi*, OndĜej Franek*, Mikael B. Knudsen**, Gert F. Pedersen* *Department of Electronic Systems, Aalborg University, Niels Jernes Vej 12, 9220 Aalborg Ø, Denmark,

[email protected], [email protected], [email protected] **Infineon Technologies, Denmark A/S, Alfred Nobels Vej 25, 9220 Aalborg Ø, Denmark,

[email protected]

Abstract— Thanks to a recent grip study, CAD models of the human hand have been generated, investigating user’s proximity effects in mobile phones. The simulation results show that the hand exhibits a major contribution in determining the total loss when compared to the phantom torso alone. The palm-handset gap is found to influence both absorption and mismatch loss.

Index Terms— Antenna proximity factors, body loss, efficiency, FDTD, hand phantom.

I. INTRODUCTION When mobile phones are used in close proximity with the human body, this results in a detrimental effect in its communication performances [1]. While it was shown that a SAM (Specific Anthropomorphic Mannequin) phantom can well represent the user’s torso in average sense [2], the hand modelization still encounters some practical difficulties [3], [4]. Though some standardization bodies have already proposed some preliminary hand phantoms, they utilize a hand grip that is not supported by grip studies [3]. Thanks to a recent contribution [5] it was possible to generate more detailed hand models. The objective of this work is to investigate through FDTD (Finite Difference Time Domain) simulations the user’s proximity effects for talk mode in mobile phones, focusing on both absorption and mismatch loss and isolating the contribution of both user’s torso and hand to the total loss. Moreover the influence of the palm-handset gap will be investigated too. This paper is structured as follows: Section II describes the grip study and its main results. Section III illustrates the used procedure to generate proper hand phantoms. In Section IV all the FDTD simulations are presented. Section V finally summarizes our conclusions.

II. GRIP STUDY DESCRIPTION A recent contribution within the COST Action 2100 [5] reports a first grip study for talk and data modes in mobile phones, where a rigorous investigation methodology was used over a sample population of 100 subjects; thanks to an unobtrusive data acquisition system (figures 1, 2) and a proper investigation protocol most of the experimental biases were minimized, allowing the collection of stable and comprehensive statistics. The index finger’s location was confirmed to be in the back region of the handset in most cases (figure 3). The palm-handset distance was indirectly

estimated based on grip style, fingers’ contact points and relative anthropometric properties. A proper categorization procedure led to the identification of two main ways of holding mobiles while talking, naming them “firm” and “soft” grip styles respectively. In the “firm” grip style the fingers are placed around the handset so that while the intermediate phalanges touch its side, the distal ones reach its front region, with a corresponding palm-handset gap that does not exceed the length of the longest proximal phalanx. In the “soft” grip style the hand holds the handset only with the distal phalanges, creating an air gap between the palm and the handset that does not exceed the length of the thumb.

Fig. 1. Test room [5].

Fig. 2: Example of videotape screenshot for talk mode (only 12/21 webcams are displayed here) [5].

1022

Grip study of mobile phones at AAU labs •  Data capture using 21 webcams •  100 test persons. Tasks were texting, making and answering calls From: “User's proximity effects in mobile phones” by: Mauro Pelosi, Gert F. Pedersen et al. 3rd European Conference on Antennas and Propagation, 2009

User’s Proximity Effects in Mobile Phones

Mauro Pelosi*, OndĜej Franek*, Mikael B. Knudsen**, Gert F. Pedersen* *Department of Electronic Systems, Aalborg University, Niels Jernes Vej 12, 9220 Aalborg Ø, Denmark,

[email protected], [email protected], [email protected] **Infineon Technologies, Denmark A/S, Alfred Nobels Vej 25, 9220 Aalborg Ø, Denmark,

[email protected]

Abstract— Thanks to a recent grip study, CAD models of the human hand have been generated, investigating user’s proximity effects in mobile phones. The simulation results show that the hand exhibits a major contribution in determining the total loss when compared to the phantom torso alone. The palm-handset gap is found to influence both absorption and mismatch loss.

Index Terms— Antenna proximity factors, body loss, efficiency, FDTD, hand phantom.

I. INTRODUCTION When mobile phones are used in close proximity with the human body, this results in a detrimental effect in its communication performances [1]. While it was shown that a SAM (Specific Anthropomorphic Mannequin) phantom can well represent the user’s torso in average sense [2], the hand modelization still encounters some practical difficulties [3], [4]. Though some standardization bodies have already proposed some preliminary hand phantoms, they utilize a hand grip that is not supported by grip studies [3]. Thanks to a recent contribution [5] it was possible to generate more detailed hand models. The objective of this work is to investigate through FDTD (Finite Difference Time Domain) simulations the user’s proximity effects for talk mode in mobile phones, focusing on both absorption and mismatch loss and isolating the contribution of both user’s torso and hand to the total loss. Moreover the influence of the palm-handset gap will be investigated too. This paper is structured as follows: Section II describes the grip study and its main results. Section III illustrates the used procedure to generate proper hand phantoms. In Section IV all the FDTD simulations are presented. Section V finally summarizes our conclusions.

II. GRIP STUDY DESCRIPTION A recent contribution within the COST Action 2100 [5] reports a first grip study for talk and data modes in mobile phones, where a rigorous investigation methodology was used over a sample population of 100 subjects; thanks to an unobtrusive data acquisition system (figures 1, 2) and a proper investigation protocol most of the experimental biases were minimized, allowing the collection of stable and comprehensive statistics. The index finger’s location was confirmed to be in the back region of the handset in most cases (figure 3). The palm-handset distance was indirectly

estimated based on grip style, fingers’ contact points and relative anthropometric properties. A proper categorization procedure led to the identification of two main ways of holding mobiles while talking, naming them “firm” and “soft” grip styles respectively. In the “firm” grip style the fingers are placed around the handset so that while the intermediate phalanges touch its side, the distal ones reach its front region, with a corresponding palm-handset gap that does not exceed the length of the longest proximal phalanx. In the “soft” grip style the hand holds the handset only with the distal phalanges, creating an air gap between the palm and the handset that does not exceed the length of the thumb.

Fig. 1. Test room [5].

Fig. 2: Example of videotape screenshot for talk mode (only 12/21 webcams are displayed here) [5].

1022

16/01/14 p. 11 Infinit Workshop - Lars Bo Larsen

Page 12: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Summing  up  

Usability  tes8ng  of  physical  products  does  not  really  call  for  specific  theore8c  or  methodical  approaches  and  has  not  drawn  much  special  alen8on  in  the  community  However,  there  are  many  prac8cal  problems  not  present  with  pure  sw  products:  

•  Logis8cs  •  Mockups  •  Data  recording  •  Costs  •  Complexity  •  …..  

16/01/14 p. 12 Infinit Workshop - Lars Bo Larsen

Page 13: Challenges when doing usability tests on physical devices af Lars Bo Larsen, Aalborg Universitet

Plenary  Discussion  

•  Are  you  going  to  do  a  usability  test  on  a  physical  product  –  what  problems  are  you  facing?  

•  From  your  experiences,  can  you  recommend  solu8ons,  tools  etc  for  some  of  the  challenges  you’ve  met?  

 

16/01/14 13

Infinit Workshop - Lars Bo Larsen