
CASE STUDY - MOBILE TV APP
UI CENTRIC | London

02 - 04 / 2019
PROJECT OVERVIEW
In Spring 2019, UI Centric was in the early stages of designing the My5 Next Generation Mobile Application. The aim was to provide great user experience for users. After interviews and meetings with Channel 5, we decided to conduct usability research to validate usability performance of the key screens.
The usability research in this project had four goals:
Exploration: Better understanding user habits, satisfaction and expectations from TV apps and identifying potential design problems.
Optimisation: Optimising UI icons for faster recognition using a semiotic approach.
Validation: Validating usability performance of key screens (Home, Show Page, Browse, LiveTV, Playback)
Delivery of requirements: Designing the most preferable screens and features
TEAM
Head of Design
Senior UX Designer
UX Research Consultant
Archesoft: UX Research Consultant
Exploring on-trend video recording technologies
Preparing a Usability Test Plan
Building a Usability Lab
Designing survey and user tasks
Conducting Usability Testing sessions
Analysing the sessions and sharing insights with the team
METHODOLOGY
In this usability research, Multivariate testing technique was used to get quantitative data by designing different versions of the key screens of the mobile app. These creative variations which were designed helped help us to see which combination of these versions was the most preferable.
The semiotic approach also was used to optimize UI icons for faster recognition and interviewed the participants and asked them which versions they found more intuitive.
Phase-1: 2-week research for exploring new video recording technologies, setting up the Usability Lab, and performing test sessions
Phase-2: Qualitative Survey design and User Task design
Phase-3: 40-min individual interviews with 5 users, analysis of the results, and drawing insights
RECRUITING
The participants had a variety of experience watching TV on their own smartphones and who were 20+ years old. The demographics are outlined below:
Participant
Gender
Age
Ocupation
Frequency
U1
U2
Female
Male
36
35
Social Worker
Moderately
Teacher
Infrequently
U3
Female
41
Social Worker
Infrequently
U4
Male
50
Sales Manager
Very Often
U5
Female
21
Flight Attendance
Moderately
QUALITATIVE SURVEY
Qualitative Survey was designed to find out participants' thoughts and opinions to help us design better apps by gaining more insights.
How do you feel about notifications?
What do you think about biometric sign in?
How do you feel about advertising?
FEEDBACK
"I tend to click out of it (notification) if anything pops out "
"I love the thumb recognition of my phone; it is simple and pretty secure. I think it is genius, you might not remember the password."
"It is annoying. If I’m paying for it, it should be ad-free."
EXPLORING ON TREND SOFTWARES
One of the challenges of running usability testing on mobile devices is how to record a video of the session. Recording sessions on desktops is easier than recording on mobile. They simply use the mouse pointer and webcams to capture a full picture of what the user is doing. On mobile devices, it’s just as important to see what the users' hand/fingers are doing as the targets they are tapping on.
According to the result of my research, I listed 4 options to capture a session on a mobile device:
1. Attaching a camera to the device itself
2. Mounting a fixed camera above the space where the participant will sit (selected)
3. Recording the screen capture of the device
4. Using wearable camera equipment
OPTION
PROS
CONS
Attaching a camera
1. Stable view of the screen
2. You can see the participant's hands and finger movements clearly.
1. User has to overcome the weird feeling of unusual camera mount attached the device.
2. The physical mount can get in the way participants would naturally hold a device.
Mounting a fixed camera
1. You can see the participant’s hands and finger movements clearly.
2. The device can be quickly and easily swapped.
3. User freely can pick up the device in a natural way.
1. Unstable view of the screen depending on how much the user moves the device.
2. User has to keep the device in a certain area bounded by the camera.
Recording the screen capture
1. User can freely pick up and hold the device in a natural way
2. High quality screen capture
1. No visibility of the participant's hands and finger movements
2. Requires screen capture software to be run on the device
3. Screen capture may overload some devices
Wearable equipment
1. You can see the participant’s hands and finger movements clearly
2. User can freely pick up and hold the device in a natural way
1. User has to overcome the feeling of wearing a head cam.
2. Unstable view of the screen depending on how much the user moves their head.
USABILITY LAB SET UP
The study took place in the Usability test room of the London office. In the test room, the participants used an iPhone X device with a high-speed connection to the Internet. The iPhone that the participant uses had prototypes on it and it was fixed to a mobile stander which is also attached to a web camera to capture the participant’s finger movements via the video session. Another web camera across the participant captured participant’s facial expressions in the same video session.


When I was testing the size and duration of a video session

USABILITY TESTING
My colleague Judit, the senior UX Designer and I, conducted the test sessions. They consist of:
-
5 x one-to-one, face-to-face sessions at UI Centric’s London office.
-
Each session was 40 min per participant.
-
Participants were given a few interactive prototypes of the key screens to test against and assess.
Moderators: Judit, Senior UX Designer and I, UX Researcher
Interview: We sit in the room with the participants while conducting the session and introduced the session. After they signed the consent forms, we started conducting a short background interview about their mobile TV experience, and then introduced tasks as appropriate. I also took notes about the participants' feedback and observed their physical and phycological responses.
Icon Optimisation: We showed them a few UI icons and asked what they think of the meaning of icons. In this way, we aimed to find out which icon was recognised faster.


Validation: During the sessions, they were asked to perform user tasks for different versions of screens.
HOME PAGE
Question: Which version of Home Page is more intuitive to you?
Prototype 1: Featured rail with arrows
Prototype 2: Featured rail with dots
BROWSE
Question: Which version of Browse Page is more intuitive to you?
Prototype 1: Browse A to Z list
Prototype 2: Browse with an additional navbar



SHOW PAGE
In another user task, they were asked to click on the prototypes of the Show Page.
Question: Which displaying option would you prefer?
Prototype 1: Auto-play when the user is redirected from the Show page
Prototype 2: Play when the user clicks on the hero
Exploration: They were also asked to share their expectations from TV apps such as personalisation which allows them to shortlist favourites or download content.
KEY INSIGHTS
Rather than arrows, all users preferred dots, as they showed how many items on hero rail, and this avoided aimlessly scrolling experience.
Biometric authorization was the most preferable sign-in option.
They found it easy and secure.
They were happy with browsing shows in alphabetical order,
so that they could see items
easily and clearly.
They were happy with shortlisting favourite contents.
They also preferred to be able to download them.
The auto-play feature was found annoying. They wanted to make their own choices before started watching the content.
They preferred to see show details hidden by clicking on the 'i' button. With this way, Show Page was clearer and
easy to scroll for them.