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Mobile Community DesignResearch and design information for mobile community developers. |
Index of this document:
Mobile Research Methods
A comparison of methods for understanding mobile
behavior to inform technology design.
Last updated October 2004
| Name | Description | Strengths | Weaknesses | Usable remotely? |
Usable
while moving? |
Usable for groups? | Supporting Technologies |
Pictures | |
| Case Studies | High-level review of the design, implementation or usage of a product or situation to evaluate it and inform future processes. |
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NO unless online community. | YES | YES | ||||
| Diary Studies | Gathers self-reported information from participants in the context of their problem without an observer. Traditionally this used paper diaries but has branched out to use other media. |
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YES, only remotely | YES, although text entry while moving can be problematic | YES |
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| Cultural Probes | A variation which has used cameras and voice recorders to gain a more holistic understanding of users' culture. | see above | see above | see above | |||||
| Ethnography | Longer-term studies where an observer takes notes while having minimal impact on the situation under study. | |
NO | Probably NO | YES |
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| Field
Studies (Observational Fieldwork) |
A broad class of methods which occur in the participants' environment and tend to be short term studies. | Sometimes | YES | YES | |||||
| Natural | Not common, but may be possible via discreet recording mechanism (e.g. hidden observation cameras). | YES | Possibly | Possibly | |||||
| Artificial observer | An observer is introduced to the environment being studied. |
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NO | YES, data entry is problematic | YES, but watching dispersed groups is problematic | 1 |
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| Artificial activity | An activity (possibly a typical one or one of interest to experimenters) is introduced. | NO, unless online community | YES | YES | see above | ||||
| Artificial technology (can be similar to tech probe) | A new (possibly prototype) technology is introduced. |
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YES | YES | YES | see above | |||
| Artificial duration | An artificial time span is introduced (usually for practical reasons). | YES | YES | YES | see above | ||||
| Participant observer | Either the researcher is already accepted member, or possibly a member could record data for a researcher. |
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NO, unless online community | YES | YES | see above | ||
| Interviewing | Talking with participants and asking questions usually one on one. | YES, which probably reduces credibility of data | Probably NO, or difficult to do so | YES, but time consuming if separate | ![]() |
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| Out-of-context Interviews | The interviews are held at an artificial location (e.g. the office of the researcher.) | NO | NO | YES | see above | ||||
| Contextual Interviews | Interviews held in the location where the user typically does the activity being studied. |
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YES, but experimenter isn't in-context, which is the point. | YES, but probably during temporary stops during movement | YES, but time consuming if separate | see above | |||
| Structured vs Unstructured | Some interviews ask specific questions while others use open-ended questions. | see above | Unstructured probably easier | see above | see above | ||||
| Focus Groups | One researcher talks with a group of people. | YES, but not common | Difficult | YES | see above | ||||
| Laboratory Experiments | Testing of an interface in an artificial, controlled environment. | NO | NO, could be simulated | YES | |||||
| Static | Usually in an office or laboratory with recording equipment. Mobility must be simulated. | See above | See above | See above | See above | See above | See above | 1 |
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| Contextual (sometimes called mobile) | Lab equipment is brought to the users' natural environment where testing occurs. |
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NO | YES, but only between locations, not for mobile users | YES | 3 |
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| Normative Writings | Higher level discussion about the research area and surrounding issues. | NO | YES, can be based on mobile experiences | YES, good for describing group trends | |||||
| Survey Research | Usually involves handing out questionnaires to users with questions about usage and demographics. | YES | NO | YES | ![]() |
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| Technology Probes | Uses a prototype technology with limited open-ended usage possibilities, used in-context for long periods which records how it is used. | YES | YES | YES | |||||
The study by Kjeldskov, J., & Graham C. (2003), helped inform the above taxonomy.
These are some common guiding theories or frameworks for design, which often use some of the methods shown above.
| Name | Description | Strengths | Weaknesses | |
| Action Research | Uses research in the field to help users with solve real problems. Results are taken and fed back into new research studies. |
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| Ethnomethodology (EM) | Similar to ethnography but with more emphasis on understanding the participants' generation of meaning and removing observer interpretation. | |||
| Participatory Design (PD) | Advocates including users in the design process to greater or lesser degrees. Typically includes working on-site and forming long-term liasons between designers and users. | |||
| User Centered Design (UCD) | An iterative process which advocates focusing product development on user needs and increasing time spent on research and design before development phases begin. | |||
How People and Society Interact With Technology
It may be useful to visualize two feedback loops taking place during the use of a technology:

This diagram borrows from discussion in Brown, B., & Randell, R. (2004) and Dix, A. (2003).
Technology permits actions (resulting in affordances) that may have been impossible before. Users then decide whether to do these actions. Sometimes these affordances are forseen by the designers and sometimes they are accidentally permitted. When people do actions, they are seen by others, who then either allow or dissuade this behavior by a variety of complex social methods. This affects norm development and can control how a technology is used by a society just as much as what the affordances allow.
Design research methods should in theory help inform the design of future products. Some do this by focusing on understanding existing behavior, while others look at predicting future behavior. This is a comparison of where methods are most suitable along the temporal spectrum.
Four major types of behavior can be used to inform new designs:
The following is a rough estimate of the temporal focus of different research methods.
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References