KEMBAR78
Behave Yourself | PDF
References:
2012.Google.
“TheNew
Multi-ScreenW
orld:
Understanding
Cross-Platform
Consumer
Behavior”
2014.Hoober,S.and
Shank,P.
“Making
mLearning
Usable:How
W
eUse
MobileDevices,”eLearning
Guild
Research
Stock
Im
ages:PixelBuddha,Shutterstock,
and
Freepik.com
Summary
For the best learning experience, design for the way people use their devices,
and the context they use them in. With smartphones, people are generally
in motion, and one-handed, and most likely “pogo-stick” for information. In
this context, you don’t want to present complex learning constructs. Consider
performance support mechanisms, short “content nuggets,” and refined user
interfaces. Take advantage of the device’s inherent features, such as GPS,
network connectivity, texting, camera, and location awareness.
With tablets, people are generally stationary but may still hold the tablet in
their hand, depending on the tablet’s size. People are more inclined to set
larger tablets on a surface or a tablet to “lean in” to longer content. Note that
when people set their table on a surface, they usually do so in landscape
mode. Large tablets are the devices most often used for “traditional” forms
of mobile learning delivery. Consider richer interaction, multiple media use,
and content contribution mechanisms for tablet engagement (more and more
people are attaching physical keyboards to their tablets, making it easier for
them to create content).
There are also some commonalities between the different device types. People
expect to use gestures on the touchscreen, and are more than likely to use
their thumbs and fingers to navigate through content. Scrolling is expected,
but the interface design should make scrolling content apparent.
It’s recommended that you design learning experiences that are optimized for
the device in hand. This may mean re-architecting your content strategy to
appropriately support multiple devices. Be sure to explore your user’s context
and usage of mobile devices before determining which devices you’ll support.
Behave
Yourself!
Understanding Mobile Behavior Patterns
It’s important for learning designers to understand how
people use mobile devices (primarily smartphones and
tablets), so they can design effective learning solutions
for them. The key differences between mobile devices
and tethered computers are size and touch, both of
which profoundly impact design and interaction.
It’s now apparent that people are almost completely
mobile. Furthermore, many are multi-screeners, with
their three top devices being a computer, a smartphone,
and a tablet. Mobile users choose which device they use
at any given time based on their context: where they
are, what they want to accomplish, and the amount of
time they have.
4hrs
Smartphone and Tablet Usage
Smartphones are the backbone of daily
screen use. They have the highest
number of interactions per day, and
serve as the most common starting and
ending screen. Logically, the majority of
smartphone use happens while people
are walking or standing.
Tablets are primarily used in the home
or office, and aren’t used “on the go”
as much as smartphones. Tablets also
often serve as a person’s “simultaneous”
device, or “second-screen,” especially
while watching television. Primarily,
people expect to hold their tablet in
portrait mode first, before moving to
landscape. Furthermore, although most
people use their right hand to actually
touch the screen, a majority use both
hands to use their tablets.
Size is increasingly important in
determining how people use both
smartphones and tablets. People “one-
hand” small devices, and use them while
standing and walking. Small tablets are
often used by both hands. Larger tablets
are almost always placed on surfaces or
stands, and are used while sitting.
Think of it this way: smartphones while
moving, tablets while “on the couch,” and
laptops or computers while at the desk.
People also engage in what we call “pogo-sticking” –
jumping between devices in short activity bursts—and often
use two or more devices simultaneously. People rely on
search mechanisms to help them “bridge the gap” between
information on their devices.
The critical component when creating mobile learning
experiences is a good understanding of how your
audiences use their devices, focusing on what they do
with those devices in the context of their performance.
Often, though, it’s hard to make assumptions
about how people behave with
their devices.
General Behavior Patterns
On average, people spend over 4 hours a day
on informal screen use (that is, not behind a
computer at work). The majority of this time
is spent on two screens: smartphones and
tablets. People will engage in simultaneous
screen use on both related and unrelated
activities. They’ll also engage in sequential
screen use by starting a task on one device
and completing it on another device at a
later time.

Behave Yourself

  • 1.
    References: 2012.Google. “TheNew Multi-ScreenW orld: Understanding Cross-Platform Consumer Behavior” 2014.Hoober,S.and Shank,P. “Making mLearning Usable:How W eUse MobileDevices,”eLearning Guild Research Stock Im ages:PixelBuddha,Shutterstock, and Freepik.com Summary For the bestlearning experience, design for the way people use their devices, and the context they use them in. With smartphones, people are generally in motion, and one-handed, and most likely “pogo-stick” for information. In this context, you don’t want to present complex learning constructs. Consider performance support mechanisms, short “content nuggets,” and refined user interfaces. Take advantage of the device’s inherent features, such as GPS, network connectivity, texting, camera, and location awareness. With tablets, people are generally stationary but may still hold the tablet in their hand, depending on the tablet’s size. People are more inclined to set larger tablets on a surface or a tablet to “lean in” to longer content. Note that when people set their table on a surface, they usually do so in landscape mode. Large tablets are the devices most often used for “traditional” forms of mobile learning delivery. Consider richer interaction, multiple media use, and content contribution mechanisms for tablet engagement (more and more people are attaching physical keyboards to their tablets, making it easier for them to create content). There are also some commonalities between the different device types. People expect to use gestures on the touchscreen, and are more than likely to use their thumbs and fingers to navigate through content. Scrolling is expected, but the interface design should make scrolling content apparent. It’s recommended that you design learning experiences that are optimized for the device in hand. This may mean re-architecting your content strategy to appropriately support multiple devices. Be sure to explore your user’s context and usage of mobile devices before determining which devices you’ll support. Behave Yourself! Understanding Mobile Behavior Patterns It’s important for learning designers to understand how people use mobile devices (primarily smartphones and tablets), so they can design effective learning solutions for them. The key differences between mobile devices and tethered computers are size and touch, both of which profoundly impact design and interaction. It’s now apparent that people are almost completely mobile. Furthermore, many are multi-screeners, with their three top devices being a computer, a smartphone, and a tablet. Mobile users choose which device they use at any given time based on their context: where they are, what they want to accomplish, and the amount of time they have.
  • 2.
    4hrs Smartphone and TabletUsage Smartphones are the backbone of daily screen use. They have the highest number of interactions per day, and serve as the most common starting and ending screen. Logically, the majority of smartphone use happens while people are walking or standing. Tablets are primarily used in the home or office, and aren’t used “on the go” as much as smartphones. Tablets also often serve as a person’s “simultaneous” device, or “second-screen,” especially while watching television. Primarily, people expect to hold their tablet in portrait mode first, before moving to landscape. Furthermore, although most people use their right hand to actually touch the screen, a majority use both hands to use their tablets. Size is increasingly important in determining how people use both smartphones and tablets. People “one- hand” small devices, and use them while standing and walking. Small tablets are often used by both hands. Larger tablets are almost always placed on surfaces or stands, and are used while sitting. Think of it this way: smartphones while moving, tablets while “on the couch,” and laptops or computers while at the desk. People also engage in what we call “pogo-sticking” – jumping between devices in short activity bursts—and often use two or more devices simultaneously. People rely on search mechanisms to help them “bridge the gap” between information on their devices. The critical component when creating mobile learning experiences is a good understanding of how your audiences use their devices, focusing on what they do with those devices in the context of their performance. Often, though, it’s hard to make assumptions about how people behave with their devices. General Behavior Patterns On average, people spend over 4 hours a day on informal screen use (that is, not behind a computer at work). The majority of this time is spent on two screens: smartphones and tablets. People will engage in simultaneous screen use on both related and unrelated activities. They’ll also engage in sequential screen use by starting a task on one device and completing it on another device at a later time.