Posts Tagged ‘iPhone’
Five essential iPhone apps for usability professionals
As you may have noticed, I like my iPhone. But the iPhone is not just for playing games, or twitter, but can also be a useful tool for every stage of usability testing, from the discovery of customer needs to the iterative testing of potential designs and implementation. I’ve tried to compile five essential apps for usability professionals, available on the iPhone now. If anyone has any suggestions/additions, or disagrees with the choices I’ve made, please add your comments!
Working with usability requires a wide range of abilities, and hence these tools reflect the wide range of roles a usability professional may be performing. When talking about each app, I’ll try to cover where in the usability process it may come in useful, and how it can help you to increase efficiency and get better results.

but don't forget lo-fi alternatives
1. Pidoco°
Starting off, this isn’t strictly an iPhone app, but Pidoco’s software has been developed to be compatible with mobile browsers and the iPhone. I saw them demo the software at a recent UX Brighton event, and they impressed upon me that it was built with usability in mind. Pidoco offers a quick way to collaborate on the design of wire frames, and quickly show these to the user or client, without the need to be in the same geographic location as them. The easy to use nature of the system means it’d be ideal when iteratively testing an interface with users, and is a mid-fi alternative to paper prototyping. Currently offering a month’s free trial, there’s no excuse not to give it a go!
Pidoco°’s website: https://pidoco.com/en/
2. Mocha VNC
Need to mock up a mid-fi prototype of an iPhone App? You obviously don’t have time to make the app in Xcode, buy the iPhone developers license, link the customer’s phone to the computer and copy the app over. Instead, how about making a prototype on your Mac, or PC and using a VNC client to make the iPhone look at the prototype. The user will still be able to interact with the prototype by clicking, or navigating around, and the ‘controller’ sat at the server can display the correct pages to the user. Easy mid-fi prototyping, on an iPhone, without the long set up costs and investments required to actually have the app running on the iPhone.
Mocha VNC’s website: http://www.mochasoft.dk/iphone_vnc.htm
3. Camera
Watching someone perform a task is an important part qualitative usability testing. What about those moments where you weren’t looking, or noticed something that you wanted to ask about later, but forgot about? Looks like you need to be recording your user tests. Camera comes with all iPhones, but is only available for video recording on the 3GS. Since you are always likely to have your phone with you, it’s a handy mobile solution that allows you to record your usability sessions without requiring any additional equipment, so that they can be analysed later. Maybe buy a stand for it though!
4. exZact Data Collection
Quantitative research is also an important part of establishing user requirements, and working towards a design that meets their goals. The Data Collection iPhone app aims to allow you to create, and answer, custom surveys on the iPhone, collecting information like geographic location, and responses in a variety of forms (1-10 ratings, drop down lists, yes/no responses, and comment boxes). They then offer real time analysis, so you can see the results as they come in, and claim to be massively scalable. Offering a month’s free trial, it seems an effective solution if you require your data collection method to be mobile, and accessible anywhere.
exZact’s website: http://www.iformbuilder.com
5. Insight – Basecamp on iPhone
You’ve seen from the diversity of the apps above that a usability specialist has to be experienced in a lot of areas, and its often hard to keep on top of these. A tool that I have found invaluable in project management is Basecamp, which allows you to collaborate on projects, assign tasks and see what everyone is up to. Insight is a mobile version of Basecamp, and will allow you to keep up to date with how everyone working with you on the usability project is progressing from one easy interface, and keep on top of projects. As a busy person, it’s likely to be an invaluable tool to any usability specialist or contractor!
Insight’s website: http://www.encampapp.com/
Conclusion
Its clear from looking for the most useful usability apps for the iPhone that this is a largely untapped market – although there are tools available to help with the individual steps in the process, there is no one ‘go-to’ app for usability and UX professionals. What is needed is a more holistic solution, one that can work with a usability professional in every step of the process, from the initial requirement gathering stage, through building up personas of the customers, to the iterative design process and beyond. Until then we’ll have to make use of the wide range of apps covered today to achieve these tasks.
Shh! iPhone gaming should respect your sound settings
This one may be hard to illustrate, but it should be one of the first items on the checklist for developers, and is often missed. Let’s use a scenario to illustrate it, painting vivid pictures in your mind!
You’re sat in a lecture, and the topic is domestic life in 14th Century Catalonia (We don’t know why you’re here, you are a computing student. Maybe you thought there would be sandwiches). It’s dull. You’ve tried to check twitter, no internet connection. Time to play a game on the iPhone then, I guess. Check the phones on silent, yep the switch is flicked. Ok, time to rock!

Oh no – its playing the Marble Zone theme at full volume! We’ve been foiled, and you’ll never get the sandwiches now!
So what went wrong? Despite having the phone set to silent, the game still had sound. Depending on how diligent the coders were, this has been an issue with the iPhone for a while, as the iPhone won’t automatically silence apps when set to silent – this has to be manually coded. Quick ports or just forgetful coders (usually working in small teams) can miss this.
This becomes an issue because of user expectations – they’d expect the silent switch to work globally, and will be surprised and frustrated when this isn’t the case. As seen in the scenario above, it can lead to the user being embarrassed and worse of all (according to Alan Cooper) feeling stupid!
It’s not simply a ‘design choice’, as a logical look at the situation will tell us. Not only would manually setting the desired volume settings inside an application duplicate functionality that is already implemented in a much more functional manner on the device itself, but I can also think of no scenario where a user would want their phone on silent, but their game to make sounds. It’s just poor design.

So in summary… just don’t do it app designers!
(Also while you’re at it, let me listen to my own music in game!)
Who does this well?

A lot of games to be honest, as its not really a ‘do well’ thing, rather its just done or not done. So lets talk about Doom Classic, as it does do this. John Carmack’s finally (6 months after it was “almost ready”) released his port of the original Doom for the iPhone. Control issues aside, it’s a faithful port, and includes WiFi multiplayer. Its Doom, so you know what you’re getting, and its just as fun as it was 15 years ago. More relevant, it does respect the silent switch on your iPhone, so I’m justified in talking about it here! We’re all looking forward to when Carmack starts on his port of Quake.
Who does this badly?

Hook Champ, from Rocket Cat Games, is a fun platformer where the only means of getting anywhere fast involves swinging from the ceiling, over lava, through brick walls and away from the scary cursed..fish thing. Its fun, recreating the opening scene from Raiders of the Lost Ark. It’s just a pity that the game ignores your silent switch, and so plays at full volume regardless of your iPhone’s settings. You can set the volume in game. But you shouldn’t have too. A disappointing oversight!
Another offender is Sonic 1, but I didn’t feature that as I’ve already talked about it in a previous post (link to previous post). Oh dear!
Also, just quickly, thanks to Brian Franklin from WebHostingSearch for featuring this blog in their ’20 Great UX blogs’. Rather unexpected, but thanks!
Mobile Games should start quickly (lets get down to business!)
Part of a series on iPhone Game Design Issues. For an introduction see here, or use the categories on the right.
PopCap, they of Peggle and Plants Vs Zombies, commissioned a survey on where most people play mobile games. Results showed that men play more at work (28%) than women (17%). They were also asked when do they play these games. “while waiting for an appointment” came first for both genders, although I imagine this is because “on the toilet” wasn’t an option in the survey (I’m not judging… just saying!).

waiting for an appointment
What these results show is that people want mobile games to be ‘pick up and play’, and use them to fill time, as opposed to committing a large amount of time to playing them. It is therefore important that game designers facilitate this method of game playing, and make it easy to pick up and play games. The main elements of this are:
- fast start up time (from app load to actually playing)
- low number of extraneous menus to navigate before playing
- app resumes from where it left off
- app shuts down quickly, but doesn’t lose progress
A previous blog post touched on the issue of apps resuming your progress after an exit, and so this topic will focus on the user experience starting (or resuming) a game.
The player, when they start the game, wants to play as soon as possible. Initially they have to sit through a load screen, which beyond the abilities to reduce this by programming optimization is a necessary evil. However, as developers interested in ux, steps should be taken to reduce the number of steps a user has to go through after this to reach the game.
There is a trade off that has to be made here, based on our assumptions of what the user wants to do. With many types of games we can assume that the user will already be on their right profile, will want to resume a current game, or start a new game. More complex games may have a wider degree of options that they need to present the user (particularly on a first boot). So how do we decide what options the majority of users will require? More effective than experts’ ‘educated guesses’ would be qualitative testing – either through a limited release prior to the app store (I believe apple allows you to distribute your app to 100 people, enough for a good sample group), or through ‘hooks’ in the code of early releases, which will log, and send back, details on user activity. If you then found that 87% of users, on loading a game, went straight to ‘resume game’, you could make the game do this automatically, and reduce their wait.
The design of an effective ‘entry method’ into the game is incredibly well suited to large user tests, based on qualitative tests of user behaviour, and can have an enormous effect on a player’s good will and ‘feeling’ about a game. Put simply, if player’s know that they can load your game quickly, compared to one with a 30 second wait, and 5 menu screens to navigate, they are more likely to pick your game when waiting in a queue or for a meeting.
"anyone for peggle?"
Who does it well?

Textropolis
Textropolis, the word guessing game by Ian Marsh. Click on the app, and after a short load screen you’re playing the game – no menu options (obviously you can get back to the menu, but the game assumes, correctly, that most players will not need this). The nature of the game (no time crucial element), lend the game to a quick start, so this is also a fine example of a game design being suited to its platform. The game isn’t lacking in features too – the ability to sign in as separate user profiles exists, the game assumes that you will be less likely to want to do this than just play. Textropolis’ quick start up time would make this game a suitable choice for the sort of quick gaming that Popcap’s user survey says mobile gamers are into.
NB: I was going to feature Geared, the puzzle game by Bryan Mitchell here, as it loads quickly, and I cant remember having seen the title screen (it throws you straight into the game). However when writing this, I realised it doesn’t save your progress on a puzzle when you exit/re-enter, and hence it loses user experience points!
Who does it badly?

hero of sparta
Hero of Sparta, the (rather epic) hack and slash game by Gameloft (Think those PS2 Star Wars/LOTR games).
So, we’ve got five minutes before the meeting starts, lets play. App started. A load screen, then a one minute cut scene, ok, I’ve seen it before, so I’ll skip this. Another load screen. A title screen. Touch the screen to continue, ok, I’ll do this. New game, or Continue. Obviously I want continue, so I select this. Select a chapter. Well, I’ll select the one I’ve been playing on. Great. Another load screen. And I’m in.
That’s a lot of stuff to get through between deciding I want to play, and actually getting to play. Probably one of the reasons why I haven’t devoted much time to playing this game.
How could it be improved?
After the first load, I’ll be unlikely to want to watch the opening cutscene again (despite the flashy graphics). The title screen adds needless clicking to my experience. Although I haven’t verified this with testing, I believe the player is likely to select ‘continue’ rather than ‘new game’ after they’ve started playing. And th
Controls should be appropriate to the iPhone’s input methods (shake now!)
Part of a series on iPhone Game Design Issues. For an introduction see here, or use the categories on the right.
Looking at an iPhone, the immediate thing that strikes most users – compared to other mobile devices – is the lack of buttons. There are 4 in total, and all have very set roles – the power button, the silent switch, the volume control, and the ‘home button’. The home button is the most prominent of these, and sits on the front of the device, below the screen.
All of these buttons are useless for gaming – three have very specific roles, and the home button is exclusively used in the iPhone OS to exit programs and return the user to their ‘home screen’. What this means for gaming is that the device is lacking a critical element that users of consoles have come to rely on – tactile feedback when pressing a button.
Buttons on controllers are important for many reasons.
An Ergonomic Masterpiece
The physical shape and size of buttons are ideally ergonomically placed to make the controller comfortable, and prevent gaming being a painful experience. They should also be placed in places that become intuitive to the user – gamers, like touch typers, should be able to forget about the controller’s physical presence between them and the game, and react naturally to events on the screen without having to think about how to translate their actions through a control pad.
And then theres the iPhone. Game developers aren’t allowed access to any physical buttons for players of their game. They have to innovate (uh-oh!). Or not. Some developers, whether its due to the style of game they are trying to present, or just laziness, have just plastered on a ‘on screen joypad’ ontop of their game, with virtual buttons. See, for example, the iPhone port of Duke Nukem 3D.

Lots of buttons!
So that’s 5 virtual buttons, and 4 virtual… test tubes?.. acting as directional controls (two for movement direction, and two for aiming). Obviously the medium of the game (a First Person Shooter), does need a large degree of complex manoeuvres to be performed, but it seems both lazy and ineffective to have these as virtual buttons. Not only does it take up a very large proportion of the small screen’s real estate, but without the physical presence of the buttons, it seems very likely that the wrong buttons will be pressed constantly. This causes the constant need for the player to think about the controls, and will prevent playing from ever becoming truly intuitive. The iPhone does contain tilt sensors, as used in other games as the primary control method, and this could well have been incorporated into the aiming or walking mechanics (although not if you don’t want to draw stares on the bus).
Instead of lazily placing endless virtual directional pads and buttons, developers should be taking the medium into consideration when implementing controls. The iPhone has capability for tilt sensor input, and multi touch (so multiple elements can be selected at once). This has been used successfully to produce games of most formats – in particular Rolando, a tilt platformer, and Doom Resurrection, a tilt FPS being examples of successful implementation of formats traditionally considered to rely on control pads. Moving from a control pad to the iPhone requires novelty and implementing new methods of controlling the games, rather than a simple port. Buttons just don’t work as well without tactile feedback, and totally disregard the other control methods the iPhone allows. As before, I’ll end with an in focus look at two games available on the iPhone, both platformers, one of which successfully implements a suitable control method, one of which fails.
Who does it right?
Rolando, by Handcircus, has been described as the ‘Mario of the iPhone’ (by someone). At heart it’s a traditional platformer, with goals such as getting to the end of the level while overcoming traps, obstacles and enemies. All standard stuff for the genre. However what it does correct is the implementation of this, taking into consideration that it is on the iPhone. To move left or right, the phone is tilted, removing the need for directional controls. A swipe on the screen will cause your character to jump – again no button here. Elements on the screen, such as the lift in the picture, can be manipulated with your finger, which of course your hand is free to do, as you are not restricted by using them to move. So, with Rolando, moving is intuitive, jumping can be done anywhere on the screen, and there is no need for virtual buttons and the problems we’ve identified surrounding them.

Rolando!
Who does it wrong?
Sorry, but its Sonic. Obviously it’s a classic platformer, and an exact port of the version on the master system (so no spin dash!). However the port itself seems lazy – controls being implemented by simply placing a virtual d-pad and jump button on the screen. For a game that involves precision jumping, such as Sonic, this is a huge mistake. Lacking tactile feedback on which direction you are pressing, or whether you have your finger above the jump button, can (and often does) lead to missing jumps, and frustrating deaths. And, with no level-select, three deaths will mean starting the game from the beginning. Ultimately it makes the gaming experience frustrating and removes a lot of the fun that the sonic series used to be about! A design failure.

Sonic for iPhone
I think app store reviewer Mr Intesity puts it best:
Score: 2/5
Subject: I am cooking chicken and rice
Review: It’s alright. Its Sonic as you would expect but with dodgy controls. I’ve played it twice, too fiddly to sit and enjoy I found.
iPhone games should not be interrupted by calls.
Part of a series on iPhone Game Design Issues. For an introduction see here, or use the categories on the right.
The most obvious thing that can be said about iPhone gaming, and yet a factor developers commonly miss, is that it appears on a phone. There are many ramifications from this, such as where a player is likely to be playing (the bathroom?). The focus today though is on the important factor that a phone is likely to receive calls.

Receiving a call
Text messages are handled by the iPhone OS, and appear as a pop up box that can be dismissed, with minimal interruption of the game (and hence needs no input from a developer). However receiving a call will shut down the game and run the phone program regardless whether the call is answered. This is where good design is required to avoid a usability disaster.
From a technical perspective receiving a call is essentially the same exit process as if the ‘home’ button (the only button on the main page) is pressed. However from a usability perspective, the important difference is that the user has no control over whether they receive calls or not, and so the software has to accommodate this. If the app just ‘drops’ you, without saving the state of play, and then starts the app from fresh when the call is finished/rejected, this is going to negatively effect the user’s experience. They will be unlikely to want to play again, since they will be redoing aspects of the game they thought had been completed earlier. Furthermore the fear that they will receive more calls, and thus lose progress, is going to be a lasting factor, and prevent the user from investing time to continue.
It is therefore important for iPhone game designers to consider that the medium is going to lead to unexpected interruptions to game play, and provide a solution which will accommodate this.
Who does this right?

Scoops
Scoops, the casual ice cream tower building game, successfully implemented this in a later version of their game.
In the initial release a call (or ending the game) would cause the game to restart from the beginning (without saving the high score). Despite being a short game (a typical session would probably be under ten minutes), the game’s only measure of progress is a high score table, and so losing progress like this can easily anger players. This was recognised, and fixed in later versions so that now the game will resume from where it left off after returning from a call. Further to this, the game will start paused so that players returning from a phone call can adequately prepare to resume their gaming session. The designer, Ian Marsh, has ensured that interruptions to game play will not hinder player’s progress in the game.
Who does this wrong?
Alive4ever, the zombie survival game ‘inspired’ by Left4Dead, has recently added a ‘horde’ mode, where users must survive waves of enemies of increasing difficulty in order to unlock additional bonuses.
Unlike Alive4ever’s other modes, where games would be in <5 minute intervals, successfully unlocking all the weapons in the new mode would require playing for over an hour without interruption. If the user intentionally exits the game, or receives a call, their progress in this mode is lost, and the user has to start the hour long session from the beginning. The implications of this are that the user will be unlikely to retry this, and the real enemy becomes not the zombies on screen, but the challenge of not receiving calls for an hour!

Alive 4 Ever. Not Left 4 Dead.
As a little bonus to finish on, here is a gem of an app review, for Scoops.
User: FredsYourUncle
Score: 1/5
Subject: Fool
Review: “ Tomatos arnt vegetables “
