designing mobile services: 2 innovative case studies from uc san diego suhui ho marlo young
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Designing Mobile Services: 2 Innovative Case Studies
from UC San Diego
SuHui HoMarlo Young
Presentation Overview
• Two Mobile Case Studies:
– Mobile library website
– Mobile library orientation
Mobile Landscape• 80% of consumers own a mobile device
• 53% college age students own smartphones– 93% expected by 2015
• Higher education homepage visits: – 2.4% May/2010– 4% May/2011– 9.8% May/2012
Case Study #1 Designing a Mobile Website
• Released September 22, 2010 • 2 months
• 55,171 hits 1st year• 119,914 hits 2nd year• Total: 175,085
Project Management• Two Teams– IT Web Development Team (IT)– Mobile Advisory Group (MAG)• 1 project manager• 4 representatives from public services• 1 Web Technical Manager• Decision-making power
• Used Rapid Development and Testing Cycles
IT created a mobile module
MAG test and feedback IT made changes
MAG/IT Mtg.
User Experience Considerations
• Goals• Speed• Design considerations
Top Tasks
• Environmental scan of 25 ARL university libraries
• Top Tasks
Design Considerations
• Limited scrolling• Few and compressed images• Consistent navigation• Brief
Brevity is the soul of wit.Regular Website Mobile Website
Research Tools
Technical Considerations• Used CMS– Reach as many users as possible – Easy to update– No additional training necessary
• Not an app.• Use available widgets/web apps.• Mobile browser detection script
Widgets/APIs
Catalog – WorldCat Mobile QuestionPoint Chat Widget: Qwidget
Widgets/APIsPC Availability Widget from Google Map – Google UCSD ACMS Map API
Conclusion
Case Study #2
Goals before Tools
User-Centric Goals
• Apply Millennials’ learning preferences in order to establish a digital orientation
– Interactive & engaging – Technology – Social, blended learning– Competitive & fun
Development Cycle
• Ad Hoc Pilot Project Team (3)• Pilot Phases 1 & 2 over 12 month period• Student, Campus, Librarian input• Campus Awareness, Marketing, Promotion• Monitor, Evaluate, Assess Phase 1 & 2
• Phase 1– 42 players (vs. 35 paper)
– 139 activity challenges completed
– Plus 91 social activities completed
• Phase 2- 110 players
- 861 activity challenges completed
-Plus 370 social activities completed
Findings
Additional Findings
• Experimentation and evaluation of applied technology
• Bridged two library buildings & 5 subject libraries digitally
• Increased efficiency & engagement• Non-linear learning opportunity• Campus connections, leadership• Evolution, Innovation
Questions ?
suhui@ucsd.edu
m2young@ucsd.edu
Thank You!
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