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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