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Design for intuitive use: a study of mobile phones

A. Marsh, R. Setchi
School of Engineering, Cardiff University, Cardiff CF24 3AA, UK

Abstract

This paper explores the field of design for intuitive use by researching existing ideas and conducting an
experimental study to determine if mobile phones are currently viewed as intuitive to use. In the context of this study,
design for intuitive use is defined as the seamless alignment of cognitive expectation with interface actuality. The
experiment carried out compares mobile phones produced by two large manufacturers, to determine which areas of a
mobile phone facia are commonly viewed to be used for specific tasks and to investigate which image schemata are
used to perform generic interaction tasks. As indicated by the participants in the survey, the Nokia interface is
currently viewed as being very intuitive to use, and their system of interface design has shaped the consumers
expectations of interaction with mobile phones. The experiments conducted showed that the nearer the top of the
keypad a key is positioned, the more important, or regularly used it is expected to be. The most common image
schemata for interaction as indicated by the participants in the experiments are the vertical and depth schemata.

Keywords: Design for intuitive use, intuitive interactions, mobile phones, image schemata

1. Introduction The experiments conducted are designed to determine


preferred methods of interaction and investigate how
The term ‘intuitive’ is referred to regularly in one interacts subconsciously with the physical
design, technical fields and by users of products that properties of a mobile phone.
require cognitive interaction. Intuition is defined in [1] The paper is organised as follows. Section 2
as “the power of knowing or understanding something outlines current research in design for intuitive use.
immediately without reasoning or being taught.” Section 3 introduces the experimental procedures
Therefore, a product can be intuitive if its functions are employed and the main hypotheses tested. Section 4
clear and the methods needed to implement them take contains results and a discussion of the findings.
little or no cognitive effort. It is apparent that such Finally, Section 5 concludes the paper.
products could bring a substantial competitive
advantage to their manufacturers. 2. Background
Design for intuitive use is used to make a process
more efficient when there is more than one path that 2.1. Intuitive interaction
can be taken to achieve the same result. A mobile
phone, for example, that responds to the owner’s There is a universal agreement that intuition is a
actions in the desired manner would not need an type of cognitive processing that utilises knowledge
instruction manual, would be quick to use and would gained through prior experience [2], and intuitive use
allow the customer to use the phone as a powerful tool. of products involves utilising knowledge gained
This paper aims to explore existing ideas in the through other experience(s) [3]. Furthermore, an
field of design for intuitive use and determine some of application is considered intuitively useable if the
the factors that make a mobile phone intuitive to use. users’ unconscious application of prior knowledge
leads to effective interaction [4]. interface.
Intuition is a term that should not be applied to the Similarly, Hurtienne [4] devises a number of
product itself but instead to the link between interface principles through which to design an intuitive
and user. As every user is different, so too will be the interface. These include: suitability for the task,
level of intuition between the two. A computer mouse compatibility, consistency, gestalt laws (how the mind
seems intuitive to all computer users, but the first time groups similar elements to an entity, based upon shape,
user may still need to be shown how to use it. colour, size and brightness of the elements), feedback,
However, it would be very rare for that person to need self descriptiveness, and affordances.
to be shown again. This would suggest that a mouse
becomes intuitive very quickly and this is perhaps the 2.2. Cognitive ergonomic: image schema and gestalt
ultimate aim of an intuitive interface. laws
It appears that intuition is learnt over time through
use of technologies, so that intuition as the dictionary An image schema is a mental pattern that
defines cannot exist in a designed interface. Instead, an recurrently provides a structured understanding of
interface that can be easily learnt has the appearance of various experiences. Image schemata can be used
being intuitive. Therefore, intuition is something literally, to describe objects or actions, or
acquired by people whilst using technology, rather than metaphorically as a source domain to provide an
a standard of technology with which interaction is understanding of other experiences.
effortless. Johnson [7] describes image schema as “a dynamic
The methodological tools developed in the area pattern which functions somewhat like the abstract
include the continuum of prior knowledge [5] and the structure of an image and thereby connects up a vast
continuum of intuitive interaction [6]. range of different experiences that manifest this same
The continuum of prior knowledge developed by recurring structure.” His list of schemata consists of
Hurtienne [5] shows that prior knowledge acquired twenty seven individual schemata, including centre-
before interaction with the new product comes from a periphery, containment, cycle, path, force, link, part-
variety of sources. These are classified into 5 whole, scale, and verticality schemata.
categories: innate knowledge, embodied interaction, Much study of image schema stems from research
culture, expertise, and use of tools. The higher up the in linguistic expressions. The words used to describe
continuum, the smaller the potential number of users especially metaphorical features, act as a gateway to
possessing this knowledge; lower level knowledge is the structure the brain has composed to store the
used more frequently. These are the levels that are information. It is important to note that the term
more likely to be applied unconsciously and therefore ‘image’ in image schema is not an image that can be
intuitively. drawn or be shaped in a three dimensional world. An
The continuum of intuitive interaction developed image schema does not have the rigidity or specificity
by Blackler [5, 6] outlines three principles of creating of a picture or structure, but consists of parts that can
an intuitive interface: be flexed and sculpted in an infinite number of ways,
1. Use familiar features from the same domain, sometimes interacting with other image schema, to
2. Transfer familiar things from other domains, align with perceptions, ‘images’ and events.
3. Increase redundancy and internal consistency of Recently, Hurtienne and Israel [8] suggested the
function, appearance and location within the interface. application of image schemata and their metaphorical
Furthermore, each principle is linked to a set of extensions in the design of intuitively usable interfaces.
terms. Principle 1, for example, is compared to On creating an interface, its perceived structure should
influencing the interface with body reflectors, try to fit in as closely as possible to the mind’s image
population stereotypes and features from existing schemata. It would appear that the most relevant
products in the same domain. Principle 2 relates to the schemata for an interface are the cycle schema, path
use of metaphors and familiar functions from other and end of path schema and verticality schema, whilst
domains. Principle 3 involves using visual and audible the ergonomics of the interface (e.g. buttons, etc.) will
feedback, and providing different ways of doing things apply to link schema, force schema and scale schema
so that both novices and experts, and older and younger (especially with touch sensitive control).
users, can use the same interface easily and efficiently. Further studies indicate that the so called gestalt
Keeping internal consistency allows users to apply the laws can be applied to image schema [9]. Gestalt is a
same knowledge and metaphors throughout the German word meaning configuration or pattern.
Theorists reject the assumption that organization is the phones are used. It is hypothesised that calls will rank
product of learned relationships, but argue that the highest score for use, and the camera will score
perception itself is a basic experience. The approach highly as well. It is not expected that internet and e-
focuses on the idea of the mind ‘grouping’ elements to mail will have high scores as these are still relatively
perceive objects. Generally there are five laws from new technologies for the mobile phone and most
which others stem: proximity, similarity, closure, people will have a computer linked to far faster internet
symmetry and common fate. The gestalt laws are often at home. Games also, are expected to score low, simply
applied in product design. Buttons, for example, because the youthful users, less than 17 years of age,
grouped together are perceived as having similar have not been included in this survey due to ethical
functions. reasons.
These theories indicate that to teach a mind how to The awareness and ability sections of the
use something, it is the information presented to it that questionnaire will unveil how confident users feel
will determine its success. Going further, the success of about their current phone. Phones with a high
this information resulting in the ‘correct’ cognitive awareness score may have an ‘open’ feel to their
response lies in the similarity of the image schema interface, where most of these features will be on
formed whilst receiving information and the image display at the same time, increasing awareness, most
schema used to implement interaction. Image schemata probably in the main menu field. A high score will
are flexible structures for the mental organisation of naturally appear if the user actually uses all the features
experiences and comprehension. of their phone. In theory, the ability score should not
exceed the awareness score, as awareness must be
3. Experimental procedures and hypotheses present before one can have the ability to use a feature.
There may however be some confusion here and
3.1 Questionnaire perhaps pride also, where the user may rank their
ability to use all the features they regularly use. The
The current style of phone sales from a high street ease of ‘learning’ one’s current phone is a direct score
network store typically offers a free mobile phone for specific manufacturers and will be analysed as
handset when a pay monthly tariff is purchased. These such. If the hypothesis of most phones being owned for
tariffs typically last for 12 or 18 months and after this 1 or under years is true, then this question holds a great
time, a new tariff is sold, normally resulting in a new significance as the early learning stages may still be
handset. Therefore, the vast majority of the population fresh in the user’s mind.
is expected to have owned their phone for a short
period of time and to have had a number of phones in 3.2 Experiments
the past.
This style of selling results in the user making their The experiments involve a visual test with two
way through a high number of phones in a relatively schematics of simplified button configurations; one
short period of time and also forces them to potentially based on the Nokia system, and the other, based on the
learn a new interface every year or so. The user may, to Sony Ericsson system (Fig. 1), which also holds
make things easier, repeatedly choose the same phone similarities to the Motorola and Samsung systems
manufacturer to replace the old handset whilst new along with the iPod. The test is videoed with a digital
technologies, appearances and styles are most probably camera. The aim is to determine what keys, or areas of
the main factors that would cause the user to choose a the mobile phone facia are most commonly viewed to
new phone manufacturer. Users may have the ability to be used for specific tasks and to investigate if there are
be in contact with the new handsets from peers, so any consistencies with the methods required for
when it is time to choose a new handset, the buyer may existing phones and these schematics.
have already done a little market research and have Participants are informed about the scene in front
made the decision for their new phone before walking of them: “You have in front of you a simple schematic
into the store. The factors discussed here will become of a phone facia. The visuals, key notation and screen
apparent, or disproved by the correlations between the interface are entirely that of your choice. You are
handset currently used and those that have been used currently at your ‘home’ screen with a locked keypad.”
before.
The questionnaire published in [10] also contains a
set of questions designed to find out how mobile
in similar patterns of interaction.
This schematic has a clear divide of the regular
shaped keys at the bottom from those above. This
factor leads to a hypothesis of the bottom keys being
used only for number typing whereas the top group will
be used for interface manipulation, without any cross
over. It will be interesting to see how many people use
the circular shape as a ‘wheel’, in a similar manner to
the iPod. None of the mobile phones widely available
on the current market use this system, but the iPod has
Fig. 1. Nokia and Ericsson schematics used in the test. become such an iconic example of a portable electronic
device that some subjects must make this link.
The participants are then asked to perform the
following tasks, on each configuration one at a time, 4. Results and discussion
using the schematics in any way they saw fit.
1. Unlock the key pad. A total of 46 completed questionnaires were
2. Press the ‘menu’ button; returned and analysed. Only one of these participants
3. Open the ‘text message’ folder and select ‘write did not own a mobile phone. The average was 28 years
new message’. of age. There was a fair spread of age range; however
4. Go back to the ‘home’ screen. the greatest number of responses was from those in the
5. Key in the number 07856. 21-24 age range. On average, each user had owned 5.5
6. Delete the 6 and type a 2. phones in their time. Text messaging had 33% of the
7. Delete all 5 numbers. score for use of the mobile phone, and calls had 32%.
8. (Are you at the ‘home’ screen?) The final third was split between all other uses
9. Find your contacts. displayed in the questionnaire. Nokia dominated the
10. Scroll down 5 names. past market share with 49%. Sony Ericsson and
11. Scroll up 3 names. Motorola shared the runner up spot, holding 15% of
12. Call this number. past sales. However, of currently owned phones, Nokia
13. Hang up. and Sony Ericsson share the top spot with 32% each
14. Lock the key pad. and Samsung took the third spot with 16% as Motorola
The results from this task are used to determine dropped to forth with 12%. Participants gave
any consistency in the areas used for locking and themselves average scores of 3.4, 3.2 and 3.6 of a
unlocking the keypad, menu, select, back, number possible 5, for phone awareness, ability to use all
keys, delete and scroll down, scroll up, call and hang features and ease of learning current phone
up. respectively.
It is hypothesised that there should be no problems 74% of all questionnaires were completed by
with typing of numbers due to the repeated constant persons less than 24 years of age. Therefore, the results
standards of these keys being placed at the base of the are primarily indicative of the perceptions of students
keypad with the ordering of 1 top left and 9 bottom in this age range. This generation has grown up
right with *, 0 and # along the bottom row. The Nokia surrounded by technology from a relatively young age,
schematic may cause more inconsistencies than the with their ownership of their first mobile phone at an
Sony Ericsson schematic as the only variable in the average of 13 years of age. The student will have a
former is position, with identically sized and shaped high social use of their mobile phone, the possibility of
keys, thus removing most of the gestalt laws. The higher peer pressures to keep up to date with styles and
results from this test may therefore indicate broad technology, a fair amount of ‘free’ time, but less free
similarities in desired positions of keys only. cash flow and are open and perhaps naive to special
Having the round shape in the top central position marketing techniques, which are used to target the
of the Sony Ericsson schematic bares a far closer student customer base. In contrast, results from a
resemblance to the items from which this schematic has working business person would differ greatly from the
been derived, and may cause initial recollection of past student results with less free time, so probably more
experiences with such items. If this is the case, it would calls than texts, higher specification, the ability for
be expected that each test on this schematic will result more expensive handsets and business tariffs, perhaps
even paid for by the employer. The results gathered all owned a Nokia mobile phone. Nokia did however
from older generations can be used as a slight score a remarkable 4.7/5 score for ease of ‘learning’
comparison, but no claim is made that the perceptions the current phone. Sony Ericsson had the only two 1/5
of these generations are properly represented. scores for ease of learning, but overall scored a second
Almost 60% of those asked said they still used place average of 3.4/5.
instruction manuals. This question was asked before Eight subjects took part in the visual experiment.
the mention of a mobile phone, but the results indicate On average, the experiment took a total of 10 to 15 min
that either the user is not willing to trust their existing for the participant to complete. All of them carried out
ability with technology, or the majority of devices are the tasks on both schematics. The Nokia schematic had
still too complicated to use on first experience. This a success rate of 50% for the correct interaction being
suggests that there is much scope for improvement in carried out for the respective task. The Sony Ericsson
the way technology presents the way it should be scheme achieved 61%. Fig. 3 and Fig. 4 show the
interacted with, removing the need for instruction results for tasks “unlock the keypad” and “press the
manuals. menu button”, where the colour scheme and the
Mobile phones have been used by those asked for numbers indicate how many participants have used the
an average of 6.8 years, with an average of 5.5 phones same pattern. All results are published in [10].
being owned in this time. This positively correlates It has been shown that the nearer the top of the
with the result of 55% of the participants having owned keypad a key is positioned, the more important, or
their current phone for less than 1 year and a total of regular to use it should be. These buttons are currently
87% for 2 years or under. This result follows an used to interact with the software of the phone, whilst
exponential decay profile, showing that future sales of the number pad should be exclusively used for number
mobile phones have the opportunity to continue to soar and text and positioned on 12, identically sized and
as they are currently doing so. If this influx of new shaped keys in a 3x4 arrangement. Future mobile
phones to the population continues, they will have an phone design should keep this system to appear to be
even greater effect on shaping how one interacts with intuitive to use. Unlocking and locking a keypad
technology than this study will show. should involve two keys, at opposite ends of the
The average score of 3.4/5 (≈70%) for phone keypad, adapted from the Nokia system and menu
feature awareness is a good score, but with the low use should be located top left or top centre. This key
scores for the newer features, this suggests that a should also double up as the select key when in a menu
mobile phone is still essentially a speech and text mode. There is no preferred side to locate a back
communicator between individuals. Over half of the button, but it should not be placed in a central position.
sample gave themselves, perhaps modestly, a score of The function of a delete key should be clearly marked
4/5 for their ability to use the features available. This as there is no preferred choice of position for this
suggests that phones are generally well mastered by the function. Scrolling should be given a top central
sample, however, all five participants to give a score of position, with a vertical alignment. Call should always
1 for this question was less than 24 years of age, and be on the left hand side and hang up on the right.

Experimental results (Nokia Experimental results (Sony ‘Correctly’ executed task ‘Correctly’ executed task
schematics) Ericsson schematics) (Nokia schematics) (Sony Ericsson schematics)
Fig. 3. Task “unlock the keypad”.
Experimental results (Nokia Experimental results (Sony ‘Correctly’ executed task ‘Correctly’ executed task
schematics) Ericsson schematics) (Nokia schematics) (Sony Ericsson schematics)
Fig. 4. Task “press the menu button”.

5. Conclusions References

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