330 likes | 459 Views
Designing Mobile Services: 2 Innovative Case Studies from UC San Diego . SuHui Ho Marlo Young. Presentation Overview Two Mobile Case Studies: Mobile library website Mobile library orientation. Mobile Landscape 80% of consumers own a mobile device
E N D
Designing Mobile Services: 2 Innovative Case Studies from UC San Diego SuHui Ho Marlo 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
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 – WorldCatMobile QuestionPoint Chat Widget: Qwidget
Widgets/APIs PC Availability Widget from Google Map – Google UCSD ACMS Map API
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
Findings • 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
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!