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
Used Rapid Development and Testing Cycles 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
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/APIs PC 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
Findings Phase 1 Phase 2 42 players (vs. 35 paper) - 110 players 139 activity challenges completed Plus 91 social activities Findings 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!