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Designing Mobile Services: 2 Innovative Case Studies from UC San Diego
SuHui Ho Marlo Young
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Presentation Overview
Two Mobile Case Studies: Mobile library website Mobile library orientation
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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
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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
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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
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IT created a mobile module
MAG test and feedback IT made changes MAG/IT Mtg.
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User Experience Considerations
Goals Speed Design considerations
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Top Tasks Environmental scan of 25 ARL university libraries
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Design Considerations
Limited scrolling Few and compressed images Consistent navigation Brief
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Brevity is the soul of wit. Regular Website Mobile Website
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Research Tools
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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
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Widgets/APIs Catalog – WorldCat Mobile QuestionPoint Chat Widget: Qwidget
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Widgets/APIs PC Availability Widget from Google Map – Google
UCSD ACMS Map API
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Conclusion
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Case Study #2
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Goals before Tools
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User-Centric Goals Apply Millennials’ learning preferences in order to establish a digital orientation Interactive & engaging Technology Social, blended learning Competitive & fun
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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
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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
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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
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Questions ? suhui@ucsd.edu m2young@ucsd.edu Thank You!
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