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The Four Mobile Traps
The Four Mobile Traps
FOUR
MOBILE
TRAPS
The Most Common Mistakes
Made by Mobile Apps and Websites
SUMMARY
These companies can waste large amounts of time and money as they try to
understand why their mobile apps and websites don’t meet expectations. What’s
worse, their awkward transition to mobile leaves them vulnerable to upstart
competitors who design first for mobile and don’t have the same computing
baggage holding them back. From giants like Facebook to the smallest web
startup, companies are learning that the transition to mobile isn’t just difficult, it’s
also risky.
This whitepaper describes the four most common mistakes that companies make
in mobile apps and websites. The traps were identified through thousands of
mobile user tests run by UserTesting.com. The mistakes are common because
they grow out of some of the best practices that make a company successful in
the traditional computing world. The more successful you’ve been in traditional
computing, the more likely you are to make these mistakes in mobile.
In the pages that follow, we’ll describe the traps, how to recognize them, and what
you can do to avoid them.
THE TEN MOST IMPORTANT PRINCIPLES TO KEEP IN MIND WHEN GOING MOBILE 41
METHODOLOGY
The information in this report was drawn from thousands of real-world tests of mobile
applications and websites conducted by UserTesting.com. In the tests, users performed tasks
with mobile applications and websites while being recorded on video. Those tests were broken
into individual steps, and each step was categorized to identify issues including task success rate,
causes of any problem encountered, and effect on user’s emotional affinity toward the app or site.
The results were then aggregated to identify the most common problems and their overall impact
on usage and affinity. This paper presents the recurring problems that were identified most often
across many mobile tests.
1. Microsoft 1. Google
2. Adobe 2. Facebook
3. Autodesk 3. Yahoo
4. Electronic Arts 4. Amazon
5. Intuit 5. eBay
6. Borland 6. Wikipedia
7. Symantec 7. Craigslist
Fig. 2. The software leaders for Windows and for the web
At left, the leading Windows application companies by revenue, as of 1995. At right, the leading US
consumer Internet sites by reach, as of 2013 (source: Alexa; subsidiaries excluded for clarity).
Leading computer and console game publishers vs. best-selling mobile games (publisher: game title)
Sources: Statists.com, Distimo.
*Computer/Console
The old rules no longer apply. These two simultaneous changes mean that existing
software leaders have to not only re-sell themselves to their customers, but must
do so in unfamiliar conditions where the skills and development approaches that
made them strong in the past can turn into liabilities. On top of this, the leaders
usually underestimate the scope of the challenge until it’s too late to react. The
combination often cripples software leaders.
Our tests show that users are extremely intolerant of these half-mobile sites. They
loathe four-way scrolling and constant zooming. The example below is from video
of a BlackBerry user who’s been asked to browse to a site that’s not formatted for
mobile.
“This is so small...If I go
to a site and I see that it’s
not formatted for my little
browser, then I leave it,
almost 100% of the time.”
This is a very common problem because your users will almost always say that
they want the full functionality of your website or app transferred into their mobile
devices. And in an ideal world that would be a great thing to do. But in reality,
the size and other limitations of a mobile device mean that it can’t handle the
same number of features and controls without making the mobile version far too
complicated. In addition, the absence of some functionality in mobile, particularly
Flash and a pointing device, means that it’s often impossible to fully replicate the
traditional computer experience no matter how hard you try.
So most companies compromise and trim down the web experience by deleting
less-used features or simplifying controls. But this creates its own set of problems
because it means you’re leaving out features that users have come to expect on
the computer version of your property. For example, in a commerce site, small
adjustments like changing quantities or filtering search results are easy to
implement on a large-screen computer, but much more difficult on a small screen.
So they’re often left out. Customers notice that and complain.
This is no-win situation for a developer: If you leave in all the features, your
product will be too complex. But if you remove features, users will be upset.
This comparison shows the subscription page for an online education service.
On a computer(above), there are two layers of explanation for the subscription
choices: a tooltip that comes up when the user hovers over a choice, and a
“compare plans” link that pops up a detailed comparison chart.
On a smartphone (above), the same service lists the subscription options without
any explanation of what they include. In our tests, this didn’t only cause users not
to upgrade to the premium offer; the confusion caused them to not buy anything
at all.
In mobile, users expect immediate gratification. The user may have only a minute
available on a bus or between meetings, and so needs to get in, accomplish
something, and get out. That means the basic workflow of an app or website – its
purpose and structure, and the problems it solves for a user – must be rethought
by people who know mobile intimately. A variety of changes may be needed. In
some cases, it’s best to break the property into several separate apps or mobile
sites (Facebook has been doing some of this). In other cases, the right approach
may be to focus on only one area of functionality and completely ignore the
other features of the computer version. Or the company can choose a mixed
approach, with one app or website that’s feature-rich (for customers who want all
the features) and another rifle-shot that focuses on the most important mobile
functionality. The steps involved are:
SEPARATE THE VALUE YOU PROVIDE FROM THE WAY YOUR PRODUCTS AND
SERVICES WORK TODAY.
Because mobile has different usage patterns and features, people may use your
services very differently than they do in the computing world. You need to rethink
how your service or product works in the mobile paradigm, and that may mean big
changes in features and usage flow.
Designing for your top power users can easily cause you to create something that’s
too complicated and confusing for everyone else. It’s best to design for the mass
of your customers; the lower 80% rather than the top 20%. (This can create other
problems, though. The power users are also the people who create the most word
of mouth, so it’s important to keep them engaged. The most successful mobile
apps and websites find ways to do just enough to keep the power users happy
while focusing most of their time on meeting the needs of the mainstream.)
This sounds like a huge amount of work, and it is. One of the reasons companies
from old software paradigms fail is because they underestimate the amount of
work and learning they need to do in the new world. It’s very hard to revisit your
assumptions unless you’re focused on that full time, so the best practice is to have
a separate development team dedicated to mobile.
In fact, the most successful mobile companies have a separate team for each OS:
Apple iOS, Android, etc. This is a difficult investment for many companies, so at a
bare minimum you should have a mobile-focused product manager who spends
full time rethinking what you need to do to succeed in mobile. That way you can
at least pick out the most important changes, and you’ll also know where you’re
vulnerable to attack by a competitor who designs for mobile first.
and has resulted in complaints to the US government (below). As in the first fear,
there’s a danger that users may defer a transaction because they feel safer doing it
on a computer.
The US Federal Trade Commission (FTC) recently warned companies not to hide
or remove legally-mandated disclosures from mobile apps or websites. The
FTC generally doesn’t take actions like this unless there have been significant
numbers of consumer complaints.
“I’m not going to press the Like or people, or apps my friends shared
might send a message over a social network. In the example below, a user was asked to
submit some personal information on a mobile app.
He discussed the fears that creates, and says he would refuse to submit the information
unless he was assured that it was safe to do so.
Those icons are less popular today, and they’re left out of most mobile apps in
order to save space. Ironically, they’re actually much more important in mobile
because it’s so new. In our tests, the presence of a third party assurance icon
helps many users feel more at ease making a transaction or sharing personal
information.
And if a button doesn’t post on social networks, don’t scare users away by using
a graphic or words on it that appear even remotely social. For example, instead of
‘social apps,’ say something like ‘apps used by my friends.’ In the example above,
the task management application Any.DO uses Facebook for login services, but
reassures users that their information will not be shared in Facebook.
Although it’s obviously best to have a mobile property that looks great and works
well, the short attention span of most mobile users means that functionality has
to come first. If they can’t get something done with it, they won’t come back, no
matter how pretty it looks.
Buttons and icons can be especially tricky in the mobile space because there is no
single standard for them. In computers, Windows is the dominant GUI standard,
and it shares many interface elements with Macintosh. But in mobile, there are two
major platforms (Android and Apple iOS) and several minor ones. The competing
mobile platforms use button and icon designs as part of their differentiation,
deliberately making them incompatible with each other.
Although a few images are standard across most platforms (a magnifying glass
means search everywhere), many other buttons and images are conflicting. This
makes life difficult for app developers, who have to choose between standardizing
their apps across platforms or creating different versions for every OS. Many
developers choose to design their own controls, which makes the confusion even
worse.
The problem is even more severe for mobile web developers, whose sites may
be displayed on any platform. Below are some examples of the conflicting
iconography between Android and Apple iOS:
Apple Android
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In the bottom two examples, Apple and Android use very similar icons to mean different things. The Apple
icon design is on the left and the Android design is on the right.
The problem becomes especially acute when, as in the last two examples above,
similar icons mean conflicting things.
When the definitions of icons differ, they start to lose meaning altogether and
become just pretty pictures. This problem is compounded by the constraints of
a mobile device. On a computer, tool tips help to explain any unclear icons, and
icons are also usually displayed with a text label next to the graphic. In mobile, tool
tips don’t work, and there often isn’t space to display both text and graphics. So
users become confused, they slow down, and they lose interest.
The application doesn’t make clear that the download is underway; there is no
progress bar and the interface does not change after the upload command is
issued. This leads the user to try to find out what’s happening by pressing buttons
at random. In the ensuing tap-storm, the user presses more than 30 buttons in a
two minute period.
Avoid conflicted user interface elements. When there’s an accepted standard for a
graphic, such as the magnifying glass icon, it’s fine to use it. But in other cases, it’s
probably better to label a button with text rather than using a graphic that people
may not understand.
TEST OUTDOORS.
To avoid readability problems, test your mobile app or website outdoors, in bright
sunlight, on a variety of devices with different quality screens. If you’ve been
testing only indoors in a sedately-lit room (which is what most companies do),
you’ll be amazed by the huge changes in color and readability.
RESPOND INSTANTLY.
A mobile app or website should always respond instantly when a button is
pressed. Even if the response is just flipping the button color or displaying some
status text, the app should never appear to freeze.
In cases where the app needs to transfer information over the network, more
elaborate animation and screen redraws can be used to mask some of the latency.
And if all else fails, display a progress bar or spinner.
GIVE HELP.
Even if you make all those changes, you need to accept that your users will
sometimes get confused. The limitations of the small screen and the absence of
tool tips make that inevitable. Therefore, the single most important usability
feature for a mobile app or website is a great built-in help system.
One of the first actions a mobile user takes when confused is to look for a help
button. The help system should be available anywhere in the app or website,
context-sensitive, and easily searched. Streamline everything to make help search
easy (for example, turn off automatic spelling correction for help search; users get
intensely frustrated when the help system decides to search for the wrong term).
Just as tool tips are the first line of defense for a computer interface, help is the
first line of defense for a mobile app or website.
In think aloud user tests, it’s easy to identify the non-engaging apps and websites:
the users become unenthusiastic and take long pauses while trying to figure out
what to do. Sometimes you don’t even need to hear the words; just listen to the
tone of voice and speech patterns. The example below is a game that’s struggling
to engage the user.
This process can be effective for incrementally evolving a website , but it wastes
time if you don’t guess right, and it can’t tell you why users behave the way they
do, or how they feel about your property.
For example, the Apple App Store generally takes at least a week to review an
updated app before it gets released. Google allows more frequent updates on
Android, but users don’t always turn on automatic updating for their apps, so you
can’t necessarily control when they get updates. Even if users do allow you to push
updates to them, the updating process itself can annoy people if you do it too
often.
Besides, if your first reviews on an application store are terrible, it may not matter
how many changes you make, because it will be hard to ever get customers to
consider you again.
So in mobile development, you have to put a lot more thinking into every release.
Getting user feedback can be invaluable because it helps you identify the causes of
problems from the start rather than guessing about them. User testing also helps
you gauge users’ emotional affinity to your mobile app or site, which is critical to a
mobile product’s success.
The results were very important. Evernote increased user engagement, and its user
retention rose by double digits, a very significant change for a service that relies on
retention to get users to trade up to a paid version of the service.
“One of the primary goals of our application is to make people feel better about
themselves because they can remember things,” said Constantinou. “With
UserTesting.com, we knew when we’d gotten a feature right because the users
would perk up and say things like ‘I feel smarter.’”
In the past, transitions like this have usually crippled the leaders from a previous
generation of computing. Companies are vulnerable to new competition in mobile
when they rely on their conventional assumptions about what makes an app or
website effective.
To maximize your chances of success in mobile, keep the following ten principles in
mind:
6) RESPOND INSTANTLY
Your app or site should always respond instantly to button presses and other use
actions. Never leave a user uncertain about what’s happening.