We describe and reflect on a method we used to evaluate usability and give insights on situated use of a mobile digital storytelling prototype. We report on rich data we gained by implementing this method and argue that we were able to learn more about our prototype, users, their needs, and their context, than we would have through other evaluation methods. We look at the usability problems we uncovered and discuss how our flexibility in fieldtesting allowed us to observe unanticipated usage, from which we were able to motivate future design directions. Finally, we reflect on the importance of spending time in-situ during all stages of design, especially when designing across cultures.
Reference:
Reitmaier, T, Bidwell, NJ, and Marsden, G. 2010. Field testing mobile digital storytelling software in rural Kenya. 12th International Conference on Human-Computer Interaction with Mobile Devices and Services, Lisboa, Portugal, 7-10 September 2010, pp. 4
Reitmaier, T., Bidwell, N., & Marsden, G. (2010). Field testing mobile digital storytelling software in rural Kenya. http://hdl.handle.net/10204/5134
Reitmaier, T, NJ Bidwell, and G Marsden. "Field testing mobile digital storytelling software in rural Kenya." (2010): http://hdl.handle.net/10204/5134
Reitmaier T, Bidwell N, Marsden G, Field testing mobile digital storytelling software in rural Kenya; 2010. http://hdl.handle.net/10204/5134 .