Professional Documents
Culture Documents
INTRODUCTION
The speed at which cell phones have developed has led to their
ubiquitous use, both personally and professionally around the globe. The use
of touch screen smart phones in particular has significantly increased in the
last few years. The introduction of new uses for cell phones (ie. not just a
phone, but a camera, camcorder, web browser, GPS, etc.) increases the
complication of the technology. With the increase in the complication of the
technology, the phone-accessible web-based User Guides provided with the
phones must be easily accessible and be customizable. Users need to be
able to customize a guide to fit their learning style and technical ability
levels.
This is a descriptive study of how individuals engage with and interpret
their own learning from two forms of touch screen smart phone instruction.
The qualitative study involved observations of and interviews with purposely
chosen individuals. It aimed to better understand the correlation between
the use of instructions and the performance of a task.
LITERATURE REVIEW
Generational Gap
Can all generations learn to use the same technology? Smartphones
have become more complicated and more akin to computers in recent years.
There is a generation gap concerning the intuitive use of computer
technology, smartphones with touch screen technology in particular. In life
and in the workplace, this generational gap can cause serious issues.
Generation X tends to see those from the Silent Generation as incompetent
because of their lack of technological proficiency (Brown, 2004). This lack of
technological proficiency could be countered by accurate and intuitive
training on different technologies, including smartphones. Many problems
occur when IT initiatives fail to account for peoples everyday work habits,
underlying attitudes, and the engrained culture of the business (Salkowitz,
2006). Understanding how different generations use the interface between
the user and the software can lead to better technology use across
generations. Salkowitz (2006) notes that when it comes to generations and
technology, one size most certainly does not fit all. But perhaps with
research in to how different generations utilize the user guides and
interfaces, options can be incorporated to facilitate better use
transgenerationally. If the user guides can be altered per user, then each
user may have a better success rate.
User Interface/Usability
Mirel (2004) defines the usefulness of technology in terms of
accomplishing more complicated goals instead of simply using the
technology with ease. The first road block, though, is simply to use the
technology. According to WDSGlobal, One in seven mobile phones are sent
back as faulty - and more than half of those turn out to be working perfectly
but are too hard to set up (Branscombe, 2007). If people give up on new
technology before even being able to set up the basics, then it will never
reach the area of usefulness that Mirel defines. Improvement in set-up
guides and other user guides would result in more use of technology across
generations. With more use and familiarity, people will be more comfortable
with the technology and be able to accomplish greater goals. Apple
understands this use of continuity in allowing users to feel comfortable. In
her book that outlines how to develop an iPhone app, Suzanne Ginsburg
(2011) notes that Utility apps tend to incorporate the standard user
interface elements outlined in the HIG: the selected page, the Info button,
and the series of dots that indicate additional pages. Although custom user
interface elements may seem more aesthetically pleasing, they may slow
Utility app users down since they are less familiar. Therefore, ease of use
and familiarity are precursors to the usefulness of an app. If familiarity with
features is important, then a tutorial guide would give the user the ability to
become more familiar with the device. A User Guide App would be the best
solution to increase user interaction with the guide.
Educational Tactics
Pedagogy for all areas of education encourages the use of a tactile or
kinesthetic teaching strategy. Sensory experiences in early childhood
classrooms enhance the educational opportunities as children learn by using
their senses (Heath, 1994). It stands to reason that using multiple senses
such as sight and touch together would allow a person to learn more than
sight alone. Those who develop technology are not ignorant of this concept;
the area of how people learn has received much interest from tangible
interface designers.This interest is related to the more general view within
education that hands-on activity or manipulation of physical manipulatives
can be of particular educational benefit (Marshall, 2007). If the job of the
User Guide is to teach how to make use of the touch screen smartphone,
notes were taken concerning the actions of the participants while interacting
with both the instructions for the game and the game itself.
Materials
Before delving into the research activity, I developed several
documents to be used in the field. These documents were all first written,
then two English teachers who also had experience with touch screen
devices and the Temple Run game read the documents and returned
comments.
First, a three point questionnaire was developed in order to find
participants who would fit with the purpose of the study. These questions
were simple: 1) Have you ever played the game Temple Run? 2) Within which
of the following age ranges do you fit: 18-29 years, 30-45 years, or 46-64
years? 3) Do you own or often use any touch screen device? The first
question was to ensure that none of the participants had any previous
experience with the game because of the need to measure the effectiveness
of the type of instruction given before the participant completes an activity
with which he/she is unfamiliar. The second was to ensure that the study
would have equal representation between the generally accepted divisions
between Generation Y, Generation X, and the Baby Boomers (PittCatsouphes, 2009). The third question was to place the participant in a
category of current technology experience. The two reviewers found no
reason to give comments on this document.
Second, a written set of instructions was developed for the portion of
the participants who would read instructions rather than use the tutorial (see
Appendix A). The written instructions describe the same instructions given
in the tutorial. The original instructions were organized differently. One of
the reviewers suggested that a When to section be added to each of the
instructions. This feature was added to help the readers better understand
what should be done during the game. The second reviewer commented on
a similar need of division. The second reviewer also stated that the reading
instructions did not mention the special features of the game that the player
would want in order to perform better. This was not added to the
instructions as the tutorial did not mention these features either. Omitting
these instructions helped to ensure equity between the two instruction
methods.
Third, a pre-administration directions script was written so that all
administrations of the experiment would be conducted in an equal
environment (see Appendix B). This script helps to ensure that the
researcher did not change the conditions surrounding the experiment.
Neither reviewers had any suggestions for revision.
phone the participants reported using, each phone had user instructions to
some extent on the phone.) All twelve of the participants reported that they
learned to use their cell phones by trial and error (side note: Eleven of the
twelve actually used the exact phrase trial and error). Taking this trial and
error method as a norm for many people who use a new cell phone in
conjunction with the higher effectiveness rating of the tutorial, it seems
plausible to determine that having written instructions somewhere in the
touch screen phone is an outdated method for technical communication.
Considering that those who read instructions seemed to be annoyed and
unhappy about reading, it becomes imperative to technical communicators
that instructions are adapted to how the technology is used and to the needs
of the user. The greatest set of written instructions is useless if no one
actually reads it. Having an easily accessible app on touch screen phones
would increase use; having that same app be a set of practicable actions also
would increase use.
CONCLUSIONS
It seems more important from this study that a User Guide be both
easily accessible and customizable. This would allow people of different
experience and learning styles to reap the most benefit from a User Guide.
Of course, for one to get any benefit from a User Guide one must actually
access it. Since people who get a new touch screen smart phone are on
those different levels of experience, an app that is both easily accessible and
can teach beginner, intermediate, and advanced users is important. The
ability for such a tutorial to differentiate by user would encourage more use
by the general public.
RESOURCES
Branscombe, M. (2007). Ten tips for smartphone users. FT.Com, 1. Retrieved from
http://search.proquest.com/docview/229077712?accountid=10639;
http://jw3mh2cm6n.search.serialssolutions.com/?ctx_ver=Z39.882004&ctx_enc=info:ofi/enc:UTF-8&rfr_id=info:sid/ProQ
%3Aabiglobal&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.j
title=FT.com&rft.atitle=Ten+tips+for+smartphone+users&rft.au=Branscomb
e%2C+Mary&rft.aulast=Branscombe&rft.aufirst=Mary&rft.date=2007-1205&rft.volume=&rft.issue=&rft.spage=1&rft.isbn=&rft.btitle=&rft.title=FT.co
m&rft.issn
Brown, J. (2004). Mind the gap: Managing the generational divide. Unpublished
manuscript, Business Dept., Retrieved from
http://www.obscure.org/~perky/uofr/fall2004/MGMT341U/MindtheGap.pdf
Appendix A
Temple Run Instructions
Your character has taken something from a temple. Monkeys are now chasing your
character. The object of the game is to survive running away from the monkeys for
as long as possible while collecting coins. The game is scored both by earning
points and by distance run in meters.
You must avoid obstacles either by jumping over them, sliding under them, or
moving to the side.
To Jump, use your finger on the screen of the phone to swipe in an upward motion.
When to jump:
Before broken areas in the path
Before an obstacle that does not require the character to slide under it
To Turn a Corner, use your finger on the screen of the phone to swipe in direction of
the turn.
For example, if the character needs to turn right at a corner, you should place
your finger on the screen and swipe to the right.
To Slide Under an Obstacle, use your finger on the screen of the phone to swipe in a
downward motion.
When to slid:
Just before any obstacle that has a partial clear area above the path
To move to one side of the path, tilt the phone in the direction you wish the
character to move.
When to move to the side:
There are coins to the side of the path
Part, but not all, of the path has been broken
To Collect Coins:
As the character runs, move the character from side to side so that he runs into the
coins.
Appendix B
Pre-Administration Directions
Thank you for participating in my research.
Reading Directions
I will now give you written directions for playing the game. Please read the
directions carefully. When you are finished reading, I will give you my iphone. You
should click play, and the game will begin. After your character dies the first time,
the experiment is over. I will have a few questions for you after you play the game.
Tutorial Directions
I am going to give you my iphone. You should click play, and the tutorial will
begin. If you character dies while you are completing the tutorial, it will
automatically restart where you need to learn. As soon as the tutorial has taken
you through the basic operation of the game, you will read, Youre Ready. Good
Luck, on the screen. The tutorial is over at this point and the game has started.
After your character dies the first time during the game, the experiment is over. I
will have a few questions for you after you play the game.
Appendix C
After game interview:
1. Have you ever played a game similar to Temple Run?
2. How do you rate the instructions you were given for playing the game on a
scale of 1 10 with 1 meaning that it did not prepare you at all and 10
meaning that you could not have learned more before playing the game?
3. What do you think made the instructions (NOT depending on the answer to
the previous question) effective?
4. How prepared do you feel to play the game again?
5. During the instructions, you did __________. Why do you think you did this?
6. How did you learn to use your cell phone (or another piece of technology)?
7. Do you have a user guide on your cell phone?
a. If yes, how often to you use it?
b. If yes, how would you rate the effectiveness of your user guide in
helping you to use your phone? Rate on a scale from 1 10 where 1
means it is not effective at all and 10 means that it could not be more
effective.
8. What method of instruction do you think typically helps you to learn in
general?
Appendix D
Sub-group Assignments
Age
Range
18 -
Direction
Syle
Read
Directions
29
years Tutorial
30 -
Read
Directions
45
years Tutorial
46 -
Read
Directions
64
years Tutorial
Participant #2
Participant #3
Participant #4
Participant #5
Participant #6
Participant #7
Participant #8
Participant #9
Participant
#11
Participant
#10
Participant
#12