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Encouraging Green Mobility Designing a Mobile Phone Application for UL Smarter Travel ________________________________________________________________________ Author: Caitriona Conefrey ID Number: 10103791 Supervisor: Dr. Gabriela Avram Degree: Bachelor of Science in Digital Media Design Department of Computer Science and Information Systems University of Limerick April 2014
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Encouraging Green Mobility

May 28, 2015

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Encouraging Green Mobility, Designing a Mobile Application for UL Smarter Travel.
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Encouraging Green Mobility

Designing a Mobile Phone Application for UL Smarter Travel

________________________________________________________________________

Author: Caitriona Conefrey

ID Number: 10103791

Supervisor: Dr. Gabriela Avram

Degree: Bachelor of Science in Digital Media Design

Department of Computer Science and Information Systems

University of Limerick

April 2014

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Declaration:

I hereby declare that this final year project as part of the requirements for the Bachelors

of Science in Digital Media Design is my own work. Any use of the work of other

persons has been appropriately identified and acknowledged.

Signature:

_____________________

Caitriona Conefrey

Date: _________________

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Acknowledgments

A kind thank you, to each of the following who made the success of this Final Year

Project possible.

I would like to thank Dr. Gabriela Avram, supervisor of this FYP. Gabriela has been

extremely helpful in guiding me and keeping motivation throughout the process. I am

very grateful to have had Gabriela as my final year project supervisor and appreciate her

continues support and involvement.

Thanks are also due to the University of Limerick members of Limerick Smarter Travel

team members, Ross Higgins and Sean Collins, for their contribution during the project

in the development of the concept through to the design.

I would also like to thank Family, Friends and classmates for their involvement and

support.

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Table of Contents

Declaration: ................................................................................................................................................ i Acknowledgments .................................................................................................................................. ii Project Summary .................................................................................................................................. 1

Chapter 1:................................................................................................................................................... 2

Introduction .............................................................................................................................................. 2

1.1 Green Mobility ............................................................................................................................. 3

1.1.1 Transportation in Ireland ............................................................................................... 3

1.1.2 Sustainability ....................................................................................................................... 3

1.1.3 Sustainable Mobility – Smarter Travel....................................................................... 4

1.2 Limerick Smarter Travel .......................................................................................................... 5

1.3 University of Limerick Smarter Travel ............................................................................... 6

1.4 Project Starting Point ................................................................................................................ 7

1.5 Motivation for the project ....................................................................................................... 8

1.6 Project Aims and Objectives ................................................................................................... 9

Chapter 2:................................................................................................................................................ 10

Literature Review ................................................................................................................................ 10

2.1 Related Work ............................................................................................................................. 11

2.2 Similar Projects ........................................................................................................................ 11

2.2.1 Pediluma: Motivation Physical Activity through Contextual Information and Social Influence................................................................................................................... 11

2.2.2 Houston: Design Requirements for Technologies that Encourage Physical Activity ........................................................................................................................................... 12

2.2.3 Theory-Driven Design Strategies for Technologies that Support Behavior Change in Everyday Life .......................................................................................................... 13

2.3 Motivation Techniques .......................................................................................................... 14

2.4 Ubiquitous Computing ........................................................................................................... 14

2.4.1 Mobile User Interface .................................................................................................... 15

2.5 Existing Behaviour .................................................................................................................. 15

Chapter 3:................................................................................................................................................ 18

Methodology .......................................................................................................................................... 18

3.1 Mobile Design ............................................................................................................................ 19

3.1.1 User-Awareness ............................................................................................................... 19

3.1.2 HCI Principles ................................................................................................................... 19

3.1.3 Natural User Interfaces ................................................................................................. 19

3.1.4 Components used in mobile UI .................................................................................. 21

3.1.5 Interface Patterns ............................................................................................................ 22

3.2 Applying User-Centered Design ......................................................................................... 22

3.2.1 Usability Testing .............................................................................................................. 22

3.2.2 Scenarios ............................................................................................................................. 23

3.2.3 Story-boarding ................................................................................................................. 23

3.3 Evaluation of Mobile Applications .................................................................................... 23

3.4 Technologies .............................................................................................................................. 24

3.4.1 Adobe Photoshop and Illustrator .............................................................................. 24

3.4.2 Axure .................................................................................................................................... 25

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Chapter 4:................................................................................................................................................ 26

Description of Design Process ........................................................................................................ 26

4.1 Initial concept............................................................................................................................ 27

4.1.1 Story boarding .................................................................................................................. 27

4.1.2 Initial Mock-ups ............................................................................................................... 30

4.1.3 UL Smarter Travel Group Meetings.......................................................................... 34

4.2 Evaluating Similar Applications ......................................................................................... 35

4.3 Initial Paper Prototypes ........................................................................................................ 40

4.3.1 Paper Prototype testing ................................................................................................ 45

4.4 Current Concept ....................................................................................................................... 45

4.4.1 Design Decisions .............................................................................................................. 47

Chapter 5:................................................................................................................................................ 54

Discussion ............................................................................................................................................... 54

5.1 Feedback to Date ...................................................................................................................... 55

5.2 Prototyping ................................................................................................................................ 56

5.2.1 Prototype Details ............................................................................................................. 56

5.3 Usability Testing ...................................................................................................................... 57

5.3.1 Descriptions of users ..................................................................................................... 57

5.3.2 Usability Testing Results .............................................................................................. 58

5.3.3 Usability Testing Conclusion ....................................................................................... 61

Chapter 6:................................................................................................................................................ 62

Project Conclusion ............................................................................................................................... 62

Bibliography .......................................................................................................................................... 64

Appendices ............................................................................................................................................. 69

Appendix 1 – Early Concept Sketches ..................................................................................... 69

Appendix 2 – Heuristic Evaluation of iTrakMe Classic .................................................... 73

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Table of Figures

Figure 1 – Scenario and Storyboard 1 ............................................................................. 28

Figure 2 – Scenario and Storyboard 2 ............................................................................. 29 Figure 3 – Initial Mockups 1 ............................................................................................ 31 Figure 4 – Initial Mockups 2 ............................................................................................ 32 Figure 5 – Initial Mockups 3 ............................................................................................ 33 Figure 7 – Walk Star Pedometer Screen Shots ................................................................. 37

Figure 8 – Strava Screen Shots ......................................................................................... 39 Figure 9 – Paper Prototypes 1.......................................................................................... 42

Figure 10 – Paper Prototypes 2........................................................................................ 43

Figure 11 – Paper Prototypes 3........................................................................................ 44 Figure 12 – Final Prototype 1 .......................................................................................... 49 Figure 13 – Final Prototype 2 .......................................................................................... 50 Figure 14 – Final Prototype 3 .......................................................................................... 51

Figure 15 – Final Prototype 4 .......................................................................................... 52 Figure 16 – Final Prototype 5 .......................................................................................... 53

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Project Summary

In 2012, Limerick has been selected as one of the three demonstration areas for the

Smarter Travel initiative in Ireland and measures have been put in place to provide

greater opportunities for greener transport means. The University of Limerick Smarter

Travel group has been transforming the campus to encourage students and staff to use

greener transport. The aim of my project was to design a green mobility application for

staff and students in line with the aims of the UL Smarter Travel group.

Building on previous work on sustainable transport solutions, research was carried out

exploring current transportation trends and mobile application design. Through constant

collaboration with the UL Smarter Travel group, low and high fidelity prototypes were

built and evaluated with potential users. The final design aims to encourage students and

staff to embrace walking and cycling in traveling to, from and around the campus, by

allowing them to track their journeys, challenge their peers and receive rewards for their

behaviour.

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Chapter 1:

Introduction

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1.1 Green Mobility

1.1.1 Transportation in Ireland

Daily transportation and travel in Ireland, may it be gaining access to work, school,

service, or social reasons, has become a great importance in modern society. With

concern continuously rising for the environment, we ask whether or not we as individuals

are really doing our part when carrying out daily activities.

In August 2013, The Department of Transport, Tourism and Sport released a report of

Irish vehicle and driver statistics from 2012. The report highlights a decrease of 0.90% in

the total number of licensed vehicles in Dec 2012 compared to December 2011, however

there are still over 1.88 million private cars on Irish roads (Department of Transport.

2012).

This number is still significantly high and from 1990 to 2011 the levels of CO2 emissions

in Ireland increased by 25%. The Department of Transport has set a target to increase the

use of renewable energy in transport Ireland by 10% in 2020 and so far Ireland has

reached 3.6% of this target. Ireland has met the target set by the EU for lowering

emissions from new passenger cars. (Sustainable Energy Authority of Ireland, 2012)

According to European Commission, transport is the only major sector where greenhouse

gas emissions are still rising in the EU. Cars alone are responsible for around 12% of

total EU CO2 emissions. Road transport contributes to about one-fifth of these

emissions. (European Commission, 2013)

It is clear that there is a current problem in Ireland with regard to unsustainable

transportation leading to a large amount of CO2 emissions. The good news is that groups

like Smarter Travel are working to reverse this damage and reduce these emissions.

1.1.2 Sustainability

Sustainable or 'green' living is the way in which we are encouraged to live, but what

exactly does this mean? The United Nations World Commission on Environment and

Development in 'The Brundtland Report' of 1987 defined sustainable development as

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“development that meets the needs of the present without compromising the ability of

future generations to meet their own needs (Bruntland, G. 1987).”

1.1.3 Sustainable Mobility – Smarter Travel

In the words of the Minister for Transport, Noel Dempsey T.D.; “Smarter Travel - A

Sustainable Transport Future is designed to show how we can reverse current

unsustainable transport and travel patterns and reduce the health and environmental

impacts of current trends and improve our quality of life” (Department of Transport

2009)

Smarter Travel released the Smarter Travel Policy in 2009 detailing how their aim for a

more sustainable Ireland can be met by 2020. “Smarter Travel – A Sustainable Future”

(Department of Transport 2009) outlines the key steps and actions that should be

followed in order for this policy to succeed. The research in this document shows that

without change in our current transport and travel means matters will only get worse.

The Smarter Travel policy aims to change the way in which individuals perceive their

daily transportation activities.

Five key goals for smarter travel summarised in the policy;

“Improve quality of life and accessibility to transport for all and, in particular,

for people with reduced mobility and those who may experience isolation due to

lack of transport.

Improve economic competitiveness through maximising the efficiency of the

transport system and alleviating congestion and infrastructural bottlenecks.

Minimise the negative impacts of transport on the local and global environment

through reducing localised air pollutants and greenhouse gas emissions.

Reduce overall travel demand and commuting distances travelled by the private

car.

Improve security of energy supply by reducing dependency on imported fossil

fuels.” (Department of Transport 2009)

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With a large section of the population of Ireland being immensely reliant on their cars as

their only, if not main, form of transport, the desire of this policy is to encourage people

to walk, cycle, and car-share whenever possible. In order to achieve these goals many

cities in Ireland need considerable changes in current transport infrastructure.

Smarter Travel has a total of 49 specific actions in order to achieve their objectives,

which have been grouped into four key goals;

“Actions to reduce distance travelled by private car and encourage smarter

travel, including focusing population and employment growth predominantly in

larger urban areas and the use of pricing mechanisms or fiscal measures to

encourage behavioural change

Actions aimed at ensuring that alternatives to the car are more widely available,

mainly through a radically improved public transport service and through

investment in cycling and walking

Actions aimed at improving the fuel efficiency of motorised transport through

improved fleet structure, energy efficient driving, and alternative technologies

Actions aimed at strengthening institutional arrangements to deliver the targets.”

(Department of Transport 2009)

1.2 Limerick Smarter Travel

In 2009 the Department of Travel held the National Competition for Smarter Travel

Areas. The competition was open to all local authorities throughout Ireland and asked for

proposal submissions for the development of smarter travel programs in rural, sub-rural,

and urban areas. Limerick City & County were one of three local authority winners, the

others being Waterford and Mayo. Limerick Smarter Travel, Limerick City and county

councils in partnership with the University of Limerick, were approved funding of €9

million from the Department of Transport, Tourism and Sport in February 2012. The

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funding received by each authority goes towards transforming these areas into Smarter

Travel Areas and promoting sustainability. Limericks Smarter Travel proposal focuses on

four zones, or ‘hubs’: the City Centre, Corbally, Castletroy and Regeneration Hub. The

proposed Smarter Travel initiative is to aid the varying travel needs, within and between

these hubs, in a more sustainable way. (Department of Transport 2009)

Limerick Smarter Travel has set targets for the City, Council and University as a whole

along with each hub by 2016, four years earlier than the national 2020 targets. (Limerick

Smarter Travel, 2010)

Tom Mackey, Limerick City Council Manager when discussing the topic; “We are

looking forward to creating an exemplar smarter travel community that the rest of our

area and the whole of Ireland can be proud of.” (Limerick Smarter Travel, 2010)

1.3 University of Limerick Smarter Travel

Limerick Smarter Travel released a 'Stage 2 Submission' of their upcoming targets and

how they aim to reach these targets. The submission reviews how “Through our student

and school population we can 'lock in' a smarter travel mind set from an early age.” The

University of Limerick is working in an innovative partnership with Local Authorities in

creating the best overall approach to smarter travel by applying the knowledge and design

intelligence to the pragmatic problems. With the university as a key partner, the overall

project gains access to a diverse range of expertise, knowledge and intelligence building.

Limerick Smarter Travel has an overall goal of significantly reducing the number of car

trips, especially short journeys from the Castletroy and University areas, 41% to 23% by

2015. The main issue stated for UL is to reduce car ownership among students by linking

the University with the rest of the study area via sustainable modes. A Mobility project

within the University will focus on creating a smarter travel physical infrastructure by

removing current barriers. (Limerick Smarter Travel, 2010)

Outlined in the Limerick Smarter Travel Design Report (2010) are the changes that will

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be incorporated in the transformation of the UL Campus. Some of these changes included

reducing the number of car parking spaces and the distance of car parking from UL

buildings increased. Improvements will be made to cycling facilities with bike shops,

rental programs and information available. Improving landscaping alongside provision

of cycle lanes throughout campus and sheltered bike parking closer to buildings.

Incentives and penalties will also be on offer to individuals. (Limerick Smarter Travel,

Design Report. 2010)

1.4 Project Starting Point

At the beginning of the project I attended a meeting with the suggested project

supervisor, Gabriela, to discuss the different possibilities of my ‘Encouraging Green

Mobility’ project. It was intended that this project worked in conjunction with the

Smarter Travel initiative as Limerick was selected as one of the three demonstration

areas. The project proposal involved the design of a smart phone application that takes

the form of a game to encourage and motivate UL students and staff to use greener

transportation means such as walking, cycling, bus travel, and carpooling.

Initially my intention was to design an application for students and staff focusing solely

on walking. Users would have been able to monitor their own mobility patterns while

setting targets such as; walking to college, getting off the bus a stop earlier or parking

further away, encouraging an active lifestyle. Following a meeting with UL’s Smarter

Travel members Ross Higgins and Sean Collins we decided to target a larger user base by

including cyclists. UL is currently developing a number of cycling facilities as part of the

Smarter Travel initiative and the application will incorporate these new developments.

Subsequently, primary functions of the app were brainstormed and taken note of for

further review. The main function which sparked the most interest was a walk and cycle

friendly UL travel map which will allow users to easily find walkways and cycle tracks

around campus. The application concept became clearer as we started to add additional

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features including; challenges, goals, UL campus discounts and a social networking

component.

From here I began my research into the subject area and past examples of work-related

projects.

1.5 Motivation for the project

The areas of daily lifestyle improvements such as healthy living, food and exercise are of

personal interest where the idea of greener mobility or means of transport can correspond.

Early in my research, into current apps, it became clear that a green mobility app is a

much more needed and relevant approach for UL rather than the already, almost over

published, areas of nutrition and exercise which have a vast amount of popular apps

available. After reading through the suggested project areas my enthusiasm was

immediately sparked by the idea of greener mobility. I feel that a strong personal interest

is an important factor in order to keep motivation throughout a final year project (FYP).

Working on this project was to be of particular benefit in enhancing my current skills and

increase my practical experience, which I hope to bring with me in the working world.

This was a big motivational factor that was proved during the whole of this FYP.

The chance to explore new creative ideas and concepts is something I have always found

enjoyable. As there are not many university specific greener mobility apps in Ireland,

this was an exciting opportunity to design an app with a valuable lifestyle practice, which

may be fully developed and used in the near future. The research and design work

carried out may have an impact and change the way students, and staff of UL, think about

their means of transport and may lead to the use of greener transport means even outside

of the university’s campus. The possibility of a fully developed app with a broad user

base and my own personal interests in green mobility were the main motivators for my

FYP.

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1.6 Project Aims and Objectives

I intended to design a mobile phone application that will encourage green mobility for my

final year project, as I believe mobile applications are becoming an extensive component

of everyday lifestyle and that greener living is the lifestyle of the future.

The UL Smarter Travel group were already working on a number of projects to

encourage sustainable transport for Students and Staff within UL. The main aim of this

project was to design of a mobile phone application that will encourage its users to

reconsider driving to and from UL each day for more sustainable means, particularly

walking or cycling. The optimal outcome of such an app is to reduce the amount of cars

around UL and instigate greener lifestyles in users. The application was to be designed

for the UL Smarter Travel group, to their needs and satisfaction.

The designing of a motivating green mobility app required the following tasks;

To establish existing Smarter Travel plans for the University of Limerick

To consider current travel behaviours of car users, bicyclists and walkers

To identify motivational factors for choosing sustainable transport means

To investigate good application design

To determine a green mobility application concept and design for University of

Limerick users.

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Chapter 2:

Literature Review

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2.1 Related Work

Designing a Community Engagement Strategy for Limerick Smarter Travel Using Focus

Groups and Precedent Studies (2012)-

A master's thesis by former UL student Kathleen Cullinane highlights and discusses into

further detail the current issues in sustainable transport. In designing and implementing a

plan for Limerick Smarter Travel Cullinane focused on current travel behaviours

specifically related to students in Limerick and highlighted areas where there is room for

improvement. In her research, Cullinane studied a number of international cities that have

successfully implemented long lasting travel behaviour change and found that no two

cities followed the same initiative (Cullinane, 2012). Cullinane established that a “one

size fits all travel plan” will not work in every city, including Limerick, and that each

plan needs to be specific to the area and to the needs of its population. (Cullinane, 2012).

Cullinane’s work has been examined as a starting point into this FYP as to not repeat

research in this area but to add to it. The exploration on travel behaviour provided in this

thesis gives an idea of the choices that can be encouraged in individuals in the Limerick

area.

2.2 Similar Projects

Similar projects that aim to encourage physical activity through persuasive technologies

were analysed for an insight into motivational methods.

2.2.1 Pediluma: Motivation Physical Activity through Contextual Information and

Social Influence

(Lim et al 2011)

A project carried out as an approach to motivate behaviour change;

“People find comfort in familiar routines and attitudes, and naturally resist change, even

if to their benefit” (ibidem).

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This paper presents 'pediluma', a device worn on the shoe to track and visualise the

wearer’s physical activity. A sensor in the device trips whenever an impact or

acceleration takes place, causing the device to glow. The more physical the individual is

the more the device glows, both a motivational and social factor. The results following

testing with eighteen participants showed an increase in physical activity. Targeting the

point of decision is an approach used to promote behaviour change in many areas. Public

commitment is discussed and an attempt to engage people around the wearer uses social

pressures. Two methods of motivation are used in this project, the display of current

progress or information and the social influence. Both of which can be embed into other

domains and devices (ibidem).

2.2.2 Houston: Design Requirements for Technologies that Encourage Physical

Activity

(Consolvo et al, 2006)

Addresses the current worldwide problem of obesity. Focusing on “opportunistic physical

activities”, where activities are incorporated into everyday life such as taking the option

to walk to work instead of driving.

‘Houston’ is a fitness journal in the form of a mobile application prototype with the

purpose of encouraging physical activity by sharing step count with friends.

Also presented are design requirements for activity encouraging technologies as result of

a three-week study. The design requirements found were, to provide the users with credit

for activities and awareness of activity level, to support social influences, and to consider

practicality constraints in lifestyle of user. Each of which are explored with examples

from findings.

Supporting social influence is broken down into sub sections of social: pressure, support,

and communication. Almost all participants in the study were motivated by social

influence. This paper highlights the capability and significance social influence has in

motivational technologies.

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2.2.3 Theory-Driven Design Strategies for Technologies that Support Behavior

Change in Everyday Life

(Consolvo et al, 2009)

Behaviour change affects both short and long-term lifestyle, an understanding of

how to design behaviour supporting technologies is required for effective results.

As expressed in the paper: “If done poorly, the technology is likely to be

abandoned; therefore a principled approach for its design is needed.” (Consolvo et

al, 2009)

This paper presents the different approaches to designing persuasive technologies that

proved to be effective after a three-week train and a three-month experiment of a system

that encourages users to lead a physically active lifestyle. A review of research into

social psychological and persuasive technology theories is provided focusing on Goal-

Setting Theory (Locke et al, 2002) and the Transtheoretical Model of Behavior Change

(Prochaska et al, 1992).

Taken from The Goal-Setting Theory (Locke et al, 2002) is that the user should be able

to; set their own goals, view progress of said goal, be challenged by realistic goals for

user, and receive relevant feedback and incentive.

The Transtheoretical Model of Behavior Change (Prochaska et al, 1992) describes a

number of stages an individual follows to 'intentionally modify' behaviour, from having

no intention to change to carrying out the new behaviour for six months or more.

Persuasive technology can guide a user in reaching their final stage of behaviour change

by providing appropriate education, reward, awareness, progress tracking, and social

influence

This paper gave framework to what was required in designing an app that aims to

motivate and change users’ views on green mobility. "Often, it is a pattern of

"poor" decisions that prevents the individual from achieving her desired lifestyle”

(Rachlin, H. 2004).

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2.3 Motivation Techniques

A key aspect in this app is the motivation factor. To initiate any change in lifestyle and

behaviour, we need motivation. The term 'motivation' is often used as a general concept

when describing one who has a drive to achieve a goal or as what is needed to

accomplish something that appears difficult. Motivation can be connected to the

reasoning behind certain behaviours. Garcia (2007) defines motivation as a process,

which requires goals, activity and commitment (Garcia, M.C, 2007)

In order for an individual to be fully motivated in a project or venture they must firstly

make the choice on whether or not they want to it and decide on the steps needed to make

it happen. Then they must spend the required time and effort into carrying out what needs

to be done in order to achieve the final outcome. Also needed by an individual is the

mind set into accomplishing the desired.

It can be easy for us to forget why we started something or begin to think is this what we

really want once we've made commitment to a goal. The ideal theory behind this mobile

application is that it will help or keep motivation for users from the beginning of use and

throughout, i.e. a student or staff member using the app will be motivated or encouraged

to use green mobility during their time on campus and also that some behaviours will be

implemented for use outside of the university.

2.4 Ubiquitous Computing

Krumm (2009) gives meaning to 'ubiquitous computing', or ubicomp, as a term given to

the third era computing. The first era being the single large time-shared computer owned

by an organisation and used by many. Then, the PC era, where a personal computer is

owned, used and dedicated to them. The third era represents the present time, ubiquitous

computing, is distinguished by smart phones, and any other small networked portable

computer products, where each individual owns and uses many computers. As an era

progresses, there is an increase in the number of computers becoming integrated into ones

daily lifestyle. (Krumm, J. 2009)

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2.4.1 Mobile User Interface

Brewster (2009) suggests that mobile user interfaces are still grounded on approaches for

computer desktop interface dating from the 1970s. Components such as buttons, windows

and elements to indicate progress may be difficult for mobile user interface (UI).

(Brewster)

Barbara Ballard (2007) discusses the differences in mobile and desktop user interface.

Fundamentally design for desktop UI’s is reasonably stable regardless of platform, where

tab navigation differing in Windows from Apple being the only time platform may

influence the design. In mobile, patterns rely on both device UI style and platform.

“Mobile phones are not miniature personal computers, and mobile applications should

not be miniature computer applications.” (Ballard, B. 2007) A mobile phone user must be

able to carry out whatever action or function while moving around. Mobile UI must be

designed in a way that usability has minimum constrain on users’ daily activities.

In 'Not Your Parent's Mobile Phone: UX Design Guidelines For Smartphones' ,

Todish(2012) gives an overview of the constraints going from desktop to mobile that can

effect user experience. Firstly the most obvious constraint, form factor, the considerable

difference in screen size. This however does not mean simply making things smaller but

bringing the application down to its most critical functions and using a strategic layout.

Input methods, with no mouse means that there is a need for gestures to select, zoom,

scroll act. Battery and processing limitations in mobile devices make up the technical

constraints. An application, which drains battery life or takes up a large amount of

memory, will lead to poor user experience. (Todish, T. 2012)

2.5 Existing Behaviour

Adapted from the work of Cullinane (Cullinane, 2012) are common perspectives towards

everyday transport means of participants from the Limerick area. Key points taken from

participants feedback was that cyclists felt that they are not respected on the roads and

there is issues with safety while walking is not as encouraged by others as it could be. A

number of participants mentioned the factor of time as a reason towards driving:

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“I just prefer to sit into my car, drive straight to work, park my car, and arrive at my desk

on time” Female, Corbally

“...I have a bike but I’m too lazy during the week to ride my bike to work. I work long

hours, including night shifts. I cycle at the weekends and take part in triathlons. My bike

basically sits at home all week as I have no time for cycling...”

Even when those who recognize that a more sustainable means is possible, they don’t

have the motivation to make that choice.

“I could walk to the work but to be honest I'd prefer that extra half hour in bed...I

suppose I'm just too lazy to switch” Female, Castletroy

Some positive remarks highlighted the positives to choosing greener transport:

“Driving is too expensive and for me much slower” Male, Castletroy

“I cycle to work most days now cause my bus fares were adding up and becoming too

expensive...for what I would pay in three months bus fares I was able to afford a fantastic

bike...so it's already paid for itself and I can always rely on it” Female, Corbally

“I walk every evening after work for an hour and I find not only am I healthier and fitter

but I sleep better, and it puts me in better form” Female, Castletroy

“Leaving my car at home and cycling to work saves me on petrol costs and helps out the

environment...” Male, National Technology Park Employee

However, for many driving is perceived as the most efficient means of transport but in

many cases it is not so. For example, the time spend in traffic, at traffic lights and

finding a parking space could easily make up the difference in the time it would take to

walk or cycle to that destination. As this is a project for in and around UL, for many

students and staff traveling each morning this may be the case. The main benefits of cost

and exercise, by walking and cycling, also are looked over by many individuals. A lack

of awareness, and access to, green mobility is suggested as a big issue. While Cullinane

does discuss other physical, emotional and practical barriers to sustainable transport in

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Ireland, from these sample perspectives a main issue with behaviour towards sustainable

travel is a negative outlook that our society has towards walking and cycling.

“ .. Society dictates how we choose to travel...everyone perceives driving as the most

efficient means of getting to their destination... it seems to be the general message out

there...” Female, National Technology Park Employee

The negative perspectives society holds towards incorporating sustainable transport into

daily life are what needs adjust for Smarter Travel, and a greener future, to be possible.

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Chapter 3:

Methodology

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3.1 Mobile Design

3.1.1 User-Awareness

Poslad (2011) refers to the importance of user-awareness, and being aware of the context

of the user, in supporting centered tasks and goals. Before looking into design concepts,

the profile of the foreseen user is essential, this would include identifying their needs and

objectives when interacting with the device.

3.1.2 HCI Principles

General HCI principles presented by Simpson (1985), Shneiderman (1992) and Dumas

(1988) all express similar needs which can be narrowed down to;

• giving user control

• striving for consistency

• smoothing human-computer interactions with feedback

• supporting the user's limited memory

(Dumas, J; Redish, J. 1999)

These fundamental principles can still be implemented in mobile UI design today.

3.1.3 Natural User Interfaces

Hinman (2012) explains the adaption of natural user interface. Graphical user interfaces

(GUIs) work off of design principles such as WSIWYG(what you see is what you get)

where users can see possible options through icons, tools, and menus, examples include

Microsoft Word or Microsoft Paint UIs. Natural user interfaces (NUI) build on the GUI

notion but by relying on our basic sense of the physical world where what you do it was

you get. (Hinman, R. 2012)

"NUI interactions are fast and few, and are based on the natural properties of the object

and how you would expect those to behave" (Hinman, R. 2012)

GUIs can have what seems like countless icons and symbols all at once that often

becomes confusing for the user and can require more user memory and cognitive

investment. Hinman, describes NUIs as highly contextual systems where, "interactions

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are unmediated, allowing users to interact with information in a direct and natural way"

(Hinman, R. 2012) Multi-touchscreen response seen in smartphones allow for NUIs, as

users can interact directly with information via touch compared to the use of a mouse and

keyboard. Understanding of NUI in design will optimize users touch creating an

enjoyable user experience. (Hinman, R. 2012)

Hinman portrays a total of eight NUI principles;

• Performance Aesthetics - GUI experiences focus on completion of a certain task,

whereas with NUI experiences, the completion of said task as well as the carrying

out of the action to do so, will both bring joy to the user.

• Direct Manipulation - Unlike GUI interfaces, HUI allows users to interact with

information directly, as if they are physically touching and manipulating

information with their fingertips i.e. the scrolling gesture.

• Scaffolding - Functions in a NUI do what is expected from the user with

indication of how the interaction will unfold. Whereas GUI requires more options

and commands. NUIs should feel intuitive and satisfying.

• Contextual Environments - NUIs respond to the environment, in space and time,

suggesting what the next interaction should be. Unlike GUIs that presents the

same set of options regardless of environment or context.

• The Super Real - NUIs uses gestures such as pinch to zoom, elements look real,

but can also be perceived as 'super real' as their character can change in a way that

is almost magical. GUIs would present an overflow of windows resembling sheets

of paper.

• Social Interaction - NUIs require less cognitive investment than GUIs. NUIs

enables users to interact and engage with other users instead of the interface.

• Spatial Relationships - NUIs represent information as object instead of using

icons as in GUIs.

• Seamlessness - The use of gestures and touchscreens allows experience to feel

seamless as there are fewer barriers between the user and the information.

(Hinman, R. 2012)

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3.1.4 Components used in mobile UI

Steven Hoober and Eric Berkman (2012) highlight patterns for composition, which used

appropriately, will create mappings and affordances that will allow for positive user

experience. (Hoober, S. & Berkman, E., 2012)

• Scroll – When information on a page exceeds view

• Annunciator Row – Displays status of hardware features on the top of each page.

• Notifications – A form of visual, audio or haptic feedback as an alert when user

attention in required.

• Titles – Where pages, content or elements require labels. Should be legible and

consistent in style

• Revealable Menu – This type of menu displays additional menus, not in view,

with a gesture, soft key, or on-screen selection.

• Fixed Menu – An always-visible menu or control that is docked to one side or

view-port, throughout the application.

• Home & Idle Screen – These screens are used as display states when either a

device is turned on or application has exited, timed out, or returned to a device-

level menu display.

• Lock Screen – Mobile devices use this display state to save on power

consumption. When necessary, the application's sleep state may become locked to

protect the security of the data the user has input. Additional user interaction is

required to exit out of the lock screen.

• Interstitial Screen – This type of screen is used primarily as a loading process

screen during device or application start-up. Wait indicators may be used to show

loading progress.

• Advertising – Must be distinct and must not affect the user experience.

(Hoober&Berkman 2012)

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3.1.5 Interface Patterns

In Neils (2012) 'Mobile Design Pattern Gallery' she uses visual examples to describe

patterns for mobile interface design. Interface design patterns can be broken down to

Navigation, Forms, Table & Lists, Search, Sort & Filter, Tools, Charts, Invitations,

Feedback & Affordance, Help and finally Anti-Patterns. Neil summarizes a number of

different mobile application designs for the reader to gain a feel of good design while

highlighting common bad habits. (Neils, T. 2012)

3.2 Applying User-Centered Design

“'User-centered design' (UCD) is a broad term to describe design processes in which end-

users influence how a design takes shape.” (Abras, C., Maloney-Krichmar, D., Preece, J.

2004) Understanding the user needs and the intended use of the app will be gained

through user-centered design. This will play particular importance during usability testing

of the design stages.

3.2.1 Usability Testing

The carrying out of usability testing, according to Dumas and Redish (1993), involves the

following goals, to:

• improve the product's usability

• involve real users in the testing

• give the users real tasks to accomplish

• enable testers to observe and record the actions of the participants

• enable testers to analyse the data obtained and make changes accordingly

(Dumas, J. S., & Redish, J. C. 1993)

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3.2.2 Scenarios

Scenario-based design allows us to identify users and show how they will interact with a

product in everyday life. Scenarios are helpful to both the designer and clients, in this

case, UL smarter travel group. A description of end users is clearly expressed, while

adjustments of functionality can be easily made in the early stages.

“Scenarios have a plot; they include sequences of actions and events, things that actors

do, things that happen to them, changes in circumstances of the setting and so forth”

(Carroll, 2000)

3.2.3 Story-boarding

Following the description of a scenario comes the story-boarding, were we can

visualizing the concept. This step also allows for further correction of details which may

have been missed or overlooked.

“In addition to communicating concepts, storyboards are an effective way to uncover

potential user experience issues” (Ginsburg, 2010).

3.3 Evaluation of Mobile Applications

Before carrying out the design of an application, examples of other application design

must be examined. Current mobile phone applications in relevant areas were researched

and evaluated, by applying and comparing NUI principles. (Hinman, R. 2012) Also by

applying Jakob Nielsens ten heuristics when evaluating usability; Visibility of system

status, match between system and real world, user control and freedom, consistency and

standards, error prevention, recognition rather than recall, flexibility and efficiency of

use, aesthetic and minimalist design, help users recognize, diagnose, and recover from

errors and help and documentation. (Nielsen, J. Molich, R. 1990)

Applications chosen to analyse and evaluate were based on suggestions by the iTunes

App store, internet recommendations and also by smartphone users. The applications

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reviewed each in some way have similar needs of the green mobility application. As

each application was looked at, positive and negative notes of features were taken. Also

captured was screenshots of interesting layouts and icons for further review, which may

possibly be used as inspiration during design concepts. These evaluations helped bring to

light functions that could be used as well as those to avoid when designing an application.

This helps when deciding what functions and aspects to use in an application for Smarter

Travel to be used in and around the University of Limerick.

3.4 Technologies

3.4.1 Adobe Photoshop and Illustrator

Adobe Systems have developed, among others, the desktop software products known as

Photoshop and Illustrator. Photoshop is a popular graphics editing program, used in

many creative areas, with a selection of tools to edit, create and manipulate graphics.

Illustrator can be used alongside Photoshop, creating original outline of graphics to then

be edited in Photoshop. Available drawing tools allow for the basic details needed when

creating logos, symbols or fonts.

Adobe Photoshop and Illustrator was be used in developing a number of mock-ups. Both

applications used together produced adequate design work. The style and layout

aesthetics of the green mobility application was designed using these programs. Logos

and symbols which are also to be used in the application are to be explored while

designing the final user interface. Photoshop allows for a clear and realistic view of how

the application will look in the user’s hand.

A design visualization module allowed me to become familiar with these programs by

drawing and rendering designs. These fundamentals learned were of great help in the

mock-up and final design stages. Any difficulties reached with unfamiliar tools will

required some research and practice before applying to the final application design.

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3.4.2 Axure

Axure is a wireframing mock-up tool that can be used to create mock-ups of application

user interfaces. This tool allows for the building of interactive prototypes without

requiring the skill or time of coding. Along with mobile applications, Axure is also used

in creating tablet and website prototypes.

Helps in making design decisions. Communicate design concepts in a clearer and more

accurate way.

With Axure I can develop a fully interactive mobile application mock-up, that can be

presented and testing on an iPhone. It's important to have such prototypes to allow for

user feedback from devices which reflect the final product with accurate size and display.

This results in more decisive and detailed modification.

Although I was not yet fully acquainted with this software at first, there are a number of

useful tutorials on the Axure website (www.axure.com) along with other online resources

readily available on other sites such as YouTube. This is software I aim to use more of in

the future so, I felt it desirable to gain as much knowledge and skill with it as possible

during this FYP.

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Chapter 4:

Description of Design Process

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4.1 Initial concept

The initial concept and fundamental aim of the application to be designed, was to

encourage green mobility within and around UL. The main features that the app required

were a UL walk/cycle friendly UL Map, user challenges or goals which when completed

unlock reward badges, a personal calendar that records users' overall progress and a

social element. The initial concept of this single app was broad, to insure each feature

could work well together a large emphasis on usability testing was required.

4.1.1 Story boarding

During initiation of the design process, user-based scenarios were created to grasp how

the app can be incorporated into ones daily lifestyle.

Story-boarding and concept sketches were carried out, producing visual aids to support

these scenarios. The process of story-boards and concept sketches not only helped in

communicating ideas to others but also for discovering new possible features and

working out difficult obstacles of how the app will operate.

Scenario 1: A scenario involves a student planning and tracking their trip to UL using

the green mobility app. The map feature is used to search for the best route to the

campus. A location request is sent through the application to a friend, who accepts to

display their location, in order to meet up. The user here achieves a goal and gets to add

a stamp to their personal calendar. Current created goals are viewed, along with those

suggested by friends that can be accepted or declined. The student also checks their

travel history and available badges for use on the app.

Scenario 2: Another scenario involves a lecturer, who starts out their day by accepting a

new goal. This goal is to reach a total number of steps throughout the day. As the

lecturer has a free hour, instead of using their car to leave campus as usual, the app is

used to find a route for a walk on campus. An estimated time selection is made and a

route is chosen. The lecturer achieves his goal and sets it as a daily goal. They share

their progress on their on a designated smarter travel section of the UL website for others

to become aware.

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Figure 1 – Scenario and Storyboard 1

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Figure 2 – Scenario and Storyboard 2

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4.1.2 Initial Mock-ups

For an understanding of the app’s essential layout, of features and pages, I made

preliminary mock-ups, using Adobe Illustrator and Photoshop. These mock-ups gave a

clearer view of what will be available to the user, including the desired fundamental

features. As demonstrating the layout of the apps features and pages was the main

objective of this task in the design process, there was not as much concern for visual

design aspects. Natural advances in the design are visible when comparing the initial

mock-up to the final work. For example the removal of the weather bar from the home

page was a gradual development as it didn't feel as though it was really needed. Changes

like this are an expected part of the design process.

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Figure 3 – Initial Mockups 1

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Figure 4 – Initial Mockups 2

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Figure 5 – Initial Mockups 3

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4.1.3 UL Smarter Travel Group Meetings

The description of this final year project involved producing an app design for the UL

Smarter Travel group, so obviously the involvement of some UL Smarter Travel group

members was deemed highly appropriate. In the early stages of the project contact was

made with team members, Ross Higgins and Sean Collins, for an introductory meeting, to

which they gladly obliged. It had been expressed by the two members that a project like

this had been looked into in the past and is something they hope to carry out in the near

future, by having such an app up and running, by aid of a professional developer.

After presenting the proposed project, of an 'encouraging green mobility' mobile app for

UL, the two members were eager to get more involved. During this first meeting we

went through and agreed on what was needed from the app itself with a quick

brainstorming session, while keeping in mind the apps main objective, to get more

students and staff of UL choosing greener means of transport opposed to traveling by car.

Both members expressed their active interest in cycling and inspired the inclusion of the

app to cyclists, as in the very beginning I had solely focused on walking. In addition the

FYP process was discussed so Ross and Sean knew what progress was to be expected

over the following months. Once we had everything covered, a follow up meeting was

scheduled. Following this brief meeting, I documented the key requirements of the app

that came up, developing an initial concept to work on.

Further meetings in the first semester were planned and carried out, each being

documented for later reflection. Prior to each meeting preparation was made on my

behalf with a clear objective for each meeting in mind for insuring both progress in the

project and that the Smarter Travel team members cooperation was worthwhile. I

prepared scenarios and storyboards of potential users for our second encounter. By this

stage enough time had passed to clarify the features discussed in meeting one, such as a

UL walk/cycle friendly map, user goals, and completion badges, along with smaller

elements that needed to be considered.

These scenarios offered a demonstration of the app’s potential, within UL alone, and an

overview of features to consider. We discussed each feature and its possibilities,

comparing it to other existing similar apps available online. Ross and Sean, who

commute to UL regularly by bike, were able to conceive how they would use this

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potential app in a normal day. This thinking out loud helped to highlight the areas that

needed more thought, which of course saves time the sooner found and solved.

For the next stage I prepared an initial mock-up to clarify what the app will mainly offer

its user. Using Adobe Illustrator and Photoshop to create screenshot images, the mock-

up was intended to show what features would be available to the user. This was the first

structured work to be presented to the Smarter Travel team members. The layout we had

previously discussed had been represented in physical form, allowing for a mutual

understanding of the app’s framework. As this was the last meeting of the semester we

also had a full recap of the project and what was to come. Both members were happy

with the mock-up and were interested to see more detailed work when they were

available after the semester break.

The final meeting with the ST members was during the second semester with refined

paper prototypes, worked on since the end of semester one. By this stage it was time to

start finalising the functionality of the app and to do so using paper prototypes. Ross was

talked through the app’s range of capabilities step by step. He was able to perceive the

operation and the purpose of each of the app’s six pages. The area that was of most

concern was making sure a user could use the app to search for a specific room within

UL. From here, work began on developing an interactive prototype, moving from paper

to technology, using the software Axure.

The Smarter Travel group members have been available to offer valuable advice and

feedback when called upon. Their association with this project contributed to the shaping

of requirements for the final app design.

4.2 Evaluating Similar Applications

For design inspiration, currently available apps were reviewed with each feature studied

and considered whether or not a feature like this could work for UL. This assisted in the

decision on the features to include in an app aimed at the students and staff of UL.

Evaluating “heuristically by simply looking at the interface and passing judgment

according to one’s own opinion” (Nielsen and Molich, 1990) seemed to be the best way

when looking at mobile phone applications. A heuristic evaluation was carried out on

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applications in a similar domain to the green mobility application to be designed. Each

application during examination was compared against Nielsen's heuristics or usability

guidelines. Each heuristic, where relevant in the particular application, was individually

used and results documented while inspection of the application took place. The

application evaluated was 'iTrakMe Classic', a GPS tracking app for use when walking,

running, and cycling. Allowing users to visually track their route on the map, providing

real-time feedback of distance travelled, time, steps taken, calories burned, and even

elevation along with other details of the journey. A journey or trail can then be saved for

later review.

From testing out iTrakMe Classic the main issue with the design was the amount of

feedback the app offered. Personally, the only details of a trail that are deemed as

required from this app were, time, distance, steps, and calories. The inclusion of

elevation and speed didn't seem necessary. Some details were left unsure of their purpose

such as “hill” and “rest”. Essentially with this app too much unnecessary information is

given, causing a cluttered display and confusion to comprehend. The overall visual

appearance of the app is stiff and dull, there was little satisfaction from use.

Figure 6 – iTrakMe Classic Screen Shots

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Two other examples of apps that were looked into were 'Walk Star Pedometer' and

'Strava'. A simple concept is used in Walk Star Pedometer, track your daily 10,000 steps

and receive motivational stars for every 1,000 completed. Also available to the user, all

on the one screen, is the distance, duration, calories, and speed totals of a tracked journey.

Figure 7 – Walk Star Pedometer Screen Shots

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To use, the layout is simple and easy to understand. During testing however the

motivational stars did not seem to work. The Stop and Reset buttons were maybe to

small and awkward to use when walking. While the overall display could be more

interesting, the main objective of tracking steps is clear. Breaking an app down to its

fundamental requirements works well and perhaps paired with a more engaging interface

will work even better.

Strava is an app fondly used by ST UL members, and was mentioned and discussed

during a meeting when reviewing current apps. Strava is another GPS tracking app

focusing on cycling and running. It is perhaps an app created for more serious athletes

than the others. Strava records routes of the user with real-time distance and average

speed. Users can share their routes with others and take part in group challenges.

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Figure 8 – Strava Screen Shots

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There is a strong social aspect in Strava encouraging use. This app offers a lot more

features when comparing to the previous but yet it is designed well that the user does not

feel bombarded with options or information. With a very clean and crisp interface, the

app is enjoyable to use as a novice user, and still offers more to an experienced user, a

key to good design. This technique was the aim when designing an 'encouraging green

mobility' app.

4.3 Initial Paper Prototypes

Before getting into time consuming interactive prototyping it was essential to get initial

layout details on paper. This allowed to envision the app clearly and work out any

obvious problems as early as possible. Creating paper prototypes was the first stage of

finalising the features of the app. Six interlinked pages build up the app with the titles;

Today, Map, Badges, Goals, Journal and Buddies.

The Today page works as a user home page, displaying the users logged activity from the

day. The start and stop button is for tracking the route and a switch option below is for

selecting the mode of transport used i.e. walking or cycling. From the Today page, users

have options to go to the Map, Badges and Goals pages as well as a settings option. The

user can edit their progress display from time and distance covered to bubbles displaying

total distance, steps, and calories burned, or this section can be hidden for a clearer home

screen. When the start button is selected a once faded timer is visible and fades again

when tracking is stopped. The same start/stop button and mode of transport option is

available on the Map page. The idea of the walk/cycle friendly map is that a user can

select to, view bike stands, showers, and bus stops available around campus, and also

search for a room by its code. The Goals page is where goals are checked, created, and

accepted. Once a goal is reached, for example completing 10,000 steps in a day, a

notification appears. The Badges unlocked can be viewed in the Badges page, where they

are also redeemed. The notion is that a badge can be used as a discount voucher on

campus as a motivational incentive. A personal calendar and a brief description of

overall progress is available on the Journal page. Once a goal is completed a user can

stamp or mark off the completion of said goal on their calendar, this is mainly a feel good

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and positive element for users. Finally the Buddies page displays all friends,

acquaintances, colleagues etc. who you have connected with. To encourage interactivity

between users, one can send a challenge to another user or share their location for

organising to meet up.

The aim of this prototype was to display features available to an end user. The hope from

creating these sketches was basically that one can perceive how the app will work in

everyday lifestyles. For reliable feedback however these needed to be tested and

reviewed by not only ST members but also unbiased possible end users.

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Figure 9 – Paper Prototypes 1

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Figure 10 – Paper Prototypes 2

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Figure 11 – Paper Prototypes 3

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4.3.1 Paper Prototype testing

The main goal of carrying out such testing is to see if potential users can grasp the

functionality, layout and purpose of the app and to discover what does and doesn't work.

Due to time restraints I had family members participate in this testing phase rather than

recruiting participants. It was felt that recruiting participants was necessary to a greater

extend for usability testing with a higher fidelity prototype, i.e. the Interactive Axure

prototype. This testing was carried out informally as its main objective was to gain

alternative judgement. Family members were used as opposed to class colleagues for a

more realistic impression of a typical end user with no design background.

Users were asked how they would go about performing certain tasks such as searching

for a room, creating a task, what they expected from each button/icon, and to manoeuvre

through the app to find particular features. The overall result was that the layout was

understandable.

4.4 Current Concept

The concept has not changed a great amount. It was reviewed following the results of

paper prototype testing. The main objective of encouraging green mobility within UL

was not changed. Changes were made to the design from the first paper prototypes right

through to the final Axure prototype. The general layout of the app has remained much

the same, with six main pages interlinked.

The concept allows a student or staff member of UL to download the app and create a

user profile using their UL email address and password. Once a profile has been created

one can begin to track walking and cycling journeys to and from UL. Appropriate

feedback is given to the user detailing their daily activity. The app offers users a map

with options to show bike parking, public showers, and bus stops, and also to find

directions to a specific room, a UL building, and walking routes on and around campus.

To encourage usage, the app contains a goals page where personal goals can be created,

sent, received, and monitored all on the goals page. Three different types of goals are

available, a distance goal for either walking or cycling, a steps goal, and a UL trips goal

for journeys made to and from UL by walking or cycling as opposed to driving. Once a

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the type of goal is chosen the total distance/number of steps/UL trips to reach is set and

can be saved as a daily goal or allocated a time to complete, for example a day or a week.

The main incentive of the app is the UL discount badges. Badges are achieved by

completing goals set by the UL Smarter Travel team. Each badge has a fitting

sustainability ranking and is marked with a bronze, silver or gold UL wolves logo. Once

unlocked, badges can be used around campus for pleasing discounts. The satisfaction of

earning these rewards aims to entice continued use of the app and also to encourage

others to join as badges may come into conversation when a current user is obtaining a

discount.

A users’ journal page contains a calendar and a short history to date section which

displays their total distance travelled using the app, the badges they have achieved so far,

and an estimation of how much petrol they have saved by using green mobility. The

calendar acts as a progress tracker of the individuals’ daily goal, the user can stamp off

the goal for that day once it has been completed. The intention of this feature is to

provide a similar satisfaction to ticking off a task on a to-do list. A higher number of

marked off days on the calendar reflects that a greater means of sustainable transport is

being successfully carried out.

The final page of the app, buddies, brings a social element for the user. Friends,

colleagues, lectures, students etc. can subsequently become buddies on the UL Smarter

Travel app. This allows them to send and receive challenges to and from one another. A

weekly leader-board presents the top five greenest users from an individual’s Buddies

list. Points for usage and completed goals make up each users ‘Green Score’ over the

week. This feature is purely to add a fun social aspect, to motivate users to push

themselves that bit further each week. Points are rewarded on app usage rather than

distance covered, this makes competing for all users regardless of fitness level possible

and enjoyable. The current allocation of points are as follows; to set or accept a goal: 5

points, to send a goal that’s accepted: 10 points, bronze goal achieved: 25 points, silver

goal achieved: 40 points, and a gold goal achieved: 50 points.

Overall the apps purpose is to get users more concerned with, while taking pleasure in, a

green mobility lifestyle, and showing them how such a lifestyle can be feasible in today’s

society.

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4.4.1 Design Decisions

One main concern with designing this app from the beginning was to incorporate all the

desired features without over complicating the user interface. A simple and clear layout

was seen as essential for the ambition behind this app. With every design choice made,

careful reflection was made on the testing analysis and feedback to date to insure that a

decision was made on personal opinion alone but with the end user in mind. All design

techniques and guidelines researched in the earlier stages were returned to on a regular

basis and closely followed.

To achieve a smooth layout the number of pages was kept to a maximum of six. These

were then divided into two sections of three pages. The home, map, and goals pages

make up the first section and the badges, buddies, and journal pages, make up the second.

Breaking down the pages into two sections allows the user to easily swipe between just

three pages at a time, using buttons to then link the sections. Originally the Goals and

Badges pages where in opposite positions, but after careful consideration about how the

end user would most likely access them, they were changed to the current positions.

In early design sketches and concepts, the home page had a weather bar along the top

with segments of the day’s local forecast. This was soon removed as it was deemed

unnecessary and came across as cluttering up the arrangement. There was also a feature

on the home page that allowed the user to hide journey details by sliding up a section.

This however would lead to the user carrying out more actions than necessary and it also

meant moving the goals button to a more awkward spot on the screen to select.

The history or ‘To Date’ section is smaller than first foreseen, this decision was made

because the amount of text was overwhelming on reflection. This section now only

shows the total overall distance travelled, badges achieved and the estimated money

saved on petrol. As I wanted this app to be an enjoyable and easy going experience,

compared to the more serious fitness apps available, a detail heavy history was not a

critical requirement.

When choosing a colour scheme a fun and energetic feel was important while also

remaining gender neutral as the app is equally aimed to both male and female end users.

The bright aqua paired with a, characteristically UL, maroon theme used throughout the

app felt to meet this specification.

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It was important for ease of movement that pages be suitably linked throughout.

Different layouts were tested early on and the final positioning was the most natural fit.

Users can use available buttons or use a swiping motion to move between three pages at a

time. Buttons and icons then link all the pages together. The same icons and button

styles were used to ensure continuity.

In keeping on track with the concept, I aimed to create an equally motivating and

appealing app design.

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Figure 12 – Final Prototype 1

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Figure 13 – Final Prototype 2

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Figure 14 – Final Prototype 3

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Figure 15 – Final Prototype 4

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Figure 16 – Final Prototype 5

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Chapter 5:

Discussion

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5.1 Feedback to Date

The Department of Computer Science FYP Demonstrations took place on April 3rd 2014.

During demonstration day I presented my prototype to encourage green mobility

available for public demonstration to UL lectures, students, outside employers and those

who were interested. The app prototype was displayed on both a mac monitor and

smartphone device. The smartphone device was a Huawei Y300 and on the computer

screen the app had an iPhone 5 boarder to give viewers a feel for the actual dimensions

and positioning. For a full understanding of the apps formalities I walked people through

how the app would be used and the purpose of each feature. On the day most of the

demonstrations given were with the prototype on the computer screen as the pages loaded

faster than on the smartphone. Demonstration day proved to be an opportunity to gain a

lot of feedback and opinion on the design at that stage.

The general feedback on the day was positive. The concept came across clearly and it

was agreed that the app would appeal to quite a lot of the staff and students of UL. It was

also mentioned that this concept might have the potential to be applied to and used in

other university’s campuses and institutions in Ireland and abroad.

The most beneficial feature of the app was considered to be the prospect of being able to

find a room within UL by selecting the room code. Individuals who were both studying

or working in UL expressed a need for such a device as even after years of being in the

university they still at times find it difficult to find their way around, especially in the

Main Building, which is known to have a confusing layout.

One lecturer who viewed the prototype, pointed out that he found selecting the room code

in the Map was a bit tricky. This was taken into account and changes were made to the

final prototype to try and fix this problem. The text and selection areas were increased to

a more convenient size.

The UL Smarter Travel team members were also invited to come along and view the

latest design. They were impressed with the result and suggested that this app concept

should be followed by a future student with the right coding skills to develop the fully

functioning app. The team are constantly looking for new ways to reduce the number of

cars and increase greener means of transport on campus and they see this concept as an

exciting opportunity for UL Smarter Travel.

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Those who showed an interest in the project were given links to further test the prototype

on either their smartphone or PC and encouraged to send on any further thoughts and

suggestions they might have.

5.2 Prototyping

To review, the final aim of this project was to develop a prototype of an app for Smarter

Travel UL. As this was to be the final outcome of my project, on many occasions it was

the main priority of the overall project. As prototyping is very time consuming,

especially when using unfamiliar software like Axure, it was vital for this FYP that

enough time was set aside to allow for any errors or unexpected obstacles to occur during

this stage. The balance of establishing Axures possible features with making design

choices proved to be a difficult process. However the strain was justifiable for the end

result. Axure was adequate in aiding the development of an interactive prototype of my

app design. Axure allows for a preview of work on a computer screen, smartphone, and

tablet. By using an iPhone 5 image layered over the design, it was possible to view

progress quickly on a computer screen but still be able to experience it as it would be in

its final form, on a smartphone. The only problem encountered with displaying the

prototype on the computer screen was that in windows where the user had the open to

scroll, there is a vertical bar visible on the right hand sight blocking some of the view.

This problem was unfortunate unavoidable as it is just how the software works, this did

not however cause major obstacle for demonstration purposes.

5.2.1 Prototype Details

The prototype produced offers as closely to a working mobile app as was possible to

complete on my behalf. The prototype offers an interactive experience on a mobile

phone and gives a feel for how it would be used if it were a fully developed application.

In the prototype itself, many touch gestures are implemented for an enjoyable user

experience, such as sliding from the home screen to either the map or badges screens. It

was important to be able to incorporate such actions for a smooth operation. These slight

details that pull a design together cannot be fully communicated through the medium of

pen and paper.

The final prototype had some details added since demonstration day including the

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leaderboard, an example of how to create a step goal, a clearer room code selection

process in the map. I also added a button was added to the home screen to indicate that

the details of the users’ daily progress can change from walking, cycling distance and

time to total steps, calories burned, and overall distance travelled.

5.3 Usability Testing

9 participants over the age of 18 took part in usability testing for this app design. Each

user was asked to carry out the same tasks. The tasks set covered each area and feature

of the app. These were tasks that should be easy for the end user to carry out.

Participants were encouraged to think out loud as they attempt the tasks, expressing their

expectations, reactions and any confusion or frustration. They were reassured that it was

the product under examination and not them. Users were also encouraged to be as critical

as possible to the overall design as I wanted to figure out all and any problems that

should be fixed. While the prototype is compatible with all smartphones, ios or android,

testing was carried out on a Huawei Y300 as this model dimensions were used when

designing the prototype. Documentation of feedback was recorded for a final review and

conclusion of the design.

5.3.1 Descriptions of users

This app concept is designed for the students and staff of UL in mind. The possible end

users could really be any typical smartphone user. I approached 8 individuals, students of

UL, who I personally knew. I decided to approach those outside of my own course,

without any design background, for a more accurate results of an end user. The 9 users, 6

of which were female and 3 male, were all smartphone users with familiarity of other

apps. As they had an interest in the project, they were happy to volunteer themselves to

test the final prototype. Testing took place in a comfortable and familiar environment so

users felt relaxed and able to freely discuss their actions as they carried out the tasks

asked of them.

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5.3.2 Usability Testing Results

1) Set the app to tack your cycle.

Most of the users were able to figure this out in only one step however it took

some users up to two or three attempts to select the cycle option from walk. These

users tried to swipe the button from walk to cycle first instead of just selecting it.

Once a user carried out this task correctly they were capable of doing so again

straight away.

2) Go to your map.

All users were able to identify with the icon symbol for the map and had no

problem accessing the map.

3) View bike parking on the map.

The only difficulty some users had with this was selecting the ‘find’ option instead

of the ‘view’ option. However they were quick to realise this and could easily

select the other option even while the find menu was open.

4) Find directions to the Library on the map.

All users successfully carried out this task by selecting the ‘find’ option on the

map page and then selecting ‘Library’.

5) Find Room B2-062 on the map.

Difficulty met with this task was selecting the room code itself. It was difficult for

users to scroll through the numbers and then to scroll down the whole window to

select the ‘find’ button. When selecting the room numbers the selection windows

seemed to move around too much and this made the whole operation awkward.

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6) View your current goals.

Some found this difficult at first as they did not associate the flag icon with goals.

Some said they were just guessing when they went to select the flag. Others didn’t

go directly from the home page but into the badges page and then selected the

button which clearly states ‘goals’. This seemed to be a more rushed approach, by

using trial and error until they eventually arrived to the required destination.

7) Create a goal to complete 9,000 steps.

Users were able to easily select ‘Create’ and then ‘Steps’ in the goal page. Some

users then pressed the up arrow instead of down to change the default of 10,000

steps to 9,000.

8) Read out your available goals.

Some slight hesitation was noticed when moving from the goals ‘Create’ section

to the ‘Available Goals’ section. Most users either hid the current selection by

pressing the bottom bar or the heading or went straight on to select ‘Available

Goals’ both actions which work perfectly. Four users did try using a sliding

motion when attempting to first hide the ‘Create’ section, they soon realised that

pressing is the necessary action. All users could then clearly read the two goals.

9) Accept an available goal.

Even though no interaction is available here, the reason for this task was to see

what action users would take and what they would expect to happen. Most users

attempted to slide from the word accept to the right and expected the writing and

colour to move with the movement. This was the desired action in my design.

Two users did try to just press the word accept.

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10) View your current badges.

Again some hesitation to close the ‘Available Goals’ section, but nearly all users

were able to do so before selecting the home button and then selecting the badges

button from there. One user, instead of hiding the ‘Available Goals’ section,

selected the journal icon on the top of the screen and from here selected the badges

icon. All users found it obvious to scroll through the badges.

11) Send a user named Brian a challenge.

All users completed this task, with only some hesitation, which is expected when

using a new device.

12) View your leaderboard.

This task was found straight forward to users as they all selected the

‘Leaderboard’ button in one go each. However there was some hesitation for a

few users as to what they select next to get out of this view, but they soon realised

that selecting anywhere on the screen does so, as the Leaderboard appears as an

image only.

13) Mark off a daily goal in your Calendar.

Users were capable of finding the calendar in the ‘Journal’ page. Few were

uncertain as to what to do next although once each user selected the appropriate

area they expressed a factor of enjoyment by doing so.

14) View your history to date.

All users carried out this task with no problems.

15) Go to log out.

Some users selected the home button first. All users in the end went to the settings

page by selecting the icon in the upper left corner, which is the same on each page.

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5.3.3 Usability Testing Conclusion

All tasks were fully carried out by all the participants, which alone was a successful test.

However, even with each task being fully carried out, there was still many issues

highlighted from the usability testing. The biggest issue discovered was the problem with

selecting the room code in the map page. The incorrect movement of the information in

the number windows seem to be a problem with the software, if coded correctly this

should not be a problem. The actual size of the windows could be increased so the user

can clearly visualise what they are selecting, instead of having to move their finger out of

the way first to see. Another similar issue was in the creating a goals section. Here

arrows were used for user selection, these however cause confusion as the text in the

window was positioned more for scrolling. This can be fixed by repositioning the text or

by getting rid of the arrows and having a bigger scroll box only, for user selection. In my

opinion a scroll box would be the most suitable option.

Other smaller issues can be mended without major difficulty such as changing the

walk/cycle option button to slide from option to option. And perhaps for the goals page,

a different icon could be used such as a target sign.

As a final result the usability testing went very well, bugs were found as expected with

testing and from this realistic solutions were formed.

As this was only a prototype and not actually a fully coded app a certain amount of

interactive feedback was missing. Each page of the app prototype acts as a new html

page with buttons being used as links to connect them. For this reason, as a user selected

a button, it took some time for a new page to load, during this time users were uncertain

to whether or not they had successfully selected said button. An attempt was made to try

and provide some user feedback, when some buttons are selected they will glow before

disappearing so it is clear to the user which option is selected. This was the best solution

I could find with the prototyping software I was using. Obviously if this app was to be

developed I recommend implementing appropriate haptic and audio feedback to the

interface. A slight vibration along with a short tone when a user makes a selection will

make a great difference to the overall user experience.

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Chapter 6:

Project Conclusion

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This FYP presents the research and design process went into designing a mobile phone

application for the UL Smarter travel team to encourage green mobility on campus. The

design concept for the app was carried out with the end user in mind. This involved

researching and interpreting their requirements, applying these requirements to the

design, testing the design, and finally, reviewing the final design. Areas of work which

related to this project were explored, reported on and used as a guide throughout the

design process. Key areas looked at in the earlier stages were, the current situation in

Ireland regarding sustainable mobility, factors of motivation used in other projects, and

what makes for good application design. This study supported the foundation for the app

design process. Each design decision made for the prototype reflects the knowledge and

awareness gained from the earlier work.

A design plan was made and followed and the final aim, of presenting a prototype, was

achieved. Over the year some problems such as software issues were met, however from

the beginning I ensured enough time, when scheduling my project plan, to allow for such

occurrences. Having to complete a prototype of this scale and complicity with such

unfamiliar software while making crucial design choices was both a daunting and

challenging task. I personally am pleased with the end product although, as one can

expect with all design work, more time to polish certain details and perhaps carry out

more end user testing, would have been ideal.

My finishing hope is that this project increases awareness of the possibilities of

increasing green mobility in everyday life. Feedback from the Smarter Travel team

suggested that a future UL student may follow this work on and develop this concept

further. If an app based on my design were available to the students and staff of UL,

there are a good chance that it will have a positive effect on their current lifestyle

behaviours.

As a final outcome, I have improved my skills in the technologies used during the

project. The two main programs which I expect to use outside of my degree, Adobe

Photoshop and Axure, were very suitable for carrying out this project type. The

experience gained in these technologies, from this project alone, will in no doubt be of

benefit to my future career.

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Appendices

Appendix 1 – Early Concept Sketches

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Appendix 2 – Heuristic Evaluation of iTrakMe Classic

Visibility of system status: The system should always keep users informed about what is

going on, through appropriate feedback within reasonable time.

Severity: Low

Location: Summary Page

Issue: This application did not display the number of steps or distance traveled in real

time.

Recommendation: The user should be given more and clearer feedback of their progress

as it happens.

--------------------------------------------------------------------------------------------------------

Visibility of system status: The system should always keep users informed about what is

going on, through appropriate feedback within reasonable time.

Severity: Medium

Location: Main Interface

Issue: It is not always clear when one of the feature buttons has been selected.

Recommendation: It would be clearer for the user if the button colour or appearance

changed, letting the user know that they have successfully selected the correct option.

----------------------------------------------------------------------------------------------------------

Match between system and the real world: The system should speak the users' language,

with words, phrases and concepts familiar to the user, rather than system-oriented terms.

Follow real-world conventions, making information appear in a natural and logical

order.

Severity: Low

Location: Main Interface

Issue: When displaying information of a trail, the layout and phrases used may cause

confusion for the user. While the app offers a number of different details for the user, it

may be overwhelming to those who may not understand or find the information

irrelevant.

Recommendation: Use less types of information and display the basics. An option for

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advanced information could be used as another option.

--------------------------------------------------------------------------------------------------------

Aesthetic and minimalist design: Dialogues should not contain information which is

irrelevant or rarely needed. Every extra unit of information in a dialogue competes with

the relevant units of information and diminishes their relative visibility.

Severity: Medium

Location: Main Interface

Issue: When this application initialises there is no description of what the application is

about and features a minimalist design. Although this may be somewhat appealing, new

users may not initially grasp and understand the actions available within the application.

Recommendation: Include a descriptive explanation of what the application does on the

starting page when first installed or create an about page for users. Another

recommendation is to load an initial step by step demonstration video showing how the

app can be used.