Академический Документы
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Культура Документы
A thesis presented to
the faculty of
In partial fulfillment
Master of Science
Shijing Liu
August 2012
by
SHIJING LIU
_____________________________________________
Diana J. Schwerha
_____________________________________________
Dennis Irwin
ABSTRACT
Technology Acceptance Model for Determining the Effects of Age, Usability, and
With market competition and customer needs, the development of smart phones
and mobile applications is fast and changes our daily life. Meanwhile, our world
population is aging. The group of older people is the fastest growing mobile application
users. This research compared the effects of age, training, different usability
characteristics between younger and older users. The Technology Acceptance Model
(TAM) was used as a theoretical construct in this research. Seventeen older adults (over
50 years old) and twenty younger adults (18 – 30 years old) were recruited from the local
community. Four mobile applications were tested on smart phones or similar devices. A
training session was included in the experiment. Results of the experiment showed: (1)
training has significant effect on the increase of TAM measures, (2) customers prefer to
use mobile applications which have higher level of TAM measures, and (3) older and
younger groups have different level of TAM measures. Recommendations for age
Approved: ____________________________________________________________
Diana J. Schwerha
ACKNOWLEDGEMENTS
I would like to thank everyone who helped and inspired me during my master
whose enormous help enable me to complete this research and my thesis. I would also
supporting my project and the payment for all participants. I have furthermore to thank
my committee members Dr. David Koonce, Dr. Tao Yuan, and Dr. Vic Matta for their
love and support during my study in the United States. Their continuing advice and love
TABLE OF CONTENTS
Abstract................................................................................................................................3
Acknowlegements ...............................................................................................................4
List of Tables .......................................................................................................................6
List of Figures......................................................................................................................7
Chapter 1.
Introduction ......................................................................................................8
Chapter 2.
Literature Review...........................................................................................10
2.1.
Mobile Applications Usability.....................................................................10
2.2.
Older Adults ................................................................................................11
2.3.
Usability Testing Method ............................................................................15
Chapter 3.
Hypotheses .....................................................................................................21
Chapter 4.
Methods..........................................................................................................22
4.1.
Participants ..................................................................................................22
4.2.
Environment ................................................................................................22
4.3.
Devices ........................................................................................................22
4.4.
Procedure .....................................................................................................22
4.5.
Analysis Method..........................................................................................28
Chapter 5.
Results ............................................................................................................29
5.1.
Demographics ..............................................................................................29
5.2.
Hypothesis 1: Training will increase TAM measures. ................................30
5.3.
Hypothesis 2: Age and type of application are factors of TAM measures
and usability...........................................................................................................43
5.4.
Hypothesis 3: Usability characteristics will enhance user preference for
mobile applications................................................................................................52
5.5.
Hypothesis 4: Participants will prefer to use mobile applications which have
higher level of PU, PEU, and usability..................................................................56
Chapter 6.
Discussion and Conclusion ............................................................................61
6.1.
Conclusion ...................................................................................................61
6.2.
Recommendations for Improvement for Applications Used in This Study 62
6.3.
Recommendation and Future Work.............................................................63
References .........................................................................................................................65
Appendix 1: Demographic Survey and Questionnaire ......................................................69
Appendix 2 Modified PU and PEU Scales ........................................................................70
Appendix 3 Usability Characteristics Checklist ................................................................71
6
LIST OF TABLES
LIST OF FIGURES
CHAPTER 1. INTRODUCTION
smart phones and mobile applications is fast and changes our daily life markedly. Mobile
applications are common on most smart phones and consist of software that runs on a
mobile device and executes certain tasks for the user of the mobile phone [1].
Our world population of older people is steadily growing [22]. The United States
Bureau of the Census estimated that there will be about 72.1 million older adults in the
U.S. in 2030, which is almost twice their number (40.2 million) in 2010 [5]. Our world
population is aging [22], and the group of older people (over 50 years old) is the fastest
growing group of mobile applications users [23]. It is challenge for designers and
researchers that develop appropriate mobile applications to satisfy older users’ need and
For the design of mobile applications, an efficient tool to evaluate mobile devices
and applications is important. Usability is the ease of use and learnability of a human-
made object [2]. It is an elementary criterion to evaluate the efficacy of these mobile
necessary [3]. For using a new technology, the Technology Acceptance Model (TAM) is
an information systems theory that simulates how users accept and use a technology [13].
It utilizes two scales: Perceived Usefulness (PU) and Perceived Ease of Use (PEU).
This research will compare the effect of different usability characteristics between
younger and older users. The Technology Acceptance Model will be used as a theoretical
construct in this research. Two age groups, 17 older adults (older than 50 years of age)
9
and 20 younger adults (between 18 and 30 years of age), were be recruited from local
community. Four different mobile applications were tested on smart phones (iPhone /
iPod touch) in the research. These mobile applications were selected because they have
both same and different usability characteristics, and we predicted that because of these
differences, users will have rate them differently with respect to different level of
There are several objectives of this research. The first objective is to perform TAM
for each application and find its PU and PEU level for both older and younger people.
and determine if there is any relation and connection between usability characteristics and
application design for different age groups for mobile designers and providers.
10
are designed for multiple purposes beyond the typical functions such as voice calls and
texting. Various features and applications are added into regular phones and smart
phones. Mobile applications are common on most modern phones, and consist of
software that runs on a mobile device and executes certain tasks for the user of the mobile
phone [1]. These applications are served by a number of mobile application developers,
publishers and providers. Also, they have an increasing number of markets. For example,
the Apple Store’s website lists thousands of iPhone applications, and these applications
2.1.2. Usability
The term usability was originally derived from the term “user friendly” [2].
Generally speaking, usability is the ease of use and learnability of a human-made object.
While many definitions of usability exist, the definition which was specified in
ISO/IEC 9126-1 (2001) is now widely applied [2]. The ISO organization has developed
various usability standards, and its function is to provide and impose consistency. In
ISO/IEC 9126-1, usability was defined as “the capability of the software product to be
understood, learned, used and be attractive to the user, when used under specified
11
conditions” [2]. This definition is primarily concerned with a software product, and it is
understand whether the software is suitable, and how it can be used for
• Learnability: The capability of the software product to enable the user to learn
its application.
Demographically, older adults (65+ years old) are the fastest growing group
worldwide [4]. By 2030, it is estimated that there will be about 72.1 million older adults
in the U.S., which is almost twice their number (40.2 million) in 2010 [5]. In addition,
this group consists of the fastest growing group of mobile applications users. Therefore,
to face the development and market competition and to help older adults preserve their
life quality and remain independent [22], it is critical that mobile application developers
Young people, typically the earliest adopters of new technology, comprise the
majority of smart phone users. However, according to the data of smart phone users in
the United States which Nielsen reported in March 2011 (Figure 1), old adults age 55+
make up approximately 20% of the market. Smart phones are finally breaking into the
For older adults, using a smart phone is far more than fun and games. Older adults
are likely to use smart phones for more serious purposes than younger users. Starting in
2011, millions of baby boomers have begun to turn 65. This generation has an
unforgettable imprint on the development of culture and technology, and they will likely
accept new mobile technologies that enable them to explore and access the web in new
ways.
13
While overall smart phone users of old adults is still a small number, it’s important
to note that the older users of technology is growing, and in surprising ways. Generally,
users of technology who are older than 55 year old are considered as older users for
mobile device market. According to a recent research [26], older people are gaming on
their phones. Around 13% of 55- to 64-year-olds and 5% of people 65 and older play
games using a smart phone or standard cellphone. Old adults will embrace the new
mobile technology in the same as younger people, if the technology is really good for
Users of technological products (e.g., notebook, computers, and smart phones), are
required to have some basic knowledge and capability. However, there are many age-
related limitations for older users. When designing mobile applications for older users,
designers and providers must consider these limitations. Characteristics of older adults
For cognitive factors, the memory functions and spatial abilities of older users,
which are both important to their navigation behavior, decline with age [6 – 9]. Older
adults have more difficulties than younger users with navigation and spend more time on
In terms of the physical factors, a previous study [11] formed five distinct human
factors that show measurable disparities between older and younger people:
and quantitative analysis can be performed within these factors through usability
Perceptual factors include vision and hearing. During the design and development
of new technology for older adults, age dependent changes in vision, such as visual acuity
15
(ability to resolve detail), visual accommodation (ability to focus on close objects), color
detect contrast), dark adaptation (ability to adapt quickly to darker conditions), and glare
[3]. There are various usability evaluation methods, and they can be classified into three
types: usability testing, usability inquiry, and usability inspection [12]. Usability testing
requires representative users to work on typical tasks using the system or the prototype
[2]. It is an evaluation tool used to estimate how well users can use a specific software
system. Traditional guidelines and methods used in usability testing are not applicable to
mobile devices, because they focus on desktop and environment [12]. Therefore, an
Zhang and Adipat [12] provided a generic framework that includes some major
issues that researchers need to consider while designing a usability test for a mobile
Figure 2-2 A framework for the design and implementation of usability testing of mobile
applications.
This first stage is the testing method for usability testing of mobile applications.
For the usability testing of mobile applications, laboratory experiments and field studies
controlled lab environment. However, in a field study, participants are allowed to use
mobile applications in a real environment [12]. Both of the lab and field study have pros
17
and cons. Therefore, to select an appropriate methodology for usability testing should
The second stage includes the tools used for usability testing of mobile
applications. Actual mobile devices are used in both lab experiment and field studies.
Besides, for laboratory study, usability tests of mobile applications in laboratories can be
performed on emulators. Both tools have their pros and cons. It is more controllable that
use an emulator on a desktop, but it will omit some important factors of actual mobile
devices and mobile context. Researchers can collect more realistic information and data
from a test on actual mobile devices in a real environment than testing on emulators.
On the third stage, selection of usability attributes which will be measured should
and satisfaction), can be tested both in lab and field study to evaluate the mobile
applications.
The fourth stage is data collection approaches. It is much easier for the data
collection in laboratory experiments than field studies. There are several traditional data
collection methods have been applied in usability testing for mobile applications, such as
system log, verbal protocol, interview, questionnaire, and observation. Also, some data
collection approaches have been developed for field studies, such as voice-mail diaries,
multiple interviews, and Web diaries. For this experiment, we have chosen to conduct a
laboratory experiment with a real phone in order to capture as much ecological validity
systems theory that simulates how users accept and use a technology. The Technology
Acceptance Model states that usefulness and ease of use are two essential elements in
describing individuals’ attitudes when using a new technology [13]. TAM is considered
the most influential and widely applied theory to evaluate users’ acceptance of
information systems. TAM, originally proposed by Davis [13] and adapted from the
especially many empirical studies which involve user acceptance of word processors
[13], spreadsheets [14], e-mail [15], voice mail [16], and telemedicine technology [17].
Also, there are some usability principles (speaking the users’ language, consistency,
19
minimization of the user’s memory load, flexibility and efficiency of use, aesthetic and
minimalist design, chunking, progressive levels of detail, navigational feedback, etc.) and
usability testing criteria (use understandable graphics and terms, displays are easy to read,
These years, some derivational technology acceptance models, which are related to
mobile devices and applications, have been studied. The Mobile Phone Technology
Adoption Model (MOPTAM) [18] focused factors influencing mobile phone employ
interaction. The Senior Technology Acceptance& Adoption Model (STAM) for mobile
technology [19] (as shown in Figure 4), integrated the study on TAM for senior users
[20].
20
Based on former research, Renaud and van Biljon [19] proposed the Senior
Technology Acceptance & Adoption Model (STAM) in 2008. As shown in Figure 3, this
model contained several components, e.g., user context, perceived usefulness, intention to
use, experimentation and exploration, ease of learning and use, confirmed usefulness, and
ease of learning and use, or actual use. This model related technology acceptance factors
to adoption stages, and explained the reason that why many older people failed to fully
accept the new technology. However, STAM is useful for other demographic groups.
21
CHAPTER 3. HYPOTHESES
The objectives for this research are (1) to analyze TAM measures (PU/PEU) for
each application, (2) to analyze the effect of training on TAM measures, (3) to evaluate
for different age groups for mobile designers and providers. Differences between older
and younger adults’ usability of mobile applications are studied, and recommendations of
different mobile applications are given. The Technology Acceptance Model (TAM) is
used as a theoretical construct in this research. Three hypotheses are tested in this
research:
Hypothesis 2: Age and type of application are factors of TAM measures and usability.
applications.
Hypothesis 4: Participants will prefer to use mobile applications which have higher level
CHAPTER 4. METHODS
4.1. Participants
Seventeen older adults (older than 50 years of age) and twenty younger adults
(between 18 and 30 years of age) were recruited from the local community, e.g., Ohio
University (Athens and Lancaster), a local hospital (O’Bleness, Holzer Clinic), the
Athens Village, the Senior Center, and local civic organization in general.
All participants were required to own smart phones (iPhone) or similar devices
(iPod touch), or have experience using smart phones. All participants should be able to
use computers and smart phones. All participants were paid $25 for the whole
4.2. Environment
All the experiments were hold in Ohio University facility and public location, e.g.,
Human Factors and Ergonomics Lab and Alden Library in Ohio University, and the
Athens County Senior Center. The noise, light, and temperature were controllable. All
4.3. Devices
All participants used smart phones (iPhone), or similar devices (iPod touch). All
4.4. Procedure
All participants were recruited from the local community and participated on an
informed consent basis before all experimental sessions. All participants were tested in
small groups or individually. All participants had completed a demographic survey and
23
which included five parts, was proposed. The whole lab session took approximately two
IRB Completion 10
Baseline Survey 10
First Testing 30
Training 20
Practicing 20
Second Testing 40
Total 130
In computer lab, all participants were given an initial introduction of smart phones
and different mobile applications. First, they were required to finish a survey and
APP 2 KAYAK;
All participants completed two tasks using each application which was
downloaded on their smart phones, and they were allowed to spend 5 minutes on each
application.
APP 2: KAYAK
1. Find a hotel near you and the lowest price for one room tonight.
2. Find a one-way flight from CMH to SFO this weekend and the lowest price.
1. Find a hotel in Athens and the lowest price for one room tonight.
2. Find a one-way flight from CMH to SFO this weekend and the lowest price.
After participants completed the two tasks for each application, they were asked to
complete a survey to evaluate each mobile application based on modified PU and PEU
4.4.3. Training
After participants completed the evaluations, a training session was given by the
instructor on how to use these mobile applications on their smart phones. For the needs of
customers, a brief introduction and training for each mobile application was done. In
order to guide the participants to use the mobile applications and perform certain tasks,
the training included introduction of the functions for each application and a
4.4.4. Practice
To accept the new technology and learn how to use it, participants were given 20
APP 2 KAYAK;
After training and practicing on these applications, all participants were required to
finish two different tasks on each application. They were allowed to have 5 minutes on
each application. The following tasks in different order which in first test were given:
2. How about the weather condition in New York City next Tuesday?
1. For this weekend, find an available car in CMH and its rental price.
2. For your summer vacation, find the price for a round-trip to NYC in July (from
CMH).
APP 2: KAYAK
1. For this weekend, find an available car in CMH and its rental price.
2. For you summer vacation, find the price for a round-trip to NYC in July (from
CMH).
2. Change another store in Columbus (OH) and write down its address.
When participants completed the two tasks for each application, they completed a
survey to evaluate each mobile application based on modified PU and PEU Scales again,
Then, the participants were asked to fill out a usability characteristics checklist
(Appendix 3) for each mobile application they used during the experiment. This usability
11, 12). It is based on a heuristic evaluation checklist for systems (Pierotti, 2007) [25].
The four measurable attributes of usability, which are described as a metric of quality
When participants finished all experimental sessions, they were paid $25 per
person.
28
Four hypotheses were tested in this experiment, and all of the four hypotheses
utilized the TAM measures (PU and PEU). Sum TAM scores were used in the analyses.
To test this hypothesis, paired t-test was used to compare the difference of TAM
measures before and after training overall and by age groups. Meanwhile, two-sample t-
test was used to set a baseline and measure the increase of TAM measures for each age
Hypothesis 2: Age and type of application are factors of TAM measures and usability.
To test this hypothesis, a two-way GLM (General Linear Model) was used.
applications.
To test this hypothesis, we conducted a stepwise regression with all the usability
Hypothesis 4: Participants will prefer to use mobile applications which have higher level
To test this hypothesis, stepwise regression analysis was used to determine if PU,
PEU, and usability were predictive of user preference for mobile applications. They were
CHAPTER 5. RESULTS
5.1. Demographics
participants were in the younger group (18-30 years old), and seventeen participants were
in the older group (50+ old). All participants owned smart phones (iPhone) or similar
devices (iPod touch), or had experience in using smart phones. Their education level
ranged from associate degree (some college or no college) to PhD or equivalent degree.
similar devices (iPod), number of mobile applications that were downloaded on their
devices, and the total hours per week they spent on the mobile applications. Table 5-1
and Table 5-2 list the descriptive data of demographics and questionnaire.
Number of downloaded
11.71 11.42 0 – 35
mobile applications
Hours per week on mobile
4.44 4.13 0 – 15
applications
Male Female
Gender
7 10
To test this hypothesis, a paired t-test was used to compare the difference of TAM
measures before and after training overall and by age groups. Meanwhile, two-sample t-
test was used to set a baseline and measure the increase of TAM measures for each age
To determine the baseline of the performance for different age groups, there was a
testing session before training and practice session. During the first testing session, all
participants were required to complete two tasks on four mobile applications, and none of
them had used these applications before the test. First, all mobile applications were
grouped and two-sample t-tests were run (see Table 5-3) to determine if baseline scores
were different between age groups. These did not lead to significant results (PU: p-value
31
= 0.742; PEU: p-value = 0.161). To determine if there are directional differences between
applications, bar charts were drawn by applications for each age group (before and after
training). See Figure 5-1 and 5-2. For all the results, statistically significant results were
PU PEU
Age Group
Mean SD Mean SD
Chart of Mean PU
40
30
Mean of PU
20
10
0
AGE er er er er er er er er er er er er er er er er
u ngOld ungOld u ngOld u ngOld u ngOld ungOld u ngOld u ngOld
Yo Yo Yo Yo Yo Yo Yo Yo
Session 1 2 1 2 1 2 1 2
App 1 2 3 4
Figure 5-1 Bar Charts of PU for age groups by apps before training (session 1) and after
training (session 2)
33
40
30
Mean of PEU
20
10
0
AGE er er er er er er er er er er er er er er er er
u ngOld ungOld u ngOld u ngOld u ngOld ungOld u ngOld u ngOld
Yo Yo Yo Yo Yo Yo Yo Yo
Session 1 2 1 2 1 2 1 2
App 1 2 3 4
Figure 5-2 Bar Charts of PEU for age groups by apps before training (session 1) and after
training (session 2).
In Figure 5-1 and 5-2, the data indicated that directional differences between
younger and older groups were not constant between applications. Therefore, t-tests were
run (with unequal variances) for each application by age groups and their p-values are
Application
TAM Session
1 2 3 4
In Table 5-4, significant results of p-values were bold. Results indicated that
TAM measures were different for Application 3 (Frugal Flyer) by age groups, but not for
The experiment included one training session given between two test sessions.
During the training session, the instructor gave participants an introduction for each
mobile application, which included a brief introduction of the functions for each
were allowed to practice different tasks on the four mobile applications. The training and
practice took 40 minutes in total. To analyze the effect of training on TAM measures, bar
charts of the sum scores of PEU and PU for different mobile applications (before
training, session 1, and after training, session 2) are drawn for all participants (see Figure
5-3 and 5-4). Then, a paired t-test was conducted (see Table 5-5).
35
Chart of Sum( PU )
1400
1200
1000
Sum of PU
800
600
400
200
0
Session 1 2 1 2 1 2 1 2
App 1 2 3 4
Figure 5-3 Bar Charts of PU by apps for all participants before training (session 1) and
after training (session 2).
36
1200
1000
Sum of PEU
800
600
400
200
0
Session 1 2 1 2 1 2 1 2
App 1 2 3 4
Figure 5-4 Bar Charts of PEU by apps for all participants before training (session 1) and
after training (session 2).
37
In Figure 5-3 and 5-4, results indicated that TAM measures had increased after
training. Quantitative results from Table 5-5 shows TAM measures had significant
To determine if training had the same effect on TAM measures for different age
groups, bar charts and paired t-tests were done by age groups. For the younger group, bar
charts of TAM measures and the results of paired t-tests are shown in Figure 5-5 and 5-6,
and Table 5-6. Results indicated that training had a significant effect on increasing TAM
measures.
38
Chart of Sum( PU )
800
700
600
500
Sum of PU
400
300
200
100
0
Session 1 2 1 2 1 2 1 2
App 1 2 3 4
Figure 5-5 Bar Charts of PU by apps for younger group before training (session 1) and
after training (session 2).
39
800
700
600
Sum of PEU
500
400
300
200
100
0
Session 1 2 1 2 1 2 1 2
App 1 2 3 4
Figure 5-6 Bar Charts of PEU by apps for younger group before training (session 1) and
after training (session 2).
40
For the older group, bar charts of TAM measures and results of paired t-tests are
shown in Figure 5-7 and 5-8, and Table 5-7. Results indicated that training had a
Chart of Sum( PU )
600
500
400
Sum of PU
300
200
100
0
Session 1 2 1 2 1 2 1 2
App 1 2 3 4
Figure 5-7 Bar Charts of PU by apps for older group before training (session 1) and after
training (session 2).
42
600
500
400
Sum of PEU
300
200
100
0
Session 1 2 1 2 1 2 1 2
App 1 2 3 4
Figure 5-8 Bar Charts of PEU by apps for older group before training (session 1) and
after training (session 2).
43
The results show that there is significant increase of TAM measures after training
overall, both younger group and older group. This indicates that even a small amount of
5.3. Hypothesis 2: Age and type of application are factors of TAM measures and
usability.
To test this hypothesis, a two-way GLM (General Linear Model) was used.
shopping, travel, weather) were chosen. Each mobile application has different usability
44
influence PU and PEU. For different age groups, participants had different response for
the same mobile application. To analyze the different response between age groups and
mobile applications, the general linear model and interaction plots were done for
usability, PU, and PEU for session 2 (before and after training). Residual plots for TAM
measures and usability were done, and results indicated that the residual appeared to be
normally distributed.
An Analysis of variance for mobile application usability was done after training.
Sum of Mean
Source DF F P
Square (adj) Square
Total 147
Results from Table 5-8 indicated that there were significant main effects as well
as interaction effects (at p<0.05 for age, application, and age * application). Post-Hoc
Tukey tests indicated at 95% confidence that mean scores of usability characteristics
were significantly different between age groups. For four mobile applications, application
1 (Kroger) and 2 (KAYAK) were not different, but they were different from application 3
(Frugal Flyer) and 4 (FOX2 Weather). Application 3 and 4 were different from each
other. An interaction plot of usability scores for different applications by age groups is
75 App2
1
2
70 3
4
65
Mean
60
55
50
45
1 2
AGE
Figure 5-9 Interaction Plot of Usability for four applications by age groups.
46
From the interaction plot of usability in Figure 5-9, younger and older participants
level on usability scores than older participants. For Application 3 (Frugal Flyer), older
participants gave a higher score on mobile application usability. For all the mobile
applications, younger and older participants had ranked Application 3 and 4 on usability
scores in the same way; even both of Application 1 and 2 had higher level of usability
than Application 3 and 4, younger and older participants had evaluated them in different
5.3.2. ANOVA of PU
Analysis of variance was run for perceived usefulness both before and after
training. Table 5-9 and 5-10 show the analysis of PU for four mobile applications before
Sum of Mean
Source DF F P
Square (adj) Square
Application 3 3185.20 1061.73 12.18 0.000
Total 147
Sum of Mean
Source DF F P
Square (adj) Square
Application 3 2299.08 766.36 13.36 0.000
Total 147
From Table 5-9 and 5-10, results for PU scores indicated although age was not a
significant factor, application was a significant factor both before and after training, and
the age * application was marginally significant before training and was a significant
48
interaction factor after training. Post-Hoc Tukey tests indicated at 95% confidence that
mean scores of usability characteristics were not significantly different between age
groups. For four mobile applications, only application 3 (Frugal Flyer) had different
results of PU from other applications at both time points. An interaction plot of PU scores
after training for different applications by age groups is shown in Figure 5-10.
30
25
1 2
AGE
From the interaction plot of PU in Figure 5-10, younger and older participants had
scores than older participant, as same as usability interaction plot. For Application 3
49
(Frugal Flyer), older participants gave a higher score on PU. For all the mobile
applications, younger and older participants had ranked Application 2 and 3 on PU scores
in the same order; but for Application 1 and 4, younger and older participants ranked
Analysis of variance was run for Perceived Ease of Use both before and after
training. Table 5-11 and 5-12 shows the ANOVA of PEU for four mobile applications
Table 5-10 ANOVA for PEU of four mobile applications before training
Sum of Mean
Source DF F P
Square (adj) Square
Total 147
Table 5-11 ANOVA for PEU of four mobile applications after training
Sum of Mean
Source DF F P
Square (adj) Square
Total 147
From Table 5-11 and 5-12, results for PEU scores indicated although age was not
significant, application and the interaction factor (age * application) were significant
before training, and all main factors and the interaction factor were significant after
training (at p<0.05 level). Post-Hoc Tukey tests indicated at 95% confidence that mean
scores of usability characteristics were significant different between age groups. For four
mobile applications, only application 3 (Frugal Flyer) had different results of PU from
other applications at both time points. An interaction plot of PEU scores after training for
30
25
20
1 2
AGE
Figure 5-11 Interaction Plot of PEU for four applications by age groups.
From the interaction plot of PEU in Figure 5-11, younger and older participants
had a different response for PEU on each application. Younger participants had evaluated
Application 1(Kroger), 2 (KAYAK), and 4 (FOX2 Weather) with a higher level on PEU
scores than older participants, and as the same for usability and PU in the interaction
plots. For Application 3 (Frugal Flyer), older participants gave a higher score on PEU.
Even both of younger and older groups evaluated Application 1, 2, and 4 with a higher
level on PEU, they ranked their PEU in different ways: younger participants rated
Application 2 a highest score on PEU, and Application 1 was obtained a very close PEU
From the results, we found that age, application, and age * application were
5.4. Hypothesis 3: Usability characteristics will enhance user preference for mobile
applications.
To test this hypothesis, we conducted a stepwise regression with all the usability
The different mobile applications had different usability characteristics (e.g., font
size, function keys, scrolling menu). All characteristics reflected one or more aspects of
these aspects of usability can affect users’ preference on each application. In the usability
characteristics checklist (see Appendix 3), there are 11 questions which related to four
aspects of system usability. All participants were required to evaluate them in a score
scale from 1 (strongly disagree) to 7 (strongly agree). Stepwise regression analyses were
done for all usability characteristics for each mobile application that was tested during the
group are shown in Equation (1). The Minitab default levels of significance were used for
R-Sq = 65.3%
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P-Value = 0.000
Where:
For the younger group, the most significant usability characteristics were 3
(logical menu choices and function keys), 2 (prevent user to make errors), 1 (font size is
large enough), and 10 (less steps to accomplish task, complexity). Regression analysis
results usability characteristics for the younger group are shown in Table 5-13 and 5-14.
Source DF SS MS F P
Total 79 309.550
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Preference = – 0.383 + 0.483 (9) – 0.346 (1) + 0.522 (7) + 0.349 (4)
R-Sq = 58.4%
P-Value = 0.000
Where:
For the older group, the most significant usability characteristics were 9
(appropriate number of function keys), 1 (font size is large enough), 7 (prompts and
cues), and 4 (scrolling menu). Results for this regression analysis are shown in Table 5-
15 and 5-16.
Table 5-14 ANOVA of Regression Analysis for Usability Characteristics of Older Group
Source DF SS MS F P
Total 67 206.941
characteristics that have a significant effect on users’ preference and TAM measures
there were five usability characteristics that significantly predicted overall users’
preference: scrolling menu is easy to use; appropriate number of function keys; prevent
user to make errors; font size is large enough; prompts and cues.
For the younger group, from regression analysis Equation (2), there are four
choices and function keys; prevent user to make errors; font size is large enough; and less
steps to accomplish task, complexity. For the older group, from regression analysis
Equation (2), there are four usability characteristics that significantly predicted users’
preference: appropriate number of function keys; font size is large enough; prompts and
5.5. Hypothesis 4: Participants will prefer to use mobile applications which have
To test this hypothesis, we summed the usability score (overall and by category)
and used a stepwise regression analysis to determine the relation between usability
characteristics and user preference. These usability characteristics are listed in Appendix
3.
At the end of the experiment, all participants chose their preference for each
mobile application in the usability checklist, on a scale with scores from 1(strongly
done for each age group and each application. To verify the correctness of the equation,
57
we split the overall data (both younger and older groups) into two samples, and applied
The regression equation for the combined dataset is shown in Equation (3) below:
R-Sq = 59.33%
R-Sq(adj) = 58.76%
P-Value = 0.000
Table 5-17 shows the results of ANOVA for overall regression analysis.
Source DF SS MS F P
R-Sq = 55.63%
R-Sq(adj) = 54.41%
P-Value = 0.000
R-Sq = 65.89%
R-Sq(adj) = 64.90%
P-Value = 0.002
The equation was validated through the splitting technique. Based on the results
from the regression analysis for all participants on four mobile applications, users’
preferences on these applications are related to PU and usability, which means that users
prefer to use certain mobile applications with higher level of usefulness and usability
characteristics.
In addition to the analysis on the complete data set, stepwise regression was run
for the younger and older groups. These analyses are shown below in Equation (6):
R-Sq = 71.29%
R-Sq(adj) = 70.54%
P-Value = 0.002
Table 5-18 shows the results of ANOVA for younger group regression analysis.
59
Source DF SS MS F P
Total 79 309.55
We also ran this analysis just for the older group. This regression equation is
R-Sq = 53.62%
R-Sq(adj) = 52.19%
P-Value = 0.036
Table 5-19 shows the results of ANOVA for older group regression analysis.
60
Source DF SS MS F P
Total 67 206.941
For the younger group, users’ preferences were related to both usability
characteristics and TAM measures. For the older group, users’ preferences were related
to TAM measures (PEU/PU). The usefulness and ease of use for mobile applications
From the regression analysis equations (3), (6), (7), participants preferred to use
mobile applications that have higher level of PU and usability and the equations were
validated for the entire group. There is a same conclusion with younger group; for the
older group, higher levels of PU and PEU led to higher scores for customer preference.
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6.1. Conclusion
significant effect on the increase of TAM measures; mobile applications that have higher
sum usability scores have higher level of TAM measures (PEU/PU). Also, customers
prefer to use mobile applications which have higher TAM measures. This conclusion
indicates that even highly intuitive applications can still benefit from usability research.
designers should consider these usability characteristics for different age groups.
Younger people prefer to use mobile applications with logical menu choices and function
keys, simple design that they can complete task with fewer steps. Older people prefer the
applications with appropriate number of function keys, and scrolling menu which is easy
to use. For both of the two age groups, they think that font size should be large enough,
and appropriate prompts and cues should be included to prevent users making errors.
when they were using new mobile applications. Older people considered both usefulness
and ease of use when they were learning how to use new mobile applications.
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In this research, four mobile applications for iPhone/iPod were tested. They are in
different categories: shopping (Kroger), travel (KAYAK, Frugal Flyer), and weather
(FOX2 Weather). Each kind of mobile application has its unique function and usability
features. To satisfy customers’ need for different age groups, designers could make
For Kroger, it is a simple shopping application, and has got high level of TAM
measures (PU/PEU). If the data entry room is bigger when users typing in store address,
For KAYAK, it is a travel application, and also has high level of TAM measures.
Two functions could be changed to make it easier to use. First, scrolling button could be
bigger when users choosing car pick-up time and price range. Second, certain prompts or
cues should pop out if users make a mistake which will lead a non-results search.
For Frugal Flyer, it is also an application for travel, but it got the lowest level of
TAM measures and usability scores. Several crucial disadvantages should be noticed.
Font size of this application is extreme small for both older and younger people. Too
much data should be typed in during searching. Users should choose search engine
themselves after they typed in all necessary data. It takes too many steps and is not easy
for users to get appropriate results, even if it supplies much comparative information
from companies.
designed nicely. But its font size is too small to be recognized. It has a long scrolling
63
menu which should make it easy to use, but there is no distinct sign to help users to find
In this research, all participants were recruited from local community, and only
two age groups were tested. Most of them were highly educated and had a bachelors or
above. Future work could recruit more participants from different areas with different
education background, and larger age range is necessary. More data points will enhance
the results, and age could be set as a factor of user preference on mobile applications for
future study.
This lab experiment only included one session, which had a forty minutes of
training and practice. Future work could extend experiment by adding one or two more
field sessions in one or two months after the original lab session. This would allow
participants to spend more time learning new mobile applications and having field
Many new mobile applications are designed and published every day. The
original research only chose four applications in shopping, travel, and weather. Future
studies could choose more applications in different categories, like entertainment, health
and medical, business, education, game, navigation, social networking, and productivity.
characteristics in four aspects were tested in this research. Future work could test more
usability characteristics, and use other model or testing tools to study usage of mobile
studied and compared, for example, applications between different kinds of smart phones,
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Demographic Survey
1. What is your gender? ___ Male ___ Female
2. What is your age? ___ years
3. Highest degree you have earned
__Associate degree, some college or no college
__Bachelor
__Masters/Ph.D.,Ed.D., J.D. or equivalent
__Other
Questionnaire
3. How many hours per week you spend on your smart phone on the mobile applications?
4. List the name of the applications you used most frequently on your smart phone (up to four).
1) __________
__ Everyday __ A few times a week __A few times a month __Hardly Ever
2) ___________
__ Everyday __ A few times a week __A few times a month __Hardly Ever
3) ___________
__ Everyday __ A few times a week __A few times a month __Hardly Ever
4) ___________
__ Everyday __ A few times a week __A few times a month __Hardly Ever
Perceived Usefulness
1. Using this application in my job and/or daily required tasks would enable me to accomplish
tasks more quickly.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
2. Using this application would improve my job and/or daily required tasks performance.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
3. Using this application in my job and/or daily required tasks would increase my productivity.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
5. Using this application would make it easier to do my job and/or daily required tasks.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
6. I would find this application useful in my job and/or daily required tasks.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
For each mobile application, please check the answer which you feel best describes the
mobile application's characteristics.
1. The font size was large enough for me to use the application easily.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
4. The scrolling menu made it easy to use for the long menu lists.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
5. On data entry screen, the application gave me enough room and unambiguous prompts to
input data.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
6. The font size and background had enough contrast that it was easy for me to use.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
8. The help function was visible and helpful for me to complete tasks.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
9. There were enough function keys (menu and icons) to support functionality, but not so many
that scanning and finding are difficult.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
11. This application required too much working memory load to remember how to work on it.
Strongly disagree 1 2 3 4 5 6 7 Strongly agree
!
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