Understanding Requirements and Presenting Visual Guidelines for Social TV - Universitetet i Bergen
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Understanding Requirements and Presenting Visual Guidelines for Social TV Taume Dery This thesis is submitted to the Department of Information Science in partial fulfillment of the requirements for the degree of Master of Science in Information Science. September 2020 The Faculty of Social Sciences, University of Bergen
Acknowledgments I am incredibly thankful for the support, encouragement, and motivation of the people who have helped me make this master thesis and research project happen. A special thanks go to: My supervisor Yavuz Inal for his guidance, encouragement, and support throughout this thesis. TV2-Sumo for their financial support with special thanks to Eva Husby and Marius Seim for all the feedback and support throughout the study Jonas Eilertson, an invaluable asset in helping me organize the field study and communicating with participants throughout the study. My friends and fellow students in room 638 for their positive influence, motivation, and amazing company. My father, brother, and Florian Schneider for proofreading the thesis. My family, whose support kept me going in the bad days as well as the good ones. Lastly, I would like to thank all the participants that took part in the study. If not for their willingness to take part in this study, there would be no thesis. iii
Abstract "Social TV" is a concept that unionizes social media and television and is the idea of connecting people through viewing media content and simultaneously interacting in a single platform. This concept has experienced a surge in popularity due to the circumstances created by the COVID- 19 pandemic. Knowledge gained in this study determined the potential, established requirements, and presented guidelines for Social TV services. This study was conducted before the pandemic and explored Social TV by testing three applications with different approaches to the concept. A three-week field study was conducted utilizing interviews, user diaries, and questionnaires as supplementary methods. The study revealed genre, platform, and the feeling of co-presence as factors that play a significant role in user experience. The visual guidelines in the prototype further visualized these insights giving a clear overview of elements that could support designers and evaluators seeking to implement or further explore the concept. iv
Table of content Acknowledgments .............................................................................................................................. iii Abstract ............................................................................................................................................... iv Introduction .......................................................................................................................................... 1 Literature Review ................................................................................................................................. 3 2.1 Social TV Definition ..................................................................................................................................... 3 2.1.1 Dual Information Processing ................................................................................................................. 4 2.2 User Experience in Social TV ....................................................................................................................... 5 2.2.1 Interaction method ................................................................................................................................ 5 2.2.2 Genre ..................................................................................................................................................... 6 2.3 Co-Presence ................................................................................................................................................... 7 2.4 Second Screen ............................................................................................................................................... 8 2.5 Social TV Applications .................................................................................................................................. 9 2.6 User Experience and Guidelines ................................................................................................................. 11 Methodology ....................................................................................................................................... 12 3.1 Stage One and Two: Field Study Implementation ..................................................................................... 13 3.1.1 Field Study ........................................................................................................................................... 13 3.1.2 Procedure ............................................................................................................................................. 13 3.1.3 Participants .......................................................................................................................................... 14 3.1.4 Measures .............................................................................................................................................. 17 3.1.5 Social TV Platforms............................................................................................................................. 20 3.2 Stage Three: Data Analysis ......................................................................................................................... 23 3.2.1 Quantitative Data ................................................................................................................................ 23 3.2.2 Qualitative Data .................................................................................................................................. 24 3.3 Stage Four: Visual Guidelines ..................................................................................................................... 24 3.3.1 Prototyping .......................................................................................................................................... 24 3.3.2 Design Tool.......................................................................................................................................... 25 3.3.3 Design Principles.................................................................................................................................. 25 Results ................................................................................................................................................ 26 4.1 Interaction Method...................................................................................................................................... 26 4.1.1 Individual Interaction Methods ........................................................................................................... 27 v
4.2 Social TV Experience .................................................................................................................................. 30 4.2.1 Genre ................................................................................................................................................... 30 4.2.2 Room Capacity .................................................................................................................................... 32 4.2.3 Satisfaction of a Session ....................................................................................................................... 33 4.3 Social TV - The Concept ............................................................................................................................ 35 4.3.1 Time Slot ............................................................................................................................................. 35 4.3.2 Platforms .............................................................................................................................................. 36 4.3.3 Second Screen vs. Social TV ............................................................................................................... 37 4.3.4 The Concept ........................................................................................................................................ 37 4.4 User Interface .............................................................................................................................................. 39 4.4.1 User Evaluation .............................................................................................................................. 39 4.4.2 Brainstorming ...................................................................................................................................... 41 4.5 Visual Guidelines ......................................................................................................................................... 43 4.5.1 Home Page .......................................................................................................................................... 44 4.5.2 Group Profile ....................................................................................................................................... 44 4.5.3 Community Platform ........................................................................................................................... 46 4.5.4 “Room” Platform................................................................................................................................. 47 4.5.5 STE Rooms ......................................................................................................................................... 47 Discussion .......................................................................................................................................... 49 5.1. What are the user requirements of a Social TV service?............................................................................ 49 5.1.1 Screen Distribution .............................................................................................................................. 49 5.1.2 Patterns ................................................................................................................................................ 50 5.1.3 Interaction Method .............................................................................................................................. 50 5.1.4 User Interface ...................................................................................................................................... 50 5.2 What elements should a Social TV service have to accommodate users' needs and requirements?........... 51 5.3. How does information gained in the study impact the viability of Social TV as a concept? ..................... 53 5.3.1 Environment ........................................................................................................................................ 53 5.3.2 Co-Presence ......................................................................................................................................... 53 5.4 Limitations ................................................................................................................................................... 54 Conclusion .......................................................................................................................................... 55 6.1 Future work ................................................................................................................................................. 55 Bibliography ....................................................................................................................................... 56 vi
List of figures Figure 3.1: An Overview of the Study Workflow....................................................................... 12 Figure 3.2: Visualization of Purposive Sampling ....................................................................... 14 Figure 3.3: Central Pages in Rave ......................................................................................... 21 Figure 3.4: Central Pages in Airtime ......................................................................................... 22 Figure 3.5: Central Pages in PlayNow ....................................................................................... 23 Figure 4.1: Weekly Diary – Usefulness of Interacting while Viewing Video Content ............... 26 Figure 4.2: Session Diary – Genre Registered ........................................................................... 31 Figure 4.3: Starting Time Slot of Registered Sessions ............................................................... 35 Figure 4.4: Home Page .............................................................................................................. 44 Figure 4.5: Group profile ........................................................................................................... 45 Figure 4.6: Community Platform ............................................................................................... 46 Figure 4.7: Room Page .............................................................................................................. 47 Figure 4.8: Video Chat STE ..................................................................................................... 48 Figure 4.9: Audio Chat STE ..................................................................................................... 48 Figure 4.10: Text Chat STE ..................................................................................................... 48 List of tables Table 3.1: Group Division based on the Sample of Participants .............................................. 16 Table 3.2: Demographic Data of Participants ........................................................................... 17 Table 3.3: Comparisons of the Features in the Applications..................................................... 20 Table 4.1: Session Diary – Self reported interaction method used ........................................... 27 Table 4.2: Average Satisfaction Scores for each Week.............................................................. 33 Table 4.3: Average Scores of Categories and Sales for each Platform Registered in the QUIS Questionnaire ........................................................................................................................... 40 Table 5.1: Summary of Guidelines ............................................................................................ 51
Abbreviations STE – Social TV Experience PP – PlayNow Participant RP – Rave Participant AP – Airtime Participant
Chapter 1 Introduction Most people enjoy the company of others when viewing media content; however, a variety of circumstances can make it a challenge to physically be with others. In the past few years, advancements in technology have made it possible to replicate the feeling of togetherness from a distance. Services and applications in this avenue aim to offer a shared viewing experience designed to give a feeling of co-presence and togetherness between users in small groups. In practice, these services become a medium with which viewers interact with each other while viewing, without needing a third-party application like Skype, Facetime, or Zoom. Since the 2020 COVID-19 pandemic forced many people into isolation, services implementing Social TV have been adopted by larger populations. However, even though the surge in implementation is recent, the concept has been studied for quite a while. Literature on the concept started to surface in the mid-2000s with the expression "Social TV" and unionizes television and social media (Geerts & De Grooff, 2009). There are numerous articles with a conceptual approach focusing on the user interface and user experience requirements of such an application. However, they are mostly based on usability tests of prototypes in a controlled environments for a short period (Buchner, 2014; Mekuria, van Deventer, Cesar, Vaishnavi, & Geerts, 2011). Conversely, given the fact that the concept is relatively new, there are some shortages in the literature. First, there is a lack of understanding on how and why consumers use Social TV services. Second, most research on the concept is outdated in regard to advancements in technology since the inception of Social TV, such as platform, interaction methods, and other aspects. Third, as there were no commercially successful Social TV services before the pandemic, studies focused on determining the user experience of isolated prototypes but rarely discussed the viability of the concept as a whole. 1
The aim of this study is, therefore, to fill these gaps by presenting visual guidelines for Social TV services through conducting a three-week field study to understand users’ needs and requirements. Furthermore, the thesis will discover particular user interface features that are specifically suited for the concept. A low-fidelity prototype is presented together with visual guidelines based on the information gained during the study. The following research questions guided the study: 1. What are the user requirements of a Social TV service? 2. What elements should a Social TV service have to accommodate users' needs and requirements? 3. How does the information gained in this study impact the viability of Social TV as a concept? 2
Chapter 2 Literature Review This chapter presents the relevant subjects covered in this master thesis. It starts by exploring the term Social TV and how the definition has expanded and evolved. The subsequent sections explore different aspects and factors addressed in studies related to the concept. The last section discusses the relevance of user experience. 2.1 Social TV Definition The term Social TV is a combination of the words; television and social media. The concept started to take hold in the middle of the 2000s with the expression "Social TV." The phrase was used to introduce a so-called "interactive television" and the enhancement of a viewer's social experience by connecting them with other viewers in real-time. (cpcommunications, 2019; Geerts & De Grooff, 2009b). In the mid and late 2000s, before the digital revolution, the concept was limited to how one could enhance the traditional way of watching TV to support interaction with others (G Harboe, Metcalf, & Huang, 2009). However, after the digital revolution with the emergence of secondary viewing platforms, there are a lot more opportunities and a variety in how media can be consumed. Who is in control of the TV is no longer a question of who is in control of the remote. The question rather depends on a much more vibrant and more multifaceted ecosystem consisting of multiple screens, wide-ranging interactive content, etc. (Cesar, Wiskunde, Geerts, Leuven, & Churchill, 2015). Watching video online is becoming increasingly popular; now, video streaming technologies have the potential to transform watching from a passive, isolating experience into an active, socially engaging experience (Mekuria, van Deventer, Cesar, Vaishnavi, & Geerts, 2011). A user data reported by the European-level association for the digital marketing and advertising ecosystem (2014) shows that 53% of Europeans watch TV and are online at the same time (Cohen & Lancaster, 2014). Researchers present communication while viewing media content as an experience that strengthens bonds between people (Cesar & Geerts, 2011). As a concept, 3
Social TV is not linked to a specific architecture like cable television or a cloud service. It is also not necessarily limited to a traditional television screen. All platforms that produce video content have the capacity to provide Social TV. Video streaming and online content are an opportunity for researchers and practitioners from diverse backgrounds and fields to join forces and affect the way viewers watch and experience media content (Cesar et al., 2015). Studies have found that people have different ways of feeling connected while viewing video content. A study described participants messaging and talking on the phone while watching TV prior to the study (Gunnar Harboe et al., 2008). Another study in long-distance relationships also found that it was commonplace for partners to place a laptop or computer near or in front of a couch and broadcast their reactions to establish a feeling of connectedness. (Neustaedter & Greenberg, 2012). These two examples show peoples need to socially connect and interact during media consumption, which is also the main focus of Social TV. A report from 2011 predicts that social elements will be a part of content itself appearing in video games, tablets, or smartphones (Shin, 2013). In the years since this report, even though there are many commercial Social TV applications in existence and use, none have managed to make a mainstream breakthrough. Likewise, there are many technologies that have been unsuccessful in elevating viewer’s TV and streaming experience. Most of these managed to have a limited surge in popularity but eventually failed to capture consumers' attention over an extended period (Shin, 2013). However, the COVID-19 pandemic has created a major need for alternative methods of interaction, prompting existing Social TV services to have a surge in popularity. Consequently, this prompted new Social TV services to be developed, as is further discussed in subsequent sections. Shin theorizes that if the concept is ever to have a lasting impact on consumers, the TV industry has to meet the challenge of designing Social TV applications that meet the non-functional requirements of being useful, sociable, enjoyable, and most importantly, user-centered (Shin, 2013). 2.1.1 Dual Information Processing An alternative explanation for the lack of a mainstream audience for Social TV prior to the pandemic is the physiological notion that humans find it hard to concentrate on two things at the same time. Considerable research shows that people cannot pay close attention to verbal information from two sources simultaneously (Weisz et al., 2007). The massive demand for 4
attention required to have a dual-platform and handling two sources of information at the same time might be such an enormous burden that any version or implementation of a Social TV service is destined to be unsuccessful. A counter-argument is that research into this matter is usually dated long before the emergence of different platforms such as smartphones, smartwatches, and tablets that have changed the way people view and consume information. According to Tecnica, a recent Nielsen rapport shows 88% of Americans multitasking on a second device while watching TV (Anderson, 2019). It can, therefore, be argued that future generations are better equipped and ready to adapt to the reality of consuming information from multiple sources at once. 2.2 User Experience in Social TV In research relating to Social TV, there have been many different types of iterations with varying approaches to the concept. A 2016 study reviewing Social TV systems from 2000-2014 found that most studies on Social TV are exploratory in nature with a lack in theory-based research (Bautista, Lin, & Theng, 2016). Additionally, there have been no attempts to systematize findings from studies related to the concept. However, Geerts and De Grooff (2009) present 12 heuristic guidelines for sociability in Social TV systems with their own empirical research and research by others (Geerts & De Grooff, 2009b). As it is the only study presenting guidelines, it has been widely referenced in other articles in the field even though Greets and De Grooff state that the heuristics still need more validation. Multiple studies have used the heuristics presented in the study as a framework while at the same time attempting to validate the findings in the study (Bautista et al., 2016; Palviainen, Kuusinen, & Väänänänen-Vainio- mattila, 2013). Even though several studies have validated many of the heuristics, others have become outdated due to technological advancements through the 11 years since the release of the study. Guidelines in this thesis may, therefore, represents a long-awaited updated guideline to Social TV systems. 2.2.1 Interaction method There are currently three primary means of interaction referred to in Social TV research, namely audio chat, text chat, and symbolic chat (emojis). Implementations of the concept use one or multiple of these interactions methods with preferences varying from service to service. 5
Most research focus on comparing text and audio chat. In terms of preference, the results vary. For example, in a study exclusively focused on examining chat while watching video, they found that chat made poor content better (Weisz et al., 2007). In other words, users found that communicating while watching a video made the quality of content they were watching less important. However, the same study also found that while chatting enabled users to engage with each other actively, it was also a major distraction. Moreover, the videos were occasionally not enough to sustain a conversation, whereby people would run out of things to say and feel awkward (Weisz et al., 2007). Another study with a comparable prototype found that adding interaction through audio chat made users become progressively more engaged with the experience, going from peripheral presence to full awareness and full involvement in the prototype (Gunnar Harboe et al., 2008). Users immersed themselves more when given more detailed information in regard to how aware they are of other participants. Despite recent Social TV services adopting video chat as the primary means of communication, there is, unfortunately, a lack of research on the interaction method. However, there has been research to support that video chat provides a more elevated feeling of presence because of the advantage of being able to see body language and other visual cues depicting emotion (Buhler, Neustaedter, & Hillman, 2013). In addition to providing another form of interaction, video chat arguably contributes to the immersion of interaction between users that has proven to be a benefit in previous studies (Gunnar Harboe et al., 2008). 2.2.2 Genre A systematic review noted that genres, to a degree, affected users’ perception of Social TV (Bautista et al., 2016). Among six studies that asked participants which genres Social TV would be ideal for, there was a general consensus that it was suited for sports. Other suggested genres included in these studies were quiz shows, reality and talent shows, and news. Some studies also created virtual spaces for users watching specific genres, which the participants responded positively to (Palviainen et al., 2013). However, studies found that genres with high plot- structure were less suitable for the concept (Geerts & De Grooff, 2009b). Beyond studies discussing general aspects of the concept, other studies have focused on more operational aspects of Social TV service. A research paper has made a system that makes it 6
easier for users to transfer ongoing Social TV experiences from one device to another without any interruption of video streaming (Jin, Xie, & Wen, 2013). A cloud computing paradigm is adopted to encapsulate media series in the back-end and provide attractive multi-screen social features in the front-end. Another angle into the social exploring the benefits of Social TV is explored in the form of a syntax to analyze chat-messages to detect the mood of viewers using social media applications (Martins, Peleja, & Magalhães, 2012). This is to both inform viewers and companies of the popularity and feelings and attitudes towards a show. Similarly, another study conducted by Mekuria et al. (2011) focused on the specific task of synchronization between locations and what the synchronization requirements are for a Social TV application to recreate the shared experience of watching TV together. The user experience of Social TV, therefore, is based on a variety of different factors that range from the general questions of which interaction method to use and similarly how such services will practically work and the implications that follow. 2.3 Co-Presence There is not an explicit agreement on how Social TV should be implemented. There is, however, a consensus that Social TV provides a feeling of togetherness and co-presence among users (Metcalf et al., 2008; Shin, 2013). “To utilize Social TV 2 is not merely to consume entertainment but also to engage in communication with friends and family to reaffirm social ties, and let you get to know each other better” (Gunnar Harboe et al., 2008, p. 9). The act of transforming the feeling of togetherness to social platforms of this type can also be redefined as sociability. Shin (2013) redefines sociability in emerging social technologies such as Social TV. In this context, sociability is defined as the extent to which communication environments mediated by technology is perceived to facilitate social interaction and to enhance social connectivity (Shin, 2013). In other words, how we can replicate the feeling of togetherness and connectivity through technology. The study predicts that Social TV can be an instrument of connectedness. Furthermore, Social TV should not only be understood via exchanges of responses and feedback but also in terms of the feeling of connectedness enabled by such continuous interaction. It has to provide quality in the viewing experience (Shin, 2013). Multiple studies have shown that having well-defined awareness features draws participants into the experience fostering a sense of connectedness and interaction. Two separate studies discovered that having the mere ability to see what others were watching provided plays a 7
significant role in providing the feeling of togetherness (Bautista et al., 2016; Geerts & De Grooff, 2009a; Gunnar Harboe et al., 2008). Knowing others were watching produces a feeling of sociality and promotes a sense of connectedness. A standard limitation recognized by Social TV researchers in the effects of co-presence is the fact that Social TV applications are not widely introduced in markets. Actual behavior using Social TV can, therefore, not be analyzed (Shin, 2013). 2.4 Second Screen In the discussion of Social TV, Second Screen services are frequently mentioned. The connection between the concepts Social TV and Second Screen is in the approach of trying to capture and divide viewers' attention between video and social media. The disparity between the two is in the fact that Social TV divides viewers’ attention in a single platform while Seconds Screens uses multiple devices. Second Screen applications can, for example, consist of a mobile device used for searching information, browsing the Internet, and chatting with friends, and a smart TV that or some other kinds of tablet that stream video on a larger display (Mosqueira- rey, Alonso-ríos, & Prado-gesto, 2017). The secondary content might not necessarily be connected to what they are watching as compared to Social TV. Researchers and companies are trying to replace these social media services with applications that are specifically targeted for a specific platform, fanbase, TV- show, or film. Similar to Social TV, the goal is to contextualize information without obstructing the primary source of entertainment. The reality show X factor US for example, introduced “Tap to Clap,” a feature in the show's official application, as an attempt to bridge the TV show and its audience. Heineken also attempted something similar with “Heineken's star player," which encourages viewers to anticipate an outcome of an in-game event (Lochrie & Coulton, 2012). At the time, none of these Social TV services had any commercial success, but in the wake of the COVID-19 pandemic, services with similar ideas have resurfaced. The National Basketball Association (NBA) has, with Microsoft, developed a Tap-to-Cheer application and video technology that show fans faces courtside from the comfort of their homes. The application is being used as a way for fans to feel like they are physically in the arena. (Asmelash, 2020). 8
Outside the US, Yamaha has also developed a similar application “, Remote Cheerer,” that broadcast cheers chats and boos from users (Asmelash, 2020). The pandemic has therefore led to a rise in Second Screen services as well as Social TV. The similarities between Social TV and Second Screens services are not only in their ability to be a replacement for the feeling of co-presence but also in research into implementations of the concepts. This phenomenon is explored in a study on the second screen-based prototype of “FanFeeds," which provides socially generated information feed as a TV show companion (Basapur et al., 2012). In regard to similarities, the study on “FanFeeds” shows that even though they did not design the application for Social TV use, participants still used the prototype in a manner very similar to Social TV (Basapur et al., 2012). An additional similarity discovered in the study is the fact that users often viewed the application as a distraction. The mental and physical effort needed to engage appropriately with FanFeeds was cited, most often as an issue to adopting FanFeeds, especially with engrossing shows. Moreover, the aforementioned feeling of togetherness users felt using Social TV applications was also found in the study. FanFeeds participants seemed to seek validation from their peers that they belonged together as friends and as a social circle. Similarities like these indicate that the different approaches to concept might not have significant importance. Validation of this hypothesis is further explored in the thesis. 2.5 Social TV Applications Prior to the pandemic, there were several commercial Social TV services. However, none had any huge commercial success. An example is Facebook’s "watch party" that was launched in January 2018. The feature allows members in a group to watch videos on Facebook and simultaneously interact with group members. Through the application, members can communicate with each other using text chat, video chat, and emojis. According to Facebook, it built the “watch party” feature because it found live videos encouraged more social interactions than pre-recorded ones. Similar to "watch party," there was a service for Netflix called "Netflix Party" in the form of a chrome extension. In contrast to "watch party," the extension limits users to communicate using text chat. The service surged in popularity due to the coronavirus epidemic in the early months of 2020 (Heritage, 2020). The epidemic resulted in a massive quarantine of people across the world, opening an opportunity for such a service 9
to gain popularity. «Right now, Netflix Party feels absolutely necessary. Self-quarantine has atomized us, and if this is the closest we can get to watching films and TV shows with our friends, then we’ll grab it with both hands» (Heritage, 2020). In contrast, Facebook's "watch party" did not gain the same surge in popularity during the pandemic. Regardless, it has prompted other major streaming disturbers to invest in Social TV services. Amazon Prime and Hulu have launched their own “watch party” feature to their members in the US (Perez, 2020a). In addition, Netflix and HBO have furthermore allowed for the Social TV extension “Scener” on their websites. The service allows users to video chat with up to 20 people while streaming a video in one of these streaming services (Perez, 2020b). Prior to the pandemic, besides Facebook, no other major streaming platform has invested in a Social TV service. However, many small independent providers were and are offering Social TV services through YouTube. These services are usually either optimized for mobile or a PC viewing platform, with few made for both. Examples of fully functioning Social TV services are the websites Watch2gether and Twoseven (Twoseven, n.d.; Watch2gether, n.d.). In both services, users can view YouTube videos and communicate either through text chat or video chat. In addition, Twoseven supports videos from third party services like Netflix, Amazon, and HBO. Adding videos from these services has had a various degrees of success due to technical difficulties. These third-party services usually use YouTube as their primary video source. In contrast to most video platforms, YouTube does not reacquire a login or account to be able to stream videos. This makes it easier for Social TV developers to use YouTube’s massive database of videos to accommodate an independent Social TV service. Contrary to how Social TV websites operate, mobile services have a somewhat different approach. Applications similarly use YouTube as their primary video streaming service, while the application itself provides the variations of interaction methods between users. There is, however, a significant difference between desktop and mobile applications. The mobile applications try to create a social network within the application to a higher degree than desktop applications. Examples of mobile Social TV applications and in addition the primary focus of this study are the applications Rave, PlayNow, and Airtime. Two out of three mobile applications mentioned have a feature whereby people can create community forums with random people and create social networks around a viewing experience. Most of the desktop 10
applications serve only to be a medium whereby existing social groups can communicate while streaming video. 2.6 User Experience and Guidelines Norman defines user experience as meeting the exact needs of a consumer without fuss or bother (Norman & Nielsen, n.d.). He further explains that to achieve high-quality user experience in a company's offering; there must be a seamless merging of the series of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design. The International Organization for Standardization has as outlined a more standardized definition. They further define user experience as providing guidance on human- system interaction as a person’s perception and responses that result from the use or anticipated use of a product, system, or services (ISO, 2019). Examples of factors that affect users’ responses include emotions, beliefs, preferences, perceptions, comfort, behaviors, and accomplishments that occur before, during, and after use. There is no unifying theory or framework on how to design for user experience. There are, however, numerous conceptual frameworks, guidelines, and relevant research findings that contribute to how to design for user experience (Fiskerstrand, Guribye, & Flobak, 2019). As the field of Social TV is still relatively new, there is to this day no clearly defined guidelines on how to design for a good user experience for services adapting the concept. Additionally, Morgan Kaufmann iterates that user experience design guidelines stemming from human factors should earn a strong authority form a firm grounding in the shared experience of the UX community- experience (Kaufmann, 2012). This thesis aims to add guidelines to the field that support the UX community in getting a better grounding in regard to the emerging field. 11
Chapter 3 Methodology In order to create visual guidelines for a Social TV platform, a field study was performed with 15 people over a three-week period. Data was collected related to their use of three comercial Social TV mobile applications. The results give an understanding of the requirements and needs of users in regard to a Social TV service. Figure 3.1 presents an outline of the thesis workflow in its four stages, from the initial stages of field study to the presentation of results in visual guidelines. Sections in the chapter, therefore, present methods used within each step. Stage 1 sets the perimeters for the field study. When these are set, the field study is conducted in stage 2. Data from the study is analyzed in discussed in stage 3. In stage 4, visual guidelines are presented based on the knowledge gained in previous stages. STAGE 1 STAGE 2 STAGE 3 STAGE 4 Set Per imeter s Field Study: Analyse and Pr esent for Field Study Questionnair es, User Discuss Data Low-Fidelity Diar ies and Inter vews Pr ototype Figure 3.1: An Overview of the Study Workflow 12
3.1 Stage One and Two: Field Study Implementation Stage one consists of setting the parameters and preparing the field study in terms of defining a target group, setting requirements, recruitment of participants, and providing adequate incentives. Once stage one is finalized, stage two, field study is initiated with questionnaires, user diaries, and interviews used as supplementary methods. 3.1.1 Field Study The field study is a general method of collecting data about users, user needs, and product requirements that involves observation and interviewing. Data is collected about task flows and users' organizational and physical environments (Usability of knowledge, 2010). Field research differs from usability testing and heuristic reviews as data gathering methods in two fundamental ways. First, it does not require the design of a prototype to be produced before data can be collected. Second, it offers ways to gather and analyze users' work as it is in its current state. This research method is exploratory and seeks to examine what exists to have a better idea about the dynamics that operate within the natural setting. The main objection is the acquisition of knowledge. By testing assumptions, the field study seeks to determine what hypothesis best predicts the relationship of variables in a specific context (Wixon et al., 2002). In this thesis, the method of conducting a field study is used as a clearly defined and structured approach that makes it easier to record individual experiences in a fashion that is easily understandable and analyzed. A field study also allows for research in the natural environment over a long period, which results in better, reliable, and independent data. 3.1.2 Procedure At the beginning of the field study, there was a meeting with each participant, whereby the participant's function was explained in detail. At the end of the meeting, each participant signed a consent form confirming their participation. In the initial phase of the field study, participants received an email with links to the session user diary. Users were thereafter required to use their assigned application three times a week for 30 minutes and answer the session diary after each use. On Fridays, participants received a message with updates on how many sessions they had completed and how many were remained for the given week. On Sundays, participants got an email with a link to the weekly user diary entry, which was to be sent that day. After the first week, one participant was dismissed from the study as a result of not making any entries in the 13
user diary. Three other participants had a variation of personal issues that caused them not to reach the session user diary requirement. In special situations, some participants were allowed to skip a session or two if they could not meet their weekly quota. At the end of the field study, each participant was called in for an evaluative interview. In the interview, they discussed their entries in the user diaries, the user interfaces of the given application, and the experience as a whole. 3.1.3 Participants Ethical Considerations The data collected from participants in this study was approved by the Norwegian Centre for Research Data (Norsk Senter for forskningsdata – NSD). All 15 participants involved in the study signed a consent form during the initial interview before the field study. The approval form NSD can be found in Appendix A. All the participants were informed of their right to be removed from the study at any point. They were also assured that all identifying information would be anonymized in the thesis. No sensitive questions regarding their private lives were asked. Purposive Sampling Purposive sampling is the technique used in choosing participants for the field study. The method relies on the researcher's self-judgment when choosing members to participate in a study (Research Methodology, n.d.) Figure 3.2: Visualization of Purposive Sampling(Research Methodology, n.d.) 14
The sampling method has many limitations due to the subjective nature in choosing the sample, and thus it is not a good representative of the population. However, it is useful, especially when randomization is impossible, like when the population is very large (Etikan, 2016). The decision was made to focus on a specific target group to better test certain parts of the community, likely to adapt the applications in question. The ideal participants for this project are people aged 18-40 who use social media and streaming services regularly. This choice was made to focus on people adapting to social media and streaming services to see how adjustable they are to a concept integrating features that they are familiar with. Besides, having a wide range of age accounts for differing media habits and knowledge connected to users' familiarity with the Internet. The user's age is not only a determining factor in regard to which social media platform one uses but also interaction patterns and habits in a specific platform. By having a wide age range, the study, therefore, takes this disparity into account. An essential requirement of users of the field study is being familiar with and using YouTube as one of their preferred streaming platforms. As expanded upon in Chapter 2, Social TV platforms and including those being used in the field study, use YouTube as their central third service video platform. It is, therefore, beneficial for users to be familiar with the platform's inventory of videos to better immerse themselves in the experience. Based on participants gathered, a variation of the target group was divided into three groups of five people. Target Group and Sampling Within five days of making the questionnaire public, 440 inquiries and potential applicants were admitted. These were narrowed down to 15 participants based on the above-mentioned ideal Of the applicants, 68% were female. There was also a more substantial majority of females that met the IT criteria. Each group was, therefore, divided into three females and two males. Also, 63% of the applicants were in the age range 20-30. A majority of entries in this age range reached the IT criteria. Out of the applicants older than 30, only 3.6% reached the IT criteria and 2.3% under 20 years. Due to this fact, each of the three groups had a majority of participants in the age range 20-30. However, there was at least one participant under 20 and one participant over 30 on each group to provide a broader age range for the study. Table 3.1 illustrates to which degree chosen participants in each group fit the given criteria. 15
Criteria Participants Gender Female: 3 Male: 2 Age 3: 20-30 1: 30-35 years 1: 19-17 years IT Moderately to highly experienced with: ● Social media ● Streaming services ● YouTube Table 3.1: Group Division Based on the Sample of Participants Incentive With a study of this magnitude consisting of many user diary entries, questionnaires, and interviews, a significant compensation was required. Financed by TV2-Sumo, it was decided that each participant would receive a 1500 NOK gift card and also a one-year subscription of TV2-sumo or four months of Sumo TOTAL, which includes live sports events. Both of these are worth approximately the same amount of 1200 NOK. The fact that participants would have to convince their friends/family to be a part of the study was taken into account. It was decided that additional compensation would be given to two requites of the participant's choice, to make the burden easier on the participants. Their only part in the study was to be dedicated companions assisting the participants in the study. Recruits received compensation in the form of a one-year subscription of TV2-Sumo. In total, compensation was therefore granted to the 45 people. Demographics Before the field study, a questionnaire was sent to all the chosen participants in order to gather additional information. These questions dive deeper into the participant's media and streaming habits and to better inform the data from the field study. Table 3.2 displays the participants' social media and streaming habits based on a questionnaire each participant was required to fill out prior to the study. 16
Variables Values n % Time spent on 30m – 1 Hour 5 31 social media in a 2-3 Hours 7 44 day 4-5 Hours 3 20 Time spent
Session Diary Participants were required to use an application for 30 minutes, three times a week, during the three weeks of the study. For each session, the participants were further required to make an entry to the session diary. The function of the session diary is to review and gather information about the participant’s approach and experience with the specific session. Questions were, for example, aimed at determining the title of the YouTube channel or the genre of the videos watched. To gather information about users' experience, a Likert scale asking users to rate the session was presented. The session diary consisted of nine questions and can be found in Appendix A. Weekly Diary In addition to the session’s diary, participants were required to make two entries in a weekly diary to be filled after the first and second week. Here, participants were encouraged to express and explain their experiences in a more detailed manner. Therefore, questions focus on qualitative data about their feelings with the application and the concept thus far. The weekly diary consisted of six questions and can be found in Appendix B. Questionnaire Multiple questionnaires are used in tandem with the other method listed to gather data about the participants. Questionnaires are a well-established technique for collecting demographic data and users' opinions (Preece, 2015). Questionnaires have their place as one method of most value when used in tandem with other methods. The multi-method approach to real-life questions is essential because one approach is rarely adequate, and if the results of different methods converge, then we can have greater confidence in the findings (Gillham, 2007). Questionnaires are therefore used in the thesis as a supplementary method to gather measurable data to either support or dismiss data collected in other methods. Modern questionnaires are often web-based. The advantage of these compared to paper-based questionnaires is that there are fewer unanswered questions and more detailed answers to open questions. Web-based questionnaires also provide immediate data validations (Preece, 2015). Furthermore, web questionnaires were the preferred method in the thesis because it could be done remotely and consequently save time. 18
In the thesis, the method is used on three occasions; first, as a sampling method in the recruitment process. Second, as a method in gathering demographic data about the participants. Both will be further addressed in the next section as they are more relevant to the acquisition of participants. And third, during the interview with the participants using the QUIS questionnaire guide. QUIS Questionnaire The Questionnaire for User Interaction Satisfaction (QUIS) is a measurement tool designed to assess computer users' subjective satisfaction with a human-computer interface (Chin, Diehl, & Norman, 2012). The questionnaire contains a measure of overall system satisfaction along with six scales and hierarchically organized means of interface factors. The questionnaire is designed to be configured according to the needs of each interface analysis by including only the sections that are of interest to the researcher (Chin et al., 2012). Each area measures users' overall satisfaction with a facet of the interface, as well as the factors that makeup said facet on a 9- point scale. Interface factors measured: a. Overall reactions to the software b. Screen c. Terminology and system information d. Learning e. System capabilities f. Usability and UI All participants filled out the QUIS questionnaire during their ending interview and were encouraged to give justifications for their grade for each measurement. The questionnaire’s function is to focus on gathering data that retain the UI of the different applications compared to the user experience. The questionnaire also contributes to adding measurable data that assist in accurately comparing the three applications used in the field study. Semi-Structured Interview The semi-structured interview method is used as the primary evaluative method to evaluate the participant's experiences in the field study. A concluding interview was administered at the final stages of the three-week field study. Semi-structured interviews combine features of structured and unstructured interviews and use both closed and open-ended questions (Preece, 2015). The method of data gathering opens for the collection of analyzable specific metrics. Similarly, 19
because of the qualitative nature of the study, exploratory questions can be asked to understand each unique users' viewpoint regarding their user experience better. The structured part of the conversation had close-ended questions to help have guild measurable results. The unstructured part of the interview however, consisted of asking general questions regarding the experience of using the application and allowing the participants to express their expertise freely. Also, the participants were asked to give a more detailed explanation of the unclear entries in the diaries. 3.1.5 Social TV Platforms In deciding which platforms to use in the field study, there was a thorough review of existing commercial services as expanded upon in Chapter 2. The initial plan was to test desktop applications due to the advantage of a bigger platform. However, due to several reliability issues with numerous web services, the focus switched to mobile apps instead. Applications were chosen based on their differencing approaches to the concept. The applications chosen have vastly different user interfaces. The applications also differ in their approaches to which interaction method they use and highlight to accommodate a Social TV experience (STE). The results of the field study, therefore, become a reflection of distinctive approaches to the concept. Table 3.3 highlight the main differences between the applications approach to the concept. Each application’s essential features and pages are subsequently explained in the section. This is done to give a thorough understanding of the application user interface, and therefore better set the field study results into context. All personal and identifying information has been removed. Applications Airtime Rave PlayNow Interaction method Text Chat ü ü ü Audio Chat x ü x Video Chat ü x x Third-party video YouTube ü ü ü streaming platform supported Netflix x ü x Vimeo x ü x “Community room” streaming feature x ü ü Max users in a room (Social TV Experience) 10 20+ 8 Table 3.3: Comparisons of the Features in the Applications 20
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