Usability Evaluation of The Smartphone User Interface in Supporting Elderly Users From Experts Perspective
Usability Evaluation of The Smartphone User Interface in Supporting Elderly Users From Experts Perspective
Usability Evaluation of The Smartphone User Interface in Supporting Elderly Users From Experts Perspective
May 9, 2018.
Digital Object Identifier 10.1109/ACCESS.2018.2827358
ABSTRACT Despite the necessity for smartphones to be designed to better accommodate the elderly user,
currently available smartphone user interfaces (UIs) do not appear to be optimized for that purpose. The
objectives of this paper are to identify the potential usability problems among elderly adults when interacting
with a smartphone’s UI, and recommend improvements to UI designs. The heuristic evaluation technique
was used to determine the anticipated usability problems. SMASH, a set of 12 usability heuristics for
smartphone and mobile applications was applied within a controlled environment, with five experts with
the necessary competence to perform the evaluation. The results of the study indicated that there were
27 usability problems and 27 heuristic violations encountered. ‘‘Minimize the user’s memory load’’ and
‘‘match between system and real world’’ were the two most frequently violated heuristics. This study was
complemented by testing with elderly people, and the results show that 79.17% of the problems experienced
by the elderly were predicted by the experts. Usability problems were classified into four categories:
1) appearance; 2) language; 3) dialogue; and 4) information. Problems categories were further divided into
sub-categories, and design solutions were suggested for each sub-category. This study’s findings contribute
to understanding the problems that hinder elderly users in using smartphones and provide valuable feedback
to designers of smartphone technology regarding improvements to the UI to better suit the elderly.
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H. M. Salman et al.: Usability Evaluation of the Smartphone UI in Supporting Elderly Users from Experts’ Perspective
evaluation builds upon the heuristic evaluation technique, quick [12], [14], and its implementation is easy [14].
with the main objective to answer the question: what are Applying the heuristic evaluation technique, ‘‘the expert
the potential usability problems that would be experienced reviewers critique an interface to determine conformance
by elderly adults when interacting with a smartphone’s UI? with a short list of design heuristics’’ [16]. When an expert
Answering this question is crucial in identifying the issues encountered a usability problem, then one or more of the
that hinder elderly users. Another objective is recommending heuristics listed were violated [16]. Various heuristics have
improvements of smartphone UI designs; specifically, for been recommended by many authors to facilitate the design
elderly users. This would help provide insights to the design- of different applications. For example, Jakob Nielsen recom-
ers of smartphone technologies, with regards to potential mended ten generic principles of interaction design which
improvements for designing elder-friendly UIs. are among the most utilised heuristics used for designing
This study is structured into sections. Section II introduces the UI [18]. Although heuristics appear generic, they help to
the main concepts with regard to the definitions of usability assess the majority of user interfaces, where specific heuris-
and the techniques for the usability evaluation, with a thor- tics are required for particular domains, making sure that
ough explanation of the technique for a heuristic evaluation specific usability issues are detected [19]. Thus, using gen-
of the usability of mobile phones for the elderly. Section III uine heuristics is highly relevant as it can potentially reveal
describes the profiles of the experts, the evaluation apparatus more specific usability matters related to the application’s
and the procedure that was applied. Section IV presents the domain [20].
usability problems that were detected and the design solutions The participation of three to five experts can be produc-
along with a discussion. Finally, the conclusion is presented tive in detecting around 75 % of usability problems [12],
in Section V. [16], [21]. Being a usability expert is not mandatory to
conduct an evaluation [14]. Heuristic evaluation can be
II. BACKGROUND
conducted by those with either usability expertise, domain
knowledge, or both [22], [23]. Not all detected usability prob-
A. USABILITY
lems are treated equally, some may be defects resulting from
The typical definitions of usability either pertain with mea-
aesthetic design, while other problems may affect the execu-
surements of effectiveness, efficiency, and satisfaction (sum-
tion of the main functions of the system [24]. An efficient
mative) or the absence of usability problems (formative) [11].
method to categorise the severity of usability problems is to
Considering the formative conception, the presence of
use a five-level arrangement of which include; not a usability
usability depends on the absence of usability
problem, cosmetic problem, minor usability problem, major
problems [11].
usability problem, and usability catastrophe [24]. Based on
Typical examples of usability methods, which are used
this arrangement or categories, the experts assign a severity
for formative evaluation, are heuristic evaluation, and cog-
rating to the identified usability problem.
nitive walkthrough. Both methods include experts inspecting
the human-computer interface and predicting problems users C. HEURISTIC EVALUATION OF MOBILE USABILITY
might have when interacting with it [12]. In broad terms, FOR THE ELDERLY
usability evaluation techniques can be classified into two
According to Hermawati and Lawson [19] and
groups [13], [14]; user-based, and expert-based.
de Lima Salgado et al. [25], heuristics of Al-Razgan et al. [26]
User-based methods; also, known as testing methods, find
is the only set specific for evaluating mobile-based applica-
and identify usability problems through observing people
tions for the elderly. However, Hermawati and Lawson [19]
who are representing users while using/commenting on the
show, that out of 70 studies, related to usability heuristics
system interface [14], [15]. The aim of user-based tests is to
for specific domains their study reviewed, only 19 studies
assess the degree to which the system supports the intended
could be used to provide indications on the effectiveness
users in their workflow [13].
of domain specific heuristics. Al-Razgan’s heuristics [26]
Expert-based methods; referred to as the inspection
is not among these 19 studies. As reinforced by the study
methods, in which experts inspect the UI and predict prob-
of Hermawati and Lawson [19], validation of Al-Razgan’s
lems users would have while interacting with the inter-
heuristics [26] is still reduced. Validation was performed
face [12]. The outcome of such studies can be a formal
only by four undergraduate students (non-professionals) and
report highlights problems identified or recommendations
conducting a validation in which effectiveness of heuristics
for changes [16]. Among the various expert-based usability
is compared to another heuristic set is missing.
methods, heuristic evaluation and cognitive walkthrough are
Of the limited existing studies applying heuristic evalua-
the two most widely used in the field of human-computer
tion of mobile applications intended to be used by the elderly,
interaction (HCI) [17].
are the studies of Watkins et al. [27], and Silva et al. [28].
In Watkins et al. [27] study, three experts evaluated five
B. HEURISTIC EVALUATION TECHNIQUE ‘‘healthy eating’’ applications using heuristics which were
Heuristic evaluation presents several advantages over other synthesised and adapted from three sets of existing heuris-
evaluation techniques: it is comparatively inexpensive, tics and guidelines. Eight usability problems were identified.
TABLE 1. Experts’ profile. The second category of experts included one graphic
designer, and one game developer. These experts are team
members in a multimedia company specialising in mobile
apps development, gaming and virtual reality technologies.
They are part of the company’s projects focusing on devel-
oping mobile apps to help to enhance user experience, also
projects in collaboration with academic researchers to design
UI for special purpose smartphone apps, (e.g., medical, and
spiritual apps).
B. APPARATUS
The study was conducted on an Android-based smartphone
device, specifically a Samsung Galaxy J7 device running
Android v6.0.1 OS (Marshmallow). The Galaxy J7 has
Among these problems, three violated the ‘‘flexibility and a 5.5-inch Super AMOLED capacitive touchscreen with
efficiency of use’’ heuristic, and two violated the ‘‘match 720 x 1280 pixels’ resolutions. The Galaxy J7’s default theme
between the application and the real world’’ heuristic. has been evaluated to prevent any bias in results.
While, Silva et al. [28] evaluated two mobile ‘‘health and C. PROCEDURE
fitness’’ applications. This study aimed to understand Considering the formative concept of usability, along with
whether the evaluated applications are capable to accom- the advantages of heuristic evaluation (as demonstrated in
modate the elderly users’ needs across a list of heuristics section II.B), a heuristic evaluation method is applied to
which came from the combination of four sets of heuristics evaluate the usability of the smartphone UI in supporting
and guidelines. The study’s result indicates that the inspected elderly users. As defined by Rogers et al. [12], heuristic eval-
applications do not comply with the standard needs for suc- uation has three stages: briefing session, evaluation period,
cessful use by elderly users. The common heuristics violated and debriefing session. The heuristic evaluation procedure in
found in the applications’ UI are; visual design, navigation this study is comprised of these three stages.
and perception. Regardless of the merits of these two studies, In the first stage, each expert was briefed by the observer
since they performed an evaluation of mobile applications (normally called the ‘‘experimenter’’ [21]) regarding the
for elderly users across some proposed heuristics; two main background of the study and the objectives, heuristics
gaps still can be identified. Firstly, usability heuristics used by applied, the apparatus and target users. Each expert was
Watkins et al. [27], and Silva et al. [28] require validation to provided with a thorough explanation of the limitations of the
support their effectiveness. Secondly, these studies evaluated elderly users. The age-related limitations which may affect
UIs for certain types of application, and did not cover the eval- the ability of elderly aged adults to use a smartphone include;
uation of currently available smartphone UIs, e.g., Android- vision, hearing, cognitive and motor function limitations [4].
based UIs, which are related to performing the essential and These limitations were summarised in a checklist to help
basic daily tasks. the experts envision the target users (elderly) of smartphones
during the evaluation stage.
III. METHOD AND MATERIALS The evaluation period (stage 2) comprised of five sessions,
A. EXPERTS where each session commenced when one of the five experts
The experts selected to participate in the study were from independently inspected the smartphone UI hoping to iden-
two categories; (1) three experts with usability expertise and tify elements that could potentially violate the applied heuris-
domain knowledge, and (2) two experts with domain knowl- tics. Two criteria were defined to select the heuristics to be
edge. Table 1 shows the experts’ profiles. applied in the study: (1) heuristics should be specific for the
The experts in the first group were; two academic staff who smartphone and mobile applications domain, and (2) heuris-
work in the HCI area, and one web graphics designer with tics that are experimentally validated. Based on these criteria,
usability expertise. The academic staff experts have taught SMASH [20], a set of 12 SMArtphone’s uSability Heuristics
HCI courses for undergraduate and postgraduate students for smartphone and mobile applications was adopted to be
and conducted research into the usability of smartphones applied in this study. SMASH was experimentally validated,
and touchscreen devices. They also have relevant experi- and the results supported its utility and effectiveness [20].
ence in performing heuristic evaluations on several products, SMASH builds on an earlier version of validated usabil-
including mobile interfaces. The third expert gained usability ity heuristics for Touchscreen-based Mobile Devices (TMD)
knowledge through participating in HCI workshops which [29]. TMD validation performed in two stages resulted in
included conducting heuristic evaluations as a part of the the refinement of heuristics at each stage [19]. Further
workshop activities. In addition to his usability knowledge, additional validation experiments have been performed on
the expert has experience in website development (mobile TMD, and based on the experimental results, TMD heuristics
friendly website). were refined and renamed as SMASH [20]. The new name
highlights that heuristics is focusing on smartphones, rather • 2 = minor usability problem; fixing it should be given
than other touchscreen-based mobile devices. SMASH low priority.
12 heuristics are listed below with their corresponding tags • 3 = major usability problem; important to fix, should be
(words between brackets): given high priority.
• SMASH1. [Visibility] Visibility of system status. • 4 = usability catastrophe; imperative to fix this before
• SMASH2. [Match] Match between system and the real product can be released.
world. At the conclusion, the master sheet was reviewed by a
• SMASH3. [Control] User control and freedom. HCI specialist who had the relevant experience in heuristic
• SMASH4. [Consistency] Consistency and standards. evaluation. This specialist revision corroborated the findings
• SMASH5. [Error] Error prevention. in the master sheet, specifically the problems and heuristics
• SMASH6. [Memory] Minimise the user’s memory load. association.
• SMASH7. [Customization] Customisation and This study was complemented by testing with eight elderly
shortcuts. participants to check to what extent the usability problems
• SMASH8. [Efficiency] Efficiency of use and identified by the experts would be perceived as real problems
performance. by the elderly. Testing started when experimenter welcomed
• SMASH9. [Minimalist] Aesthetic and minimalist a participant and gave him/her a background on the purpose
design. of the test, then provided the participant with a written list
• SMASH10. [Recover] Help users recognise, diagnose, of tasks. The tasks were identical to the representative tasks
and recover from errors. given to experts during the heuristic evaluation, as well as
• SMASH11. [Help] Help and documentation. the smartphone; a Samsung J7 under default settings. During
• SMASH12. [Ergonomics] Physical interaction and testing, the participant’s interaction with the smartphone was
ergonomics. observed, and the detection of usability problems and the
According to Rogers et al. [12], if heuristic evaluation is successful task completion rate were recorded.
conducted on a functioning product, the experts need to have
some specific user tasks in mind to focus the inspection. IV. ANALYSIS AND RESULTS
Therefore, representative tasks were defined for the experts, A. EVALUATION OF THE SMARTPHONE UI
including: The UI compliance to SMASH was investigated while the
• Basic daily tasks: unlock screen, make phone calls, send experts performed their respective tasks. In total, there were
messages, connect to Wi-Fi, and respond to notifications 27 usability problems and 27 heuristic violations identi-
and alerts. fied on the UI. One to one heuristic violations were deter-
• Other essential tasks: contact management-related tasks mined for each usability problem. ‘‘Memory’’ and ‘‘Match’’
(i.e., save a new contact, edit, and share), apps were the two most frequently violated heuristics encountered
management-related tasks (i.e., search, sort, add to home (7 counts each). The next most common violations were
screen, and uninstall), alarm management-related tasks ‘‘Help’’ and ‘‘Consistency’’ (4 and 3, respectively). The four
(i.e., set and delete), and modifying smartphone settings- heuristics were identified 21 times, equivalent to 77.78 %
related tasks (i.e., change a ringtone, and add a new input of the overall violations. Visibility, Control, Customization,
language). Minimalist, and Ergonomics were account for 22.22 % of
These representative tasks are the main gateway through all violations. While, no violations have been addressed for
which elderly can interact with the smartphone to do essential error, efficiency, and recovery heuristics, since the experts
activities. Thus, the tasks will either encourage or discourage did not identify usability problems associated to these
the elderly to continue using the smartphone. Experimenter heuristics.
read through all the problems identified by the five experts, During debriefing session, experts estimated the severity
eliminate duplicates, and compiled into a single master sheet. of each usability problem with the average (mean) recorded.
Master sheet identifying the detected usability problems; The results showed that there were four catastrophic (severity
explanation, place of occurrence, and associated heuristics rating >= 3.5), 16 major (3.5 > severity rating >= 2.5),
that were violated. seven minor (2.5 > severity rating >= 1.5), and zero cos-
In the final stage (debriefing session), the experts were metic (1.5 > severity rating) usability problems identified.
provided with a master sheet listing all the detected usability Figure 1 illustrates the distribution of usability problems in
problems, including those detected by other experts, and SMASH’s 12 heuristics.
asked to rate the problem’s severity as well as devise sug- The results show that the current smartphone UI inter-
gested solutions to fix the problems. Problem’s severity was face failed to comply with the SMASH heuristics in many
rated based on applying the Nielsen scale [24], then mean was aspects. Sections 1 to 5 describe in detail the heuristics
taken. Nielsen scale [24] includes: violations relating to the UI. There were four sections allo-
• 0 = not a usability problem. cated to each of the top four violated heuristics, with the
• 1 = cosmetic problem; need not be fixed unless extra fifth section left for added discussion on other violated
time is available. heuristics.
operate on the smartphone. While task requiring a ‘‘drag and drop’’, and ‘‘tap and hold’’ gestures. Therefore, it is sug-
drop’’ gesture shows the lowest successful task completion gested that the use of these gestures be eliminated or at least
rate. These findings are in good conformance with the find- reduced.
ings of Leitão [37] that revealed the ‘‘tap’’ gesture was easily This study has contributed to the classification of usabil-
understood and performed, while the ‘‘drag and drop’’ gesture ity problems into categories and subcategories, and provid-
was more confusing and harder to perform. ing design solutions to fix the problems underlying each
Some of the usability problems identified in this study sub-category. A classification containing categories and sub-
have a pronounced impact on the elderly adult user. For categories which capture the essence of the individual usabil-
example, performing the ‘‘drag and drop’’. Other problems ity problems, results in more meaningful problem clusters
could have a general impact on both elderly adults and and advances the understanding of the sets of problems hin-
novice users. Like differentiating between the title and but- dering elderly users. While design solutions would help to
ton design similarities; capital letters (e.g., Phone) refers provide insights to smartphone UI designers into potential
to the title, a word with uppercase letters (e.g., CREATE) design improvements for UIs. Such improvements in design
relates to the button. The novice young users could be con- of ‘‘elderly friendly’’ interfaces would help to reduce the
fused between these similar designs that present different reluctance of the elderly to use smartphones.
outcomes, but the impact on them will be redundant after Even though a heuristic evaluation of Android-based
few attempts because of the novice user’s cognitive ability to smartphones contributed to the classification of usability
discriminate. A similar observation has been demonstrated by problems, an evaluation of iOS-based smartphones would
Harada et al. [38]. According to Harada et al. [38], younger have been able to reveal new usability problems, which in turn
users might be able to swiftly learn to encounter the different could extend the defined categories and suggested solutions
challenges (For example, non-instinctive multi-finger ges- for usability problems. Thus, one limitation of this study was
tures) through trial-and-error and by relying on their mental that it lacked an iOS evaluation.
models to gel with newest technologies; however, the hin- As a future work, a prototype of a smartphone launcher will
drances could be greater for elderly users. be designed in view of the findings of this study, specifically,
the design solutions. The launcher prototype will be subjected
V. CONCLUSIONS to usability testing with elderly participants. By analysing
Applying a heuristic evaluation technique using SMASH was the interactions of the elderly participants with the pro-
shown to be effective in identifying a large proportion of totype, while doing their respective tasks, and their feed-
the usability problems the elderly users faced while inter- back from a retrospective think-aloud session, the usability
acting with a smartphone. The usability problems were not problems categories can be refined, and the launcher pro-
only due to UI design, some of the problems were due to totype enhanced. The enhanced prototype can then be the
difficulties of the elderly in performing the gestures which basis for the implementation of a commercialised smartphone
applied to the corresponding task; specifically, the ‘‘drag and launcher.
APPENDIX A APPENDIX C
See Table 3. See Table 5.
APPENDIX B APPENDIX D
See Table 4. See Table 6.
TABLE 7. Six usability problems (out of 27) and other SMASHs violations.
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HASANIN MOHAMMED SALMAN received SUZIAH SULAIMAN received the B.Sc. degree
the bachelor’s degree in computer engineering from Dalhousie University, the M.Phil. degree
from Al-Fateh University, Libya, and the master’s from London South Bank University, and the
degree in computer science, specialized in soft- Ph.D. degree from University College London,
ware engineering, from Universiti Putra Malaysia. U.K. She is currently a Senior Lecturer with the
He is currently pursuing the Ph.D. degree in Department of Computer and Information Sci-
information technology with Universiti Teknologi ences, Universiti Teknologi Petronas. Her research
Petronas, Malaysia. His research interests include interests include human–computer interaction,
human–computer interaction, user experience, and user experience, and haptic interactions.
usability.