Mia Olsen IT-University of Copenhagen, Winter 2011 IT & Business (EBUSS)
Supervisors: Jonas Hedman & Ravi Vatrapu Keystrokes: 266,890 (equivalent to 148.3 standard pages)
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Table of contents
1 Introduction ........................................................................................................................... 6 1.1 Problem statement ............................................................................................................................... 7 1.2 Delimitation ........................................................................................................................................... 8 1.3 Summary ................................................................................................................................................ 9 2 Framing the problem ............................................................................................................ 11 2.1 The cashless society ........................................................................................................................... 11 2.1.1 Past ............................................................................................................................................ 12 2.1.2 Present ....................................................................................................................................... 13 2.1.3 Future ........................................................................................................................................ 16 2.2 Advantages and disadvantages of a cashless society ................................................................... 19 2.3 The cashless society envisioned in this project .............................................................................. 22 2.4 Summary .............................................................................................................................................. 23 3 Design Science Research Method .......................................................................................... 25 3.1 Why Design Science? ......................................................................................................................... 25 3.2 The model ............................................................................................................................................ 28 3.2.1 Awareness of Problem ............................................................................................................ 29 3.2.2 Suggestion ................................................................................................................................ 30 3.2.3 Development ............................................................................................................................ 35 3.2.4 Evaluation .................................................................................................................................. 40 3.2.5 Conclusion................................................................................................................................. 40 3.3 Design Science evaluation methods ................................................................................................ 41 3.4 Summary .............................................................................................................................................. 42 4 Design process ..................................................................................................................... 43 4.1. User groups ........................................................................................................................................ 44 4.1.1 The 10-15 year-olds ................................................................................................................. 46 4.1.2 The 20-25 year-olds ................................................................................................................. 48 4.1.3 Mothers in their mid 30s ....................................................................................................... 49 4.1.4 Business people ....................................................................................................................... 50 2
4.2 Interviews............................................................................................................................................. 52 4.2.1 Results from interviews ........................................................................................................... 53 4.3 Usability goals ..................................................................................................................................... 66 4.4 Personas............................................................................................................................................... 67 4.4.1 Persona 1 The Young Teenager ......................................................................................... 73 4.4.2 Persona 2 The Young Adult ................................................................................................ 74 4.4.3 Persona 3 The Mother (M) .................................................................................................. 75 4.4.4 Persona 4 The Business Man .............................................................................................. 76 4.5 Sketches ............................................................................................................................................... 77 4.5.1 Sketch The Young Teenager ............................................................................................... 78 4.5.2 Sketch The Young Adult ...................................................................................................... 79 4.5.3 Sketch The Mother ............................................................................................................... 81 4.5.4 Sketch The Business Man .................................................................................................... 84 4.6 Scenarios .............................................................................................................................................. 86 4.6.1 Payment scenario with the Young Teenager ....................................................................... 86 4.6.2 Payment scenario with the Young Adult .............................................................................. 87 4.6.3 Payment scenario with the Mother ....................................................................................... 88 4.6.4 Payment scenario with the Business Man ............................................................................ 88 4.7 Summary .............................................................................................................................................. 89 5 Development of four wallets ................................................................................................ 91 5.1 Presentation of the prototype .......................................................................................................... 91 5.1.1 First mock-up- The Young Teenager .................................................................................... 92 5.1.2 First mock-up The Young Adult ......................................................................................... 93 5.1.3 First mock-up The Mother .................................................................................................. 94 5.1.4 First mock-up The Business Man ....................................................................................... 95 5.2 Testing the prototype ........................................................................................................................ 96 5.2.1 Result from the first iteration of tests ................................................................................... 97 5.2.1.1 The Young Teenagers ................................................................................................... 97 5.2.1.2 The Young Adults .......................................................................................................... 99 5.2.1.3 The Mothers ................................................................................................................ 100 5.2.1.4 The Business Men ...................................................................................................... 102 5.3 Presentation of the second suggestion for a prototype ............................................................ 104 5.3.1 Second mock-up The Young Teenager .......................................................................... 105 5.3.2 Second mock-up The Young Adult ................................................................................. 106 5.3.3 Second mock-up The Mother .......................................................................................... 108 3
5.3.4 Second mock-up The Business Man............................................................................... 109 5.4 Testing the second prototype ........................................................................................................ 111 5.4.1 Result from the second iteration of tests .......................................................................... 112 5.4.1.1 The Young Teenagers ................................................................................................ 112 5.4.1.2 The Young Adults ....................................................................................................... 114 5.4.1.3 The Mothers ................................................................................................................ 116 5.4.1.4 The Business Men ...................................................................................................... 119 5.5 Summary ........................................................................................................................................... 121 6 Evaluation and re-design .................................................................................................... 122 6.1 Evaluation of test results ................................................................................................................ 122 6.1.1 The Young Teenagers........................................................................................................... 122 6.1.2 The Young Adults .................................................................................................................. 123 6.1.3 The Mothers ........................................................................................................................... 124 6.1.4 The Business Men ................................................................................................................. 125 6.2 Summarising the properties of the mobile wallet ...................................................................... 126 6.3 The next step in the development of the mobile wallet ............................................................ 132 7 Conclusion.......................................................................................................................... 133 8 Discussion and reflections .................................................................................................. 135 9 Contributions ..................................................................................................................... 137 10 References ........................................................................................................................ 138
Appendixes
Appendix A - Pictures of interviewees physical wallets Appendix B - Scanned pictures of interviewees sketches
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Figures
Figure 3.1: The Design Science Model and its associated chapters 29 Figure 4.1: Illustration of factors influencing consumer behaviour 44 Figure 4.2: Maslows Hierarchy of Needs 45 Figure 4.3: Picture of the Young Teenager persona Monica 72 Figure 4.4: Picture of the Young Adult persona Peter 73 Figure 4.5: Picture of the Mother persona Anita 74 Figure 4.6: Picture of the Business Man persona Tom 75 Figure 4.7: Sketch of the Young Teenagers mobile wallet 78 Figure 4.8: Sketch of the mobile wallets icon 79 Figure 4.9: Sketch of the Young Adults mobile wallet 80 Figure 4.10: Sketch of the Mothers mobile wallet 82 Figure 4.11: Sketch of the front page of the Business Mens mobile wallet 84 Figure 4.12: Sketch of the payment window of the Business Mens mobile wallet 84 Figure 5.1: Mock-up of the Young Teenagers mobile wallet 92 Figure 5.2: Mock-up of the Young Adults mobile wallet 93 Figure 5.3: Mock-up of the Mothers mobile wallet 94 Figure 5.4: Mock-up of the front page of the Business Mans mobile wallet 95 Figure 5.5: Mock-up of the payment page of the Business Mans mobile wallet 95 Figure 5.6: Mock-up of the front page of the Young Teenagers mobile wallet 105 Figure 5.7: Mock-up of the payment page of the Young Teenagers mobile wallet 106 Figure 5.8: Mock-up of the front page of the Young Adults mobile wallet 107 Figure 5.9: Mock-up of the payment page of the Young Adults mobile wallet 107 Figure 5.10: Mock-up of the Mothers mobile wallet 108 Figure 5.11: Mock-up of the front page of the Business Mans mobile wallet 110 Figure 5.12: Mock-up of the payment page of the Business Mans mobile wallet 110 5
Tables
Table 3.1: Data collection through interviews 38 Table 3.2: Data collection through user tests 39 Table 3.3: Abbreviations used in this project 39 Table 4.1: The interviewees relationships with their mobile phones 53 Table 4.2: Contents of the interviewees physical wallets 56 Table 4.3: The interviewees use of their physical wallets 59 Table 4.4: Thoughts and proposed properties of the mobile wallet 62 Table 4.5: Data on the four user groups, collected through the interviews 69 Table 6.1: A summarised list of the proposed functionality properties 127 Table 6.2: A summarised list of the proposed design properties 129
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1 Introduction
You will soon be able to make payments via your mobile phone (Scheuer, 2010). It might sound as something from a future far, far away, but it is a headline from the Danish newspaper metroXpress in the Autumn of 2010. Within the last ten years or so, our world has become rapidly more digitalized. An example of this is the Danish public citizen portal called borger.dk which forms an online entrance to the public sector with access to public information and digital self- services concerning topics such as family and children, residence and buildings, and disabilities. Other examples are digital bus tickets bought via mobile phones, Internet purchases, and social interactions made via SMS, emails and social networks on the Internet. Two important factors that have contributed to this development are the use of mobile phones and the use of Internet anywhere. We are more on the go than ever and get things done while we are on the go via our digital devices. Everything is mobile. A part of the abovementioned digital purchases is digital payments. And when everything else is mobile, the payments have to be mobile too; we have to be able pay for goods and services no matter where we are. Thus there is a need for an electronic wallet an e-wallet with which mobile payments can be made. Mobile payments are defined as: [] payments for goods, services, and bills with a mobile device (such as a mobile phone, smart-phone, or personal digital assistant (PDA)) by taking advantage of wireless and other communication technologies (Dahlberg et al. (2008, p. 165). Googling mobile payments results in almost the same definitions, but some of them only mention mobile phones and leave out PDAs and smartphones. In the perspective of this project, mobile payments are made with smartphones and mobile phones (from now on they will together be referred to as mobile phones) as it is the technical device carried around by most people, and therefore the wallet designed will be a mobile wallet.
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1.1 Problem statement
Many companies have tried to develop different mobile payment solutions, but most of them have failed or their penetration rate has been lower than expected. Consequently, there is no working mobile wallet yet. Dahlberg et al., (2008, p. 178) suggest that technological development of such solutions should be directed towards a closer cooperation with users, and Mallat (2006) suggests that future mobile payment research should focus on usability, as this is an unexplored area of mobile payments. Taken together, this determines that there is a lack of knowledge about what properties would make a mobile payment solution useful for the users.
Based on the introduction this project will propose some design properties for a mobile wallet interface.
According to Dahlberg et al. (2008, p. 172) a lot of research needs to be done to guarantee that further studies in the area of mobile payments will be useful. Issues such as legal ones, standards for technology and security, and consumers reasons for using or rejecting a mobile payment solution have to be investigated thoroughly. Therefore, this thesis is an explorative study that forms the basis of future research; it is a draft of a design for the mobile wallet upon which construction can be continued and finalised when standards are defined. This kind of study involves an explorative process, in this case a design process. Explorative design processes are processes where neither problem definition nor solution can be described precisely at the starting point. Nor is it possible to pre-define which factors will be relevant. That is why the problem statement does not include a specific goal. There are several stakeholders within the area of mobile payments, which can be roughly divided into providers and consumers. This project will have a consumer point of view approach and will therefore include the users in the design process as Dahlberg et al. (2008) say they should be. Another important factor is ease of use (Dahlberg & 8
Mallat, 2002), and since people are different they might have different perceptions of what is easy. Taking this into account, a sub-question arises:
Should the mobile wallet interface be standardized or differentiated with regard to different user groups?
As the design of a mobile wallet interface is a rather unexplored issue, the not very prevalent Design Science Research Method will be used as research paradigm. Design Science is founded on the Art of Engineering, where it is used for the purpose of creating knowledge through production of artifacts. Design Science is about producing something that is new. The method is useful within this projects area as it helps creating meaningful and reliable results in the absence of a strong theoretical foundation. The Design Science paradigm and its method will be introduced in chapter 3. Broadly speaking, this thesis tries to combine research and experiences from the world of IT with the consumers valuable latent knowledge, in order to make additions to the idea of a cashless society and to contribute to research within these areas. This is in keeping with my education (Cand.it. in E-business), which includes work in the area of tension between business and IT.
1.2 Delimitation
Due to the scale of this project, the development of the mobile wallet interface will exclusively focus on Danish users. Also the sections on the concept of a cashless society will focus mainly on Danish conditions The project is based on the idea of a cashless society. More specifically the project will propose a design for a mobile wallet interface that is easy to use. Thus the focus of the project will be on the interaction between the mobile wallet and its users, i.e. within 9
the area of Human Computer Interaction (HCI). This implies that the question of whether there are alternative ways to make electronic payments was omitted. In addition, the project will not deal with discussions on whether it is practically feasible to have a totally cashless society, nor when it would be introduced. Although a comprehensive assessment of the possibility of a cashless society is not irrelevant, it will not be included because of scale reasons. Additionally, investigations of consumer adoption of mobile payments will be left out, as e.g. Mallat (2006) has touched upon this already. Furthermore, the project will not get into technical details and technical security questions such as encryption and security protocols, as these issues are well represented in research papers already (Dahlberg et al., 2008, p. 171). Nor will it touch on legal issues as they do not affect the usability of an interface. As this project is an exploratory design project, the design of the mobile wallet included a paper-based low-fidelity prototype instead of a high-fidelity programmed prototype. Low-fidelity prototypes are most suitable for making findings in the beginning of a design process, and therefore the programming perspective was left out of this project. Finally, there will not be taken a communication perspective on the projects problem statement. Communication is strongly related to the projects problem area as it would support the ease of use e.g. through instruction manuals. This issue will be omitted as it contains enough material for another thesis.
1.3 Summary
The main items of this chapter are: The need for a mobile wallet in a world where everything else is digitalized. The lack of a working mobile wallet and consequently the wish to develop one. 10
The importance of understanding that different user groups might have different needs. This is the short introduction. As the concept of a cashless society and the idea of a mobile wallet are largely unexplored topics, a lot of issues need to be researched in order for them to be launched with success. The next chapter frames the problem that this project is dealing with.
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2 Framing the problem
This chapter contains a literature review on the cashless society concept and electronic wallets (including mobile payments), with the aim to summarise findings from past research. It is in other words, a framing of the problem that brought about the commencement of this project.
2.1 The cashless society
Some researchers (e.g. Au & Kauffman, 2007; Van Hove, 2008; Hassinen et al., 2007; Garcia-Swartz et al., 2006) suggest that the increased use of cashless payment systems, could lead to a cashless society; a topic eagerly debated among IT students, politicians, companies and banks as well. In a cashless society, payments can be made at unmanned vending machines, at manned point of sale (POS), over the Internet, using mobile phones, using personal digital assistants (PDAs), and using smart cards and other electronic payment systems such as credit and debit cards. The creation of such a society creates a complex challenge. If it were to succeed it could have a positive effect on economy, crime, health and the environment. In a time where the Welfare states future is up for discussion, sound financial savings and efficiency improvements are important conditions for the future welfare level. However, paying is an inherently social interaction each of us participates in daily, and therefore the act of paying is so basic, that it has proved difficult to change. The following three sections will take a look at; (2.1.1 Past) former electronic payment solutions; (2.1.2 Present) how close we are to having a cashless society; and (2.1.3 Future) what the future of electronic payments entails.
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2.1.1 Past
In the beginning of the 2000s, early mobile content and services such as ring tones and logos succeeded and made mobile payment services a hot topic that even survived the burst of the Internet hype. This fact, in cooperation with the wide use of mobile phones and the proliferation of mobile telecommunications technology, formed the basis for the development of mobile payment solutions. Later, mobile payments were suggested as an alternative for micro-payments at POS, where the use of cash had been declining for many years. Lots of mobile and electronic payment solutions have been introduced ever since, but most of them have failed or have had a low penetration rate (Mallat, 2006 + Dahlberg et al., 2008). Among some of those are Paybox in Germany, the Simpay initiative in Europe (Au & Kauffman, 2007, p. 153), Mondex (Knights et al., 2007), Danmnt (Mikkelsen, 2004), Dexit (Smith, 2008), and Proton in Belgium (Loix et al., 2005). Many of them failed due to lack of the critical user mass that was needed to create positive network externalities for the users (Dahlberg & Mallat, 2002, p. 650). Moreover, payment is a basic act which cannot be changed just like that. Payment is transacted in almost the same way worldwide, and it would cause problems if each country had its own electronic payment system. Further complications arise when companies additionally develop their own electronic payment systems, such as those for busses, subways and petrol. Mallat et al. (2004, p. 46) supports this argument and states that payment solutions have to be standardised in order to be adopted by the consumers. One of the more successful electronic payment systems is PayPal, which was launched as far back as in 1999. Initially PayPal enabled people to perform transactions of small payments by means of emails and PDAs. Since then PayPals system has been re-designed and extended several times, and was acquired by eBay in July 2002 (Prashanth, 2004). Today PayPal has more than 220 million accounts (PayPals homepage) and is predicted to surpass its parent eBay in revenue in 2014. Moreover they are experimenting in the area of mobile payments through a partnership with a start-up that provides stickers for mobile phones that can link the phone to some special payment terminals in the stores (Kopytoff, 2010). 13
Two other electronic payment systems that have had and still have success are the Oyster Card in London which was introduced in 2003 (Knights et al., 2007, p. 759), and the Octopus Card in Hong Kong which was launched in 1997 and is available in different types that fit different needs and age (Ondrus & Pigneur, 2006). The question is whether their success is due to the fact that they initially were introduced to collect fares for mass transit systems, instead of trying to substitute all payments. The Octopus Card has later been extended to include payments at convenience stores, fast-food restaurants, supermarkets, parking meters, car parks, vending machines and service stations.
2.1.2 Present
Besides PayPal, the Octopus Card and the Oyster Card which have been successful for several years, are Visa payWave and MasterCard PayPass, respectively introduced in 2007 and 2003. PayWave and PayPass are contactless payment technologies which both uses RFID-technology, which means that you do not have to swipe your card or insert it into another device to pay. They were primarily introduced as smart card technology, but have since been extended to include key fobs and Near Field Communication (NFC) enabled mobile phones. Both PayPass and payWave are relatively young technologies and not very much like PayPal, Oyster or Octopus Card; PayPal is so far Internet based, which PayPass and payWave are not. PayPass and payWave aim to pay for a broad variety of goods and services and could therefore, to a great extend substitute the Visa and MasterCards, whereas the Oyster and Octopus cards focus on the niche of fares for mass transit systems and goods and services needed on the go. Additionally Mastercard and Visa plan to implement PayPass and payWave in most countries around the world (none of them is yet in Denmark), whereas the Oyster and Octopus cards cover geographically limited areas (PayPass homepage + payWaves homepage + Wikipedias articles on Visa and MasterCard). Thus it cannot yet be said whether PayPass and payWave will succeed or fail in the long run. In 2010 Visa took yet another action in the field of contactless payments, when hiring an expert from the mobile industry, to help them take advantage of the 14
opportunities that lie within mobile payments (Gormes, 2010). However, Visa is not the only one trying to get a foothold on the mobile payments market. In the Summer 2010 Apple hired an expert specialised in NFC and mobile payment to turn the iPhone into a wallet (Clark, August 2010). A third player in the field of mobile payments is Isis, a joint venture founded in November 2010 and made up of AT&T Mobility, Verizon Wireless and T-Mobile USA. The focus of Isis is to build a mobile payment network based on NFC technology, which makes it possible to make point of sale (POS) purchases through mobile phones. Isis will be introduced in key geographic markets until Spring 2012. Later on it is Isis plan to create a mobile wallet that makes cards, cash, tickets, and what else might be in a purse, unnecessary (Clark, November 2010). So far none of them has announced specifically what they have done or what they are doing to contribute to the use of mobile payments. Japan is a country where many daily actions are made with mobile phones. In 2004 Sony, NTT DoCoMo (the predominant mobile phone operator in Japan) and some local banks had formed a joint venture and launched a mobile payment system. The system is based on Sonys chip FeliCa and allows customers to use their mobile phones as credit cards, access cards, fare tokens on all kinds of public mass transit, and several other utilities (phoneArena.com, 2010). The FeliCa chip is however, not an NFC chip, a fact that is now causing problems for NTT DoCoMo who has invested millions in putting FeliCa into phones and readers. More than 60 million mobile phones have the FeliCa chip, but growth has stalled within the last year. What NTT DoCoMo can do is give up FeliCa and move to standard NFC, which would open up to competition from other NFC and chip makers and decrease cost for the chips. It would also give possibilities of new applications and export (Balaban, 2010). In 2010 another event happened which stands out from the above-mentioned events, but which might prove important for the development of mobile payments. Google launched their new Android software called Gingerbread, which supports the use of an NFC chip in mobile phones, and hence makes it possible to make payments through the phone. Googles CEO Eric Schmidt considers this a possible substitute for the credit card (Breinstrup, 2010). 15
In Kenya a completely different kind of mobile payment was introduced in the beginning of 2007. Because of the fact that they do not have smartphones, their mobile payments are transacted through SMSs. The payment system is called M-PESA (M is for mobile and PESA is the Swahili word for cash) and was developed by Kenyas largest mobile network operator Safaricom, which is a part of the Vodafone Group. Within the first week more than 20,000 M-PESA accounts had been registered and two years later in 2009 the number of accounts had reached six million, which is half of Safaricoms customers. In order to use M-PESA the Kenyans need to register and deposit cash to their accounts at an M-PESA Agent outlet. To send money all they need is to enter the recipients phone number, the amount and a PIN, and afterwards confirm the details. M-PESA can be used to sending money to any mobile phone user, paying bills and buying goods and tickets. Some other African countries have seen attempts like the M-PESA, but none of them has been as successful as in Kenya (Hughes & Lonie, 2007 + Mas & Morawczynski, 2009 + Safaricoms homepage). Dahlberg et al. (2008) point out the importance of examining cultural differences and their impact on mobile payment services, and M-PESA is such an example of a payment system where the culture was well-examined before launch. It is, however, not only commercial companies that are working on the diffusion of electronic payments. The GSM Association (GSMA) and the European Payments Council (EPC) are working together to accelerate the deployment of services that makes it possible for costumers to transact payments using their mobile phones (GSM Worlds homepage). In October 2010 they published the document Mobile Contactless Payments Service Management Roles Requirements and Specifications, with the aim to help the various providers when starting the actual implementation of mobile contactless payment services (EPCs homepage). So, while the most popular payment instruments are cash, cheques, and debit and credit cards (Dahlberg et al., 2008, p. 176) (with smart cards being the most serious challenger to traditional cash (Dahlberg & Mallat, 2002, p. 652)), the ways to make contactless payments and especially mobile payments are increasing. Dahlberg & Mallat (2002) furthermore concludes that the reasons for using electronic payment channels are advantages such as accessibility, convenience, speed, privacy and control, 16
and that electronic payments are preferred in simple routine service transactions. On the other hand, the reasons for using traditional human assistants are security concerns, personal service, and the opportunity to get help when skills with new technologies are lacked. In Denmark it seems as though the advantages of mobile payments have begun to outweigh the personal contact that comes with traditional human assistants. A research from Statistics Denmark shows that the number of Danes who have paid for goods or services through their mobile phones went from 2 % in 2008 to over 10 % in 2009, with the 16-19 year-olds being the most frequent users of mobile payments. The research also showed that mobile users in Region Zealand have a slightly greater tendency to use the mobile phones as payment instruments than users in other parts of Denmark. Finally, the research showed that 95 % of the Danes have a mobile phone (Tystrup, 2010). In addition to making progress in the use of mobile payment, Denmark is in top when it comes to diffusion and employment of new technology. In 2007 the country took first place in the World Summit Awards (WSA) in the field of eGovernment (WSAs homepage) and in 2010 Denmark was the second most e-ready country according to IBM and The Economist Intelligence Unit (EIU) (EIU & IBM, 2010).
2.1.3 Future
What can be learned from the abovementioned successful and less successful examples of electronic payment systems is that some factors are important to consider before throwing oneself into new electronic payment projects. Factors such as technology standards and culture should be taken into account in addition to the question on how many kinds of payment the new payment system should cover; it could cover only payments of smaller value purchases; it could cover all payments no matter the value size; or it could cover payments of a special kind of purchases e.g. purchases made on the go. Another way to be ahead of possible problems is by taking consumers opinions into account. In late 2002 Niina Mallat (2006) did this in a research on consumers 17
adoptions of mobile payments. The consumers asked were Finish, but that does not affect the usability of her results in the perspective of this thesis (which focuses on Danish consumers), as Finland and Denmark are relatively close to each other from a cultural point of view (Itims website on Geert Hofstedes Cultural Dimensions). Mallats results show that mobile payments are seen as mostly compatible with purchases of digital content and services, and cash purchases of low value (10-100), whereas high value purchases belong in the future. Additionally findings from the research showed that mobile payments should be deducted from an already existing account, that payments should be made through another technology other than text messages, and that mobile payments should be available to all regardless of which banks and mobile operators they are with. Other important findings are that prices for goods have to be the same no matter the used payment method, and that transactions need to be recorded in the phone for documentation matters. Finally, the interviewees were very concerned about risks, but the security issue is not a part of this project and will therefore not be discussed further. However, it should be mentioned that the findings indicate that reliable and well-established banks and network operators are preferred as mobile payment service providers and that they reduce the perceived risks of mobile payments. Mallats suggestion for future mobile payment research is to focus on usability, pricing of the service and creation of critical mass. But this is not Mallats only suggestion. Together with Dahlberg (Dahlberg & Mallat, 2002) she investigated what increases or decreases consumers willingness to adopt mobile payments. Based on that, they state that viewing the proposed payment solutions from the customers point of view is an important step on the way towards a lasting solution, and adds that ease of use is the most important aspect of mobile payments, and add that unfulfilled identified needs within clear consumer segments must form the basis upon which mobile payment solutions must be build. Additionally, they point out the importance of consumers understanding the payment solution; how to use it and what benefits it provides. They furthermore suggest that a risk-free trial or other educational means may help to overcome consumers reluctance to adopt, as it might be caused by the fact that new electronic payment solutions require behavioral change. Another important issue is that mobile payments have to be accepted widely in order for a large-scale penetration to be possible. Further findings were that: mobile 18
payments should not imply advanced multi-step procedures; PIN codes are preferred for identification and authentication; and consumers consider mobile payment useful, if it is able to constitute several plastic cards. Dahlberg et al. (2008, p. 178) additionally suggest that technological development should be directed towards a closer cooperation with users and merchants. Therefore, it was expected that some research had been done on how to involve consumers in the development of mobile payments, together with usability and interface design of a mobile wallet. But searching for these topics in the library and Google Scholar resulted in papers on technical design and understanding user motivations. Consequently, there is a need for working with usability and user involvement when designing mobile payments solutions for the future. When looking into the future, companies and experts agree that the mobile phone is that technical device that they will try to turn into the new wallet, mainly because of the number of mobile phones in use, which no other technical device can match, but also due to the fact that most of us carries our mobile phones with us all the time. If this mobile wallet diffuses it is very likely that some traditional payment instruments will decrease. But it is also a possibility that the mobile wallet will just become a new way of entering the current card and account-based payment services (Dahlberg et al., 2008). An economist from the Danish National Bank expects further increase in the use of mobile payments. Consumers have become aware of the advantages of mobile payment and as their acceptance of these payments increases, a rise in the supply of goods and services that can be bought via the mobile phone is expected (Tystrup, 2010). In the Danish department of Nets (the former PBS) which develops and runs solutions in the field of debit/credit cards and payment solutions, they have seen a rise in the number of branches that want to enter the market of mobile payments (Tystrup, 2010). Accordingly, Nets expects the future to be contactless, mobile and user centred, but not without problems. One of the challenges of mobile payments is the question on where in the phone the payment chip should be put in order for it to be safe. Another challenge is the lack of a clear definition of service roles and responsibility. Moreover, there are no agreed standards for the technology and security yet. Nets suggestion on how to boost contactless payments (including mobile payments) is by having 19
merchants, issuers and consumers cooperating, and letting consumers play the biggest role (Munck, 2010 + Strm, 2010). The analytical research firm IDC Financial Insights view on mobile payment solutions is more sceptical. Their arguments for disbelieving mobile payments are Visa and MasterCard and their massive network-advantages, which are often underestimated. Thus it would be a waste of time if a start-up designed a brand new payment system and thought that it would be able to give Visa and MasterCard the push. Instead, IDS Financial Insights suggests that start-ups focus on smaller areas where mobile payments would be useful, such as vending machines, public transportation and similar areas already mentioned in this chapter (Buskirk, 2010). Overall, it can be said about the future, that mobile payments may not be able to substitute the traditional physical wallet and may therefore just complement existing payment solutions (Mallat, 2006). But, it is also a possibility that a substitution will happen gradually and first after several years be complete (Mallat, 2007). No matter what will happen, exploring what properties the users find useful in a mobile wallet, is a step on the way towards a cashless society.
2.2 Advantages and disadvantages of a cashless society
Many things have been said about the cashless society. Some are for it, some are against it, and a lot of questions have been asked, but are not yet resolved. This section outlines and reflects on the questions that arose when writing this thesis. From a consumer point of view, mobile payments contain some practical advantages in the form of queue avoidance, time and place independence, remote access to payment services, availability (Mallat, 2006) and increased speed (Munck, 2010). But what happens to peoples perception of money when money turns from being physical to being virtual? It is already well-known that some people do not want credit and debit cards or in turn discard them, due to difficulties in handling money which they cannot see or feel. A solution to this problem is to make overdrafts impossible and the balance 20
appear clear on the mobile wallets home page. Munck (2010) points out the advantage of seeing the balance before making a transaction. Childrens perception of money is another issue, as they do not know how to deal with money properly until they reach a certain age. The questions arises of whether children would be able to handle electronic money? Or might physical money be easier for them to handle and comprehend as they can be seen and felt? Childrens learning of money may even be spoiled by electronic money; a possible research issue for child psychologists. Another issue is childrens age when they start receiving pocket money and the question on how old they are when they first get a mobile phone. Because, in a cashless society they would need a mobile phone or a payment card to store their money on. A cashless society would therefore force parents to their children with phones or payment cards, if they would want to give their children pocket money a thing which parents might be upset about. Another conclusion made on the basis of this is that in order to have your own economy, you have to be able to handle a mobile phone or a payment card and remember some kind of PIN/password. That might become a problem for elderly people too, who are not used to technology or who suffer memory loss. Another issue is the possibility of theft. If your money is stored in your mobile phone and it gets stolen, then everything is gone and you would not even have the possibility to call your bank or network operator to block the use of money from your phone. A more optimistic view on this issue is that most people discover that they have lost their mobile phone quicker than their wallet (Munck, 2010). In relation to this is the security issue. It is a fact that electronic systems designed by some people, can be disassembled by some other people with bad intentions and used for bad purposes (Anderson, 2008). This opens up the possibility of theft in the case of contactless payments. Wireless transactions of money are subject to eavesdropping, which means that an intruder could steal your PIN/password or your money when they are transferred. This thesis will not get into any further explanations of security, but it is an important issue to consider. Further questions that have arisen are: What if the mobile phone runs out of power? Or in the case where payments are done via the Internet or a mobile network: What if there is no network coverage where you are? Then a back-up possibility is needed. And 21
what about homeless people and beggars whom most other people do not want to near? Today you can drop them a coin when walking by them, but in the case of a cashless society with mobile payments, you would have to talk to them and have contact with their mobile phones through your mobile phone. Few people would to stop up to have a conversation with a homeless person and supposedly even fewer people would want to use their very personal mobile phone to transact money through a connection to a homeless persons phone. Charity organisations, on the other hand, have a possible advantage in the cashless society. They just need to create a system for contactless collection of donations, and then no longer people can use the poor excuse that they do not have cash. From a company perspective, the cashless society implies advantages in the form of savings. Cashiers and bank assistants would become superfluous and only a few assistants would be needed to assist at self-service counters. From a governmental and society point of view, this is however not desirable, as it means a reduction in the number of jobs. Another advantage to the companies is the possibility of a reduction in card production costs. When customers pay with their personal mobile phone or their personal payment card, info on the payer is transferred together with the money, thus omitting the need for loyalty, bonus and member cards. This is an advantage to consumers and the environment as well, as consumers do not need to carry several member cards, and the environment is spared excess CO2 from the production and distribution of the cards. In the case of a cashless society, the environment would also be spared excess CO2 due to the stop in production and distribution of money. The increased use of electronic payment terminals would increase the use of power and therefore CO2, as would the increased use of mobile phones. But it is not nearly as much CO2 as is let out today. By changing the way things are distributed from physical transport to digital transport, CO2 emissions can be reduced. An example of this is Dong Energy who substituted business travels with video conferencing and thus reduced their CO2 emissions (from Grn ITs homepage). It is however not only an advantage to the environment. Citizens would be less likely to become ill due to contamination from bank notes and coins, as cash carries diseases. 22
An issue that concerns banks and the government is that the cashless society may imply a reduce in their possibilities of control, with e.g. moonlighting. If contactless payments are transacted over the Internet, the government is able to monitor the circulation of money. Payments transacted from a private mobile phone via a wireless technology to another private mobile phone, is however, not traceable. Consequently, it has to be considered to what extent the government should control moonlighting. One final issue that should be considered before launching a cashless society is, what about tourists? How will they be able to make payments in country that is cashless, when they arrive with cash in their own currency? Thus, there is a need for a system where tourists can borrow or rent a device or a card that enables them to transact cashless money. But it is not an easy task to design such a system, since tourists come from different cultures and speak different languages, and they may be wary of the idea of cashless payments. Due to difficulties involved with cashless payment they may even consider visiting another country with easier, traditional payment methods. All things considered, there are many issues to be addressed before the realisation of a cashless society is possible.
2.3 The cashless society envisioned in this project
Since the cashless society is not yet a reality, it has been necessary to envision a cashless society for the purpose of this project. In this project, Denmark is the country in which a cashless society has become a reality, as the cashless society has a strong and unique basis in Denmark (CFIRs homepage). Cashless covers a broad scope of payment instruments, but this project focuses on contactless mobile payments as they are: [...] considered to be the next logical step in the development of mobile applications and payment services (EPC- GSMA, 2010). In this imaginary society, mobile phones can hold all existing payment cards and thus enable consumers to choose how they will pay (EPC-GSMA, 2010, p. 18 + 23
Dahlberg & Mallat, 2002, p. 655). To keep track of the payment instruments in the phones, a mobile wallet is installed on each phone. The technology used to transact money is Near Field Communication (NFC), as: [] it is where most likely the big players will end up (phoneArena.com, 2010). Therefore, there is no need for an Internet connection to transact a payment, and thus no places where the payment has to go electronically (e.g. the bank) to be approved before it can be transacted in a stores payment terminal. If value is stored on the phone, it can be used for payments. Hence, it is a payment solution where value is loaded to the mobile wallet from the consumers bank account, when the consumer wants to fill it up. This is the only action that requires contact with the bank, and it is established through the mobile phones Internet connection. For the purpose of security, PIN codes are the mechanism for identification and authentication, as they are: [...] seen to improve the ease of use (Dahlberg & Mallat, 2002, p. 655) for mobile micropayments. Macropayments and account transfers require higher security [...] (Mallat et al., 2004, p. 42), an issue for which a lot of solutions have been developed. This project will not get into technical details of security, but the threshold for when a payment no longer can be described as a micropayment will be determined by the test persons, as they will be asked when testing the prototype.
2.4 Summary
This completes the outlining of the problem that initiated the work to develop a mobile wallet. The main items of this chapter are: Mobile contactless payments are the next logical step in the development of payment services, which involves the need for a mobile wallet. No working mobile wallet is available yet. A successful mobile wallet can be developed by directing the development towards cooperation with users. 24
The problem to be rectified is the lack of knowledge of what properties the users find useful in a mobile wallet. As earlier mentioned Design Science is this projects research paradigm. The paradigm will be introduced and described in the next chapter.
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3 Design Science Research Method
The methodological frame for the development of the mobile wallet was, as mentioned in chapter 1, a research paradigm called Design Science. This chapter describes the background for the Design Science paradigm, and section 3.2 explains the model that has been used for working with Design Science in this project. When working with Design Science, the evaluation of to what extent the goal has been achieved, involves some uncertainty. This problem is dealt with in section 3.3.
3.1 Why Design Science?
The choice of method was driven by the research problem, which is the development of an artifact (the mobile wallet) with focus on the interaction between users and artifact. This human-computer contact leads to some information producing and processing systems, which are complex and grounded in multiple disciplines. Consequently, questions frequently arise that have a thin or no theoretical background, and exploring these, is where Design Science Research exploring by building proves useful (Vaishnavi & Kuechler, 2008). Opposed to other methodological approaches, such as positivism (focusing on a single given composite system as the typical unit of analysis) and interpretivism (having the goal of understanding complex lived experiences from the point of view of those living it), which both have the purpose of finding the truth that exists (Vaishnavi & Kuechler, 2008 + Klein & Hirschheim, 1987), Design Science explores and creates findings that lead to new knowledge through the production of the artifact. This distinction between the traditional natural science and the alternative Design Science has also been made clear by Simon (1996) and March & Smith (1995). Natural science covers among other things biological, physical, behavioural and social fields, 26
and has the goal of finding existing realities with the focus on why and how things are (March & Smith, 1995 + Simon, 1996 + Hevner et al., 2004). Hence, natural science mainly has a descriptive and explaining approach, and does not include the creating perspective. Instead, natural science research develops concepts and languages to explain the aforementioned realities, which afterwards are justified through empirical evidence, standards of truth and explanatory models (March & Smith, 1995 + Hevner et al., 2004). Design Science on the other hand, seeks to create things that support human needs (March & Smith, 1995) by exploring the usability and utility of a construction (Hevner et al., 2004). It is exactly this approach, where focus is on solutions more than on explanations that makes Design Science capable of finding ways, where natural science must give up. Vaishnavi & Kuechler (2008) exemplify this with the invention of the airplane. It flew decades before a complete understanding of how it did so, and without the artifact (the airplane), it seems unlikely that the understanding would ever have occurred. Design Science justifies itself by being needed within the area of Information and Communication Technology (ICT), as it is necessary to create solutions through tests and adjustments. The solution in this project was a design, i.e. an artifact construction. In Design Science an artifact is described as being one of these five outputs or a combination of them (March & Smith, 1995 + Rossi & Sein, 2003 + Purao, 2002): Constructs are the conceptual vocabulary (e.g. notations, entities and data flows) of a specific domain. A model is a set of propositions (e.g. diagrams and use cases) that communicate the relationships among the constructs. In accordance with the purpose of Design Science, a model in this perspective, is not a depiction of the truth (as it is in natural science), but focuses more on utility, and are therefore presented in terms of what it does and a theory described in terms of construct relationships. A method combines existing theories and thereby creates processes to the solution to a given problem. An instantiation puts together constructs, models and methods in the realisation of the artifact in an environment. It is not the final product, but does often precede it. 27
Finally, design research can contribute to better theories (or theory building) in two ways. First, the construction phase of a design research effort can be an experimental proof of method or an experimental exploration of method or both. Second, the artifact can depict relationships between its elements. In this project, all five kinds of output were present: Constructs: The notation of the wallet designed in this project as a mobile wallet (chapter 1), is a construct, and so are the properties whereof knowledge is lacking (section 1.1). The abbreviations in table 3.3, which are used in this projects figures and tables, are additional constructs. The notations of the four user groups as Young Teenagers, Young Adults, Mothers and Business Men (sub-sections 4.1.1 4.1.4) are constructs too. Together, they provided the language in which this projects problems and solutions are defined and communicated. Models: The characterisations of the four user groups (section 4.1) and the personas (section 4.4) are representations (i.e. models) of the real users. The usability goals (section 4.3) represent what the users want from the mobile wallet, and the sketches (section 4.5) represent the mobile wallet itself, thus making both of them models as well. Another model was the scenarios (section 4.6) representing how the mobile wallet might be used in a real world situation. Furthermore, Table 4.1, 4.2, 4.3, 4.4 and 4.5 are models as well, representing the relationships between the user groups, and the physical and mobile wallets. Pictures taken of the interviewees physical wallets are models as well. These models used the constructs to represent the real world, i.e. this projects problem and its solution space. Methods: The HCI and persona practices used during chapter 4, were all methods that helped analysing and optimising this projects problems. Hence, they provided guidance on how to search the projects solution space. Instantiations: The user tests of the four prototypes (chapter 5) implemented the constructs, models and methods in a working system. 28
Better theories: Table 6.1 and 6.2 are artifacts representing the relationship between the four user groups and the mobile wallets properties, i.e. what properties the users want the mobile wallet to hold.
3.2 The model
Takeda et al. (1990) have illustrated a model for how the work with Design Science can commence, and the work with this project was based on this model. The choice is motivated in the fact that Takeda et al., (1990) early on structured and formalized the process of using Design Science. The model is also found in recent literature, such as Vaishnavi & Kuechler (2008). The model describes a process starting with an Awareness of a Problem. Then Suggestions for a problem solution are drawn from existing knowledge, followed by an attempt to implement an artifact based on the suggested solution (called the Development phase). Afterwards an Evaluation of the implementations is made, and finally, a Conclusion indicates that the design project is finished by deciding that the results are good enough, and by summarizing what the contributions of the artifact are. The phases Development, Evaluation, and further Suggestions are iteratively performed until the results are good enough. The Design Science Model is illustrated in Figure 3.1 and includes notations of which chapters describe each of the phases. Below the figure is a description of each of the phases, and how the work in each of the phases was carried out.
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3.2.1 Awareness of Problem
Awareness of Problem is the first phase of a Design Science Research project, and is where the problem is made more specific. The awareness of an interesting problem typically comes from wonder or a problem in current practice that the researcher wants to solve. The output of this phase is a description of the problem and a proposal for researching this problem. In this project the awareness of problem phase began prior to preparation of the thesis proposal and continued through the early work with the project. An interest in the concept of the emerging cashless society led to reading articles and research papers on the subject, and it soon became clear that no working mobile wallet was available yet. A lot of companies and organizations had tried to develop payment solutions with mobile phones, but without the expected success. A lot of research had been done on the Process steps Awareness of Problem Evaluation Suggestion Development Conclusion C i r c u m s c r i p t i o n
O p e r a t i o n
o f
k n o w l e d g e
a n d
g o a l
Figure 3.1: The Design Science Model and its associated chapters (Chapter 2) (Chapter 4) (Chapter 5) (Chapter 6) (Chapter 7) 30
technology of a mobile wallet, but no research could be found on mobile wallet interface design. Hence, the proposal from this phase was to design a mobile wallet interface that works. Chapter 2 represents this awareness of problem phase, and frames the problem by presenting a literature review on the cashless society concept and electronic wallets. This chapter was made to summarize findings from past and present research within these areas, and in that way created the basis for the development of a mobile wallet without making the same mistakes as previous attempts had did. As Winograd says: You have to have seen a lot of things in practice and understood what is good and bad about them, to then use these to inform your design (Preece, 2007). Furthermore, a look into the future from the experts point of view revealed what can be expected, and thus, what the development of a mobile wallet should consider. Moreover, a section on the advantages and disadvantages of a cashless society was written, to outline the questions that popped up when writing this project. As a cashless society is not yet a reality, it proved necessary to describe the cashless society envisioned in this project. During the design phase of the project, questions on what standards and technologies will be used arose, and hence clarified the need for putting up a setting for further work. Decisions on what standards and technologies were chosen, are based on experts opinions, as well as companies and organisations attitudes towards specific technologies.
3.2.2 Suggestion
The Suggestion phase is where the work with the proposal from the previous phase is initiated, and a suggestion for a solution is manifested and presented in the form of an artifact. The output of this phase is a tentative design. This project presents a suggestion for a mobile wallet, developed by means of Human Computer Interaction (HCI) methods, which means that the users were involved in the design process as Dahlberg et al. (2008) say they should be. The methods used were mainly based on Activity Theory as such methods are widely used for exactly the purpose of bringing users into the design process. Activity Theory has its roots in the cultural-historical psychology, and the basic idea is that we are what we do, which is 31
why activity is the fundamental unit of study. Activity consists of a subject who has a goal, which the subject seeks to achieve through some actions. In Activity Theory, activities are mediated through artifacts (Nardi, 1996). In this project, the mobile wallet is an artifact. In order to make the factors in an activity clear, and thus point out possible problems, it is necessary to observe the artifact in use, which means that user involvement is a big part of this projects suggestion. The practical work with the suggestion took its starting point in the users. They were divided into four user groups based on the assumption that particularly those groups differ from each other, regarding their needs and expectations to the wallet. The groups were: the 10-15 year-olds, the 20-25 year-olds, Mothers in their mid 30s, and Business people. Munck (2010) states, that the understanding of end-users behaviours and needs is a success criterion for contactless and mobile payments. Hence, to explain the theoretical differences between the groups, two theories were applied: Armstrong & Kotlers (2005) illustration of the factors influencing consumer behaviour, and Maslows Hierarchy of Needs. Armstrong & Kotlers theory was chosen as it provides a detailed listing of factors characterising a person, and Maslows theory was chosen as it illustrates what motivates a person. Two of the most popular theories of human motivation are developed by Sigmund Freud and Abraham Maslow. Freud assumed that people are unconscious about why they behave as they do, as they have many urges that have been repressed since they were children. These urges unveil themselves when people cannot control their brain perfectly, e.g. in dreams. Maslow, on the other hand, wanted to explain why particular needs motivate people under particular circumstances. His answer was that needs are ordered in a hierarchy, with the most important needs in the bottom and the least important needs at the top (Armstrong & Kotler, 2005). For the purpose of this project Maslows theory was chosen over Freuds theory, as Maslows theory creates a system that makes comparisons between the four groups possible. The empirical data used for characterising the four groups, was mainly found on Denmark Statistics homepage and in studies of Danish consumers. Another reason for choosing exactly these four user groups is the fact that they loosely cover the phases of Wells and Gubars (1966) widely used consumer life cycle 32
(CLC). Research by Mallat (2006) has demonstrated the theorys feasibility in consumer inquiry. After having characterised the four groups, interviews with the users were conducted. The purpose of the interviews was to get to know the users more personally and to explore their attitude towards the cashless society concept and mobile wallets. As the cashless society and mobile wallets are relatively new research areas with little previous empirical work on the subjects, a qualitative approach using semi-structured interviews was chosen for this purpose. Semi-structured interviews use both closed and open questions, with the interviewer having a basic script for guidance, so that the same topics are covered in each interview (Preece et al., 2007, pp. 299-300). Semi-structured interviews were suitable for this purpose as they allowed for the focused, conversational communication needed to gather both precise data and rich data. Focus group interviews, which are another qualitative approach, were not seen as providing the knowledge needed for this project, as their purpose is highlighting areas of consensus and conflict (Preece et al., 2007, p. 343). The questions asked and their purposes will be presented in section 4.2. The interviewees were mainly found at Facebook among peripheral acquaintances and friends of friends, in order to keep prior knowledge of the interviewees on a minimum and avoid biases. A further selection criterion for interviewees was the use of technology in their everyday lives, as this was estimated to be necessary in order for the interviewees to be able to understand the mobile wallet concept. The number of interviewees from each group varied between five and eight, and the total number was 26. Due to the small number of interviewees, the findings of the interviews cannot be generalised to population. The interviews lasted between 15 and 60 minutes and were conducted in the Western Zealand area in the Autumn of 2010. To avoid that the artificial environment intimidated the interviewees, the interviews were held at a place chosen by them, mainly their residence or their work place. Audio recordings of the interviews can be retrieved by sending an email to miao_86@yahoo.dk. If the primary objective of developing a product for a group of users is made clear, it is easier to understand these users. This can be done by classifying the objectives in terms of usability goals and user experience goals. Usability goals are concerned with 33
meeting specific criteria of usability, whereas user experience goals are concerned with developing user experiences (Preece et al., 2007). However, as this project only focused on what properties the users needed in the wallet and not on the experience they had using it, the usability was the focal point while user experience goals were not written. Yet, it is important to note, that the two kinds of goals are not clearly separable, since one of the goals is fundamental to the other. But, since this project is an exploratory study that forms the basis for future research, it is acceptable that not all perspectives of the wallet are covered. The usability goals written for the mobile wallet are found in section 4.3, and are based on the experts recommendations from section 2.1.3 and the results from the interviews in sub-section 4.2.1. After having conducted the interviews and written the usability goals, four personas were created representing the four user groups. A persona is a thorough description of a typical user of the system that is developed. Hence, the designers can focus on designing the system to this user, rather than to a whole group of users. A persona is not a description of a specific person who exists in reality, but a mixture of an amount of user data (Preece et al., 2007). Generally, these descriptions are called fictitious user descriptions, and many theorists have worked with different designations for the process of working with the fictitious users. However, since Cooper (1999) wrote The Inmates are Running the Asylum, the designation persona has been most widespread (Nielsen, 2004). The book introduces Coopers overarching approach, Goal- Directed Design, but it does not provide an answer on how to create and use personas. Inspired by Cooper (1999), Pruitt & Adlin (2006) developed their own approach, to the creation of personas to fill in this gap. Their approach is called The Persona Lifecycle and consists of five phases that covers the planning of a persona effort, the creation, launch and use of personas, and ROI and reuse of personas. The creation of the personas in this project followed the proposed structure in the second phase of The Persona Lifecycle, which focuses on persona conception and gestation. The Persona Lifecycle has been widely cited, among others by Nielsen (2007) several times on her blog on personas. Nielsen is both a theorist and a practitioner in the area of User Centered Design (UCD), and best known for her Ph.D. thesis Engaging Personas and Narrative Scenarios (Nielsen, 2004) and for having developed the 10 steps to Personas (Nielsen, 34
2007). Her approach to personas is, however, based on a Situated Action and is therefore not compatible with the Activity Theory approach. Collection of the data for the personas (which is actually a part of the first phase in the Persona Lifecycle) was done through the above-mentioned interviews and characterisations of the users. Thus, the basis for the personas was made up of both qualitative and quantitative data, which Pruitt & Adlin (2006) believe is the best basis for creation of personas. The low number of interviewees did not affect the usability of the results for the purpose of creating personas, as it is more important to collect targeted information than collecting a lot of information (Nielsen, 2007). Where information was needed, but not found, assumptions were made. Such educated guesses are accepted in the creation of a persona, as the creator always has assumptions about the target user of the product (Pruitt & Adlin, 2006). After having gained knowledge of the cashless society and the future users of a mobile wallet, the design of the mobile wallet was conceptualised. This was done through a sketching process that started off when the interviewees from the previously mentioned interviews were asked to draw a sketch of a mobile wallet. As Linus Pauling once said: The best way to get a good idea, is to get lots of ideas. Thus, the interviewees ideas ended as sketches for four different wallets; one for each of the user groups. The sketches from each group were then mixed into one sketch, in what Pugh (1990, p. 75) calls controlled convergence. Pughs approach is widely used, among others by Buxton (2007, pp. 146-150). Besides controlled convergence, which is about discarding ideas or part of ideas, Pugh used another notion, called concept generation. Concept generation is about expanding the scope by adding new ideas. In this project, the new ideas came from the writing of scenarios that followed the sketching process. To quote what Nielsen says about scenarios, since her words are hard to improve upon: The scenario is a narrative written in a natural language. It focuses on a user using the system. The goal of the scenario is to explore design solutions. (Nielsen, 2004, p. 12). According to Nielsen (2004), personas and scenarios are inextricably linked, as personas are useless without scenarios. Nielsens approach to scenarios is to a great extent inspired by Bdker (1999), who proposes three ways of using scenarios in user-centred design. For the purpose of discussing overall conceptual problems of 35
design early in the design process, plus and minus scenarios should be used (Bdker, 1999, p. 7), and were suitable for this projetcs scenarios. However, due to the scale of this project only minus scenarios were chosen, as these in a short but yet fruitful way, clarify where changes are needed. And thus, the sketches are evaluated by the personas through their interaction in the scenarios, which illuminate possible problems. The output of the suggestion phase in this project is therefore at a practical level the findings from the scenarios where the mobile wallet was evaluated, and at a general level a conceptual model representing the mobile wallet.
3.2.3 Development
In the Development phase, an attempt at implementing an artifact according to the suggested solution is performed. This phase of the Design Science Model is where most of the design takes place. The techniques for implementation vary, depending on the artifact to be constructed. The implementation itself can be very ordinary and does not need to involve innovation beyond the state-of-practice for the given artifact; the innovation is in the design, not the construction of the artifact. The output of this phase is findings about the artifacts application and functionality. Based on the results from the scenarios, four mock-ups were created. A mock-up is often used as a topic for conversation in e.g. an interview, but the mock-ups in this project were used as prototypes. A prototype is a more or less functional model that enables stakeholders to interact with the imagined product. In that way, the prototype can be tested by the intended users in realistic environments, which leads to the designers becoming aware of things, they had not thought of themselves. A prototype is a great help in the design process because of the fact that the designers are brought to completely new considerations, when they are going to take something from inside their minds and make it into something physical. A prototype can be anything from a paper based version of a product, to a programmed version of the product. In this project, the four mock-ups were printed on paper and represented four low-fidelity prototypes, which means that they are far from 36
the final product. The advantages of a low-fidelity prototype are the low costs and the fact, that a specific design has not been chosen and programmed, which costs time and money to adjust. If something causes problems, a low-fidelity prototype can without difficulty be adjusted and then tested with another test person. Moreover, test persons are easily impressed by high-fidelity programmed versions of products and do therefore not have much criticism (Preece et al., 2007 + Jones & Marsden, 2006). A disadvantage by using low-fidelity prototypes is the limitation of the test persons possibility to navigate the product. However, this only had little effect on the tests of this projects four prototypes, as their main purpose was to test the properties of the mobile wallet and not how the wallet is navigated. The mock-ups were evaluated through usability tests conducted as interviews. This approach was chosen as it opened up for explaining things to the test persons, which was seen as necessary as the mobile wallet is a product completely new to them. When doing this form of testing, it is important that the interviewer lets the test person do the talking and does not put the words into the test persons mouth (Preece et al., 2007). Still, it was allowed to ask clarifying questions. The purpose of those tests was to get feedback from the test persons that could indicate to what extent the usability goals from section 4.3 had been reached. It was, however, not expected that the goals would fully be reached through this project, as the time scope only allowed for two iterations of tests. A test will always reveal things that could be improved, and so it is possible to test through 20 iterations without having reached the goals. Between the two iterations of tests, the results from the first iteration of tests were evaluated, which led to awareness of new problems in the design of the mobile wallet, and suggestions for how to solve these problems. Section 5.3 describes this jump backwards to the beginning, while the circumscription arrow in Figure 3.1 illustrates it. The test persons were found in the same way as the previously mentioned interviewees. Each mock-up was evaluated by four test persons, so the total number of test persons was 16. The evaluations lasted between 10 and 35 minutes and were conducted in the Western Zealand area in January 2011. As with the interviews, the evaluations were held at a place chosen by the test persons. Video recordings of the evaluations can be retrieved by sending an email to miao_86@yahoo.dk.
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The output of the development phase in this project is therefore the findings from the evaluation of the four mock-ups.
Information about how the data was collected during the interviews and user tests, are presented in Table 3.1 and Table 3.2.
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Collection method User group Number of interviewees Date Location Output Interview The Young Teenagers 5 15 th December 2010 At my place 5 voice recordings + 4 pictures of wallets + 5 sketches 3 20 th September 2010 At their school 3 note papers The Young Adults 1 25 th September 2010 At my place Voice recording + picture of wallet + sketch 1 3 rd October 2010 At my place Voice recording + sketch 2 3 rd October 2010 At their place 2 voice recordings + 2 pictures of wallets + 2 sketches 2 7 th October At their place 2 voice recordings + 2 pictures of wallets + 2 sketches 1 2 nd December 2010 At his place Voice recording + picture of wallet + sketch 1 9 th December 2010 At a library Voice recording + picture of wallet + sketch The Mothers 1 26 th September 2010 At her place Voice recording + picture of wallet + sketch 1 27 th September 2010 At my place Voice recording + picture of wallet + sketch 1 30 th September 2010 At her workplace Voice recording + sketch 1 30 th September 2010 At her place Voice recording + picture of wallet + sketch 1 6 th October 2010 At her workplace Voice recording + sketch The Business Men 1 18 th September 2010 At his place Note paper + sketch + picture of wallet 1 1 st October 2010 At his place Note paper 1 25 th November 2010 At his workplace Voice recording + picture of wallet + sketch 1 29 th November 2010 At his place Voice recording + picture of wallet + sketch 1 2 nd December 2010 At his workplace Voice recording + picture of wallet + sketch
Table 3.1: Data collection through interviews 39
Collection method User group Number of interviewees Date Location Output User test The Young Teenagers 2 17 th January 2011 At my place 2 video recordings 2 20 th January 2011 At my place 2 video recordings The Young Adults 1 12 th January 2011 At her school Video recording 1 12 th January At his place Video recording 1 17 th January 2011 At my place Video recording 1 18 th January 2011 At his place Video recording The Mothers 1 15 th January 2011 At her place Video recording 1 12 th January 2011 At her school Video recording 1 18 th January 2011 At her workplace Video recording 1 19 th January 2011 At my place Video recording The Business Men 1 17 th January 2011 At his place Video recording 1 18 th January 2011 At his place Video recording 1 19 th January 2011 At his workplace Video recording 1 24 th January 2011 At his workplace Video recording
For the sake of convenience, the user groups and their personas were designated as abbreviations that were used in figures and tables throughout the project. The abbreviations were these:
User group (persona) Abbreviation The Young Teenager YT The Young Adult YA The Mother M The Business Man B
Table 3.3: Abbreviations used in this project Table 3.2: Data collection through user tests 40
3.2.4 Evaluation
The Evaluation phase consists of an analysis of the gathered findings and an assessment of to what extent the artifact fills in the imperfections made explicit in the proposal from the Awareness of Problem phase. As Hevner et al. (2004, p. 17) explain it: A design artifact is complete and effective when it satisfies the requirements and constraints of the problem it was meant to solve. Based on the output from the Development phase it is decided if the artifact is: useless (the project is stopped), usable but incomplete (iteration is made), or finished (a conclusion is made). There is no formal approach to determining if the artifact is usable, due to the nature of Design Science. Instead, it is based on a subjective assessment of the entire process, and the problems and results the work with the artifact has led to. The output of this phase is a choice of one of the three options mentioned just a few lines above. How the evaluation of this projects artifact was made will be described in section 3.3, as it required some considerations.
3.2.5 Conclusion
A conclusion indicates the termination of a design project (Kuechler et al., 2005), and thus, the Conclusion phase contains a description and a summary of what the artifact has contributed with. In this project, this phase was divided into two chapters: chapter 7 Conclusion and chapter 9 Contributions. Chapter 7 focuses on how the work with this design project proceeded and concludes on the problem statement, while chapter 9 focuses on the contributions of this thesis.
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3.3 Design Science evaluation methods
As use of the Design Science Research Model leads to production of something that is innovative within a specific context, there are no formal methods for evaluation. Simon (1996) stresses that perfect solutions cannot be defined, whereas satisfying solutions can. Where the Evaluation phase focuses on what went good or badly, and decides whether or not iteration is needed, this section provides the basis for making these decisions. The decisions were made on the basis of a scientific evaluation of the artifact. A falsification approach was used as it in a systematic way could identify problems with the artifact. The concept of falsification was made popular by Karl Popper, but as he used it in a very strict way, Vaishnavi & Kuechlers (2008) more soft approach was adopted for this project. Their approach is based on Newells (1990) suggestion that Theories are not like clay pigeons, to be blasted to bits with the Popperian shotgun of falsification. Rather they should be treated like doctoral students. One corrects them when they err, and is hopeful they can emend their flawed behaviour and go on to be ever more useful and productive. This approach makes it possible to find minor errors and correct these instead of throwing away the artifact. Consequently, this demands for a high standard for justifications and self-criticism, so that errors are not ignored to keep the artifact alive. The literature offers different ways of evaluating artifacts. Hevner et al. (2004) have summarized these and divided them into five general principles for evaluation, which all open up to continuous evaluation. These five ways of evaluating are: observational, analytical, experimental, testing and descriptive. It is important to choose an evaluation method that matches the designed artifact (Hevner et al., 2004). The chosen way(s) of evaluating, enables continuous evaluation, and so it is not only in the Evaluation phase, but also throughout the development of the artifact, that an assessment of its usability is made. In this project, an experimental approach was used for the user tests of the prototype, whilst the final evaluation of the findings from these user tests, was 42
descriptive. The experimental approach was chosen as it allowed for adding properties to one user groups mobile wallet, from another user groups mobile wallet, followed by a test to clarify to what extent the different user groups found each others properties useful. The descriptive approach was chosen as it suits particularly innovative artifacts (Hevner et al., 2004), which this projects artifact, (the mobile wallet) is. Hence, the findings from testing the artifact were evaluated in a description of to what extent the usability goals had been reached. In addition to this, Table 6.1 and Table 6.2 summarises the findings from the each of the projects phases. A discussion of the use of Design Science as a research method for this project, and its impact on the overall process, can be found in chapter 8.
3.4 Summary
The main items of this chapter are: Design Science is an alternative paradigm to the traditional natural science, and its purpose is to create knowledge through production of artifacts. The structure of this thesis is built around the model in Figure 3.1. The evaluations made in this project are based on what Hevner et al. (2004) call experimental and descriptive evaluation methods. This was the introduction and description of Design Science. Chapter 2 started the process by creating an awareness of the problem. The following four chapters are structured as the rest of the Design Science Model from Figure 3.1.The next chapter does therefore represent the Suggestion, where the users are brought into the project and a tentative design is developed.
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4 Design process
Based on the points from the summary of chapter 2, this chapter describes how the design process of the mobile wallet was initiated. Throughout this project, the users were divided into four different user groups, to explore what properties each group wanted the mobile wallet to have. The first thing this chapter presents is therefore a characterisation of the four user groups (section 4.1 and its sub-sections). Afterwards follows a description of interviews made with people from the four groups (section 4.2). The interviews were made to get to know the users, their relationships to their mobile phones and wallets, and having them to help drawing the first sketches of the mobile wallet interface. The results from the interviews are presented in sub-section 4.2.1. The results from the interviews contributed among other things to defining the usability goals of the mobile wallet, which is presented in section 4.3. Usability goals are concerned with meeting specific criteria of usability, thus making the product developed more attractive to the user. Some of the results from the interviews were additionally used for creating four personas representing the four user groups. A persona is a description of a typical user of the system that is developed, and it helps the designers throughout the design process. Section 4.4 presents the personas and how they were created. Section 4.5 presents four sketches of the mobile wallet interface based on the sketches drawn by the interviewees. Sketches are used in the beginning of a design process to conceptualise the design idea, and can be evaluated to illuminate where changes are needed. In this project, scenarios with the four personas were used for evaluating the sketches. Scenarios are written narratives, and in this project, they focused on the interaction between the persona and the mobile wallet (i.e. the sketch). The scenarios and the possible problems they clarified are presented in section 4.6. The methods used will be explained more thoroughly in their representative sections. 44
4.1. User groups
Different users have different wants and needs that change with age, which is why many companies offer different products for different age and life-cycle groups (Armstrong & Kotler, 2005, p. 187). With this in mind, this project divided the users into four user groups, which are: The 10-15 year-olds The 20-25 year-olds Mothers in their mid 30s Business people To explain the differences in the groups, an illustration of the factors influencing consumer behaviour has been applied together with Maslows Hierarchy of Needs. The theories are illustrated below.
This illustration shows that a consumers behaviour is influenced by some factors coming from the outside (cultural and social factors) and some factors coming from the consumer himself (personal and psychological factors). The cultural factor is illustrated Social
Reference groups
Family
Roles and status Cultural
Culture
Subculture
Social class Personal
Age and life- cycle stage
Occupation
Economic situation
Lifestyle
Personality and self- concept Psychological Motivation Perception Learning Beliefs and attitudes
C o n s u m e r
Figure 4.1: Illustration of factors influencing consumer behaviour (derived from Armstrong & Kotler, 2005) 45
as the biggest factor, as a single culture, subculture or social class affects a lot of people. The social factor is a bit smaller, as reference groups and families consist of a smaller number of people, who are affected by their roles and statuses. Personal factors are the personal characteristics that can be seen by people around the consumer, whereas psychological factors are deep inside the consumer and thus hidden to others. The next figure is an illustration of Maslows Hierarchy of Needs. If a need is big enough, it motivates a person to seek satisfaction. With his Hierarchy of Needs, Maslow explains why particular needs motivate people under particular circumstances. He says that needs are ordered in a hierarchy, with the most important needs in the bottom and the least important needs at the top. The most important need has to be satisfied before a person will try to satisfy the second-most important need. The most important needs are the physiological needs, such as hunger and thirst. The second-most important needs are the needs for safety such as security and protection. After them comes the social needs i.e. the sense of belonging and love, and when they are satisfied the esteem needs shows themselves in the form of recognition and status. At top is the need for self-actualization which can be self-development or realization of a dream(Armstrong & Kotler, 2005, pp. 155-158).
Self- actualization needs
Esteem needs
Social needs
Safety needs
Physiological needs
Figure 4.2: Maslows Hierarchy of Needs 46
The following four subsections theoretically explain the differences between the four groups, with basis in these two theories. The subsections will not go over the two theories from end to end, but merely pick out and use only the factors and needs important in the characterisation of the four user groups. Before going on, first a reminder that this project focuses on Danish users, and therefore the characterizations of the user groups are based on Danish conditions. This is mentioned as the factors influencing consumers behaviour and their needs vary from country to country.
4.1.1 The 10-15 year-olds
People from this group are to a great extent characterised by their age and life- cycle stage. They are 10 to 15 years old and on a stage in their lives where they are dependent on their parents, but want to make their own decisions. They are trying to be self-conscious and to define their roles and statuses among their reference groups. One way of doing this is by wearing the kind of clothing and having the kind of electronic devices that reflects who they want to be. However, this life-stage is not only about defining oneself, it is also about having friends and being popular, and in that age it usually comes with wearing clothes accepted by the majority. Moreover, people who are 10 to 15 years old today are particularly affected by the technological culture that exists. They have grown up with personal computers, mobile phones and the Internet and therefore they are used to it and take advantages of the possibilities these technologies offers. One example of this is that most people in this group have a Facebook profile. Another factor characterizing this group is their economic situation as they are financial dependent on their parents who receive child benefits until the child turns 18. However, from the day they turn 13 they are allowed to have a spare time job with limited working hours, and earn their own money. From their 12 th birthday, children are allowed to have their own debit card that can be used at ATMs, and with their parents approval some Danish banks issues Visa Electron cards for children at the age of 12-15. 47
Founded in this characterization, the 10 to 15 year-olds needs from a mobile wallet have been clarified by means of Maslows Hierarchy of Needs. This groups physiological needs are satisfied as their parents buy food for them and give them money for the canteen. So, it is a rare thing for them to buy food but it might happen that they buy fast food or convenience food when they are out with some friends. Their fundamental safety needs are taken care of by their parents as well, but when it comes to a mobile wallet, it is the providers task to design a wallet which is secure, e.g. by adding a technology that protects against overdrafts. As children have a tendency to forget their things, including their mobile phones, some kind of access control to the mobile wallet is needed to prevent unauthorised use. For that purpose the PIN code and other security solutions have already been chosen (cf. section 2.3). Their social needs are satisfied by their parents who give them unconditional love, and by their friends, which they spend a lot of time with, both in real life and through text messages and over the Internet via MSN, Facebook and other social media. When looking at 10-15 year-olds Facebook profiles, it is obvious that they care about how many friends they have, as friends give them a sense of belonging. But having friends also supports their self-esteem and thus satisfies their need for esteem, as a big part of being 10 to 15 years old is uncertainty about being good enough. The satisfaction of the esteem needs is also affected by the fact that it is at this age-stage that children begin to fall in love. Their love is mostly not deep or long-lasting, but it means a lot to them to have a girlfriend or a boyfriend, as it makes them feel recognized. As earlier mentioned, friends and popularity comes with wearing the right clothes and having specific technical devices, and therefore a mobile wallet will help them when buying clothes, makeup, mobile phones, iPods and so on (Smith & Lyngholm, 2008 + Statistics Denmarks homepage). The 1-15 year-olds will from now on be referred to as the Young Teenagers.
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4.1.2 The 20-25 year-olds
People from this group is mainly characterised by their life-cycle stage, as this is where they make major decisions concerning their future life. Some decide to take an education; some have just finished their education and are looking for a job; and some already have a job and a house and are pregnant. Many actions in their everyday lives include technology, but that does not bother them as they grew up when the Internet and other modern technologies were introduced. Another thing that characterises them all is the fact that they no longer live with their parents and are independent of them. People from this group have just started their own lives and the fact that many of them is taking an education, means that their income is relatively low (the average annual income for 20-24 year old persons in Denmark is 153,475 DKK (~20,600 EUR) (Statistics Denmarks homepage)). Unlike the 10-15 year-olds, these people have a relaxed attitude towards having friends. It is not that important to them to get recognition from others, as they already have defined themselves, are self-conscious, and have made friends with people they work well with. As with the previous group, the characterisation of the 20 to 25 year-olds formed a basis for clarifying their needs from a mobile wallet by means of Maslows theory. This group satisfies their physiological needs mainly when buying groceries at the supermarket, but also when going out for lunch with friends, which is a quite common thing for people at this age. As they have just moved from home, they have to satisfy their fundamental safety needs themselves, e.g. by signing a home insurance policy, but many of them forget to get such things done or chose to do without and save the money. What they need from a mobile wallet is therefore a protection against unauthorised use, so that in case of the mobile phone getting stolen, the loss is minimised. The choice of security technology has been made in section 2.3. This groups social needs are mainly satisfied when hanging out with friends, and going out for lunch, a beer or a dance with friends. This is also the age where many people start having serious relationships, which satisfies their need for love. Things that satisfy this groups esteem needs have changed from the previous group. Thus the focus is no longer on having friends and being popular, but on having success on the job or 49
during the education which leads to recognition from family, co-workers, fellow students and friends. It is common among people this age to satisfy their need for self-actualisation by travelling to places far away and staying there for some months or half a year. Some do it in connection with their work, and others do it for the experience and visit several countries during a trip. Common to them is the need for being able to pay in foreign currencies, and therefore it is needed from the wallet to allow transactions in foreign currencies (Smith & Lyngholm, 2008 + Statistics Denmarks homepage). The 20-25 year-olds will from now on be referred to as the Young Adults.
4.1.3 Mothers in their mid 30s
These people are characterised by their family and their role in it. The average Mother at this age lives with her two children (aged 7 and 5) and the childrens father, but they are not married. She has had permanent employment for some years and her annual income is 304,064 DKK (~40,817 EUR) (which is the average income for 30-39 year old women in Denmark, Denmark Statistics homepage). A Mothers friends are mainly other mothers. Many mothers friendships started during their pregnancies or right after having given birth, as they met in Mother groups. The mothers aspirational group, to which they wish to belong, is the group of perfect mothers with perfect families and careers. A Mothers lifestyle is to a high extent affected by the fact that she has children, as they demand a lot of her time and energy. These mothers relationship with technology is another characterising factor. Born in the mid or the end of the 70s, means that they did not use computers or mobile phones during their years in school. Most of the mothers have however gotten used to technology through their educations and jobs, but still they do not use technology to the same extent as the 10-15 year-olds and the 20-25 year-olds does, and they are not first- mover consumers in this area. 50
Clarifying the mothers needs from a mobile wallet by means of Maslows Hierarchy of Needs, leads to this: This groups physiological needs are satisfied when the Mother herself or her cohabiter buys groceries. The cooking and packing of lunch backs is, however, mainly done by the Mother. Together with her cohabiter, the Mother has signed a home insurance policy, car insurance, and other insurances to secure their family and stability in their lives. Additionally, mothers this age have started thinking about their old age, and have therefore started to pay into a retirement savings account. And in that way, this groups need for safety is covered. With regard to a mobile wallet, the mothers would need to be assured that it is a secure way of paying, as they tend to have a tiny disbelief in technology. These mothers social needs are largely satisfied by the family which demands her time, but in return gives her love. Moreover, the Mother groups gives the mothers a sense of belonging. A Mothers role in the family leads to her esteem need, which is the wish to be recognised as a successful Mother, both by her family and people outside the family. Based on the mothers relationship with technology, it might support their self- esteem if the mobile wallet is easy to use and they therefore avoid problems when paying. Another way to remedy this is by offering an instruction manual. As mothers at this age do not have much time for themselves, their need for self- actualisation is often not satisfied, or it is put on a list of things to do when her Mother role allows for it (Smith & Lyngholm, 2008 + Statistics Denmarks homepage). This group will from now on be referred to as the Mothers.
4.1.4 Business people
The term business people is broadly used and covers many job titles and age groups. For the purpose of this project, the exact job title was not important, but the focus was on 45-55 year-old business people, as these were assumed to differ more from the other user groups, than e.g. a younger business person would have done. 51
This group is largely characterised by their occupation and their economic situation, which in this groups case often are closely linked. People from this group have a have a Higher Education and have worked in the same line of business for many years. They have great experience in this line, and many of them have experienced being promoted, or have started their own businesses. Their jobs involves long days at the office and business trips e.g. to the companys branches abroad or to foreign trading partners. They are well paid for the effort they put into their work (the average annual income for families with at least one of the members being self-employed, top executive or employee at the highest level, was in 2008 857,284 DKK, which means that a Business person from this group has an annual income of at least 428,642 DKK (~115,042 EUR), Denmark Statistics homepage). The fact that these peoples jobs demand a lot of their time, affects their family life. They are married and have children, but they do not have much time with their family. People from this group did not grow up with technology, but their jobs have required from them to use technology when the company started using it. Therefore they are familiar with technology, which has become a part of their everyday lives. This characterisation of the business people has led to the following clarification of what they need from a mobile wallet: Their physiological needs are satisfied when eating with their families, working colleagues or taking customers to lunch. These peoples need for safety is satisfied by the fact that they have stability in their lives (and have had so for many years), and that their economic situation secures their old age. A Business persons wallet might contain a lot of work related payment cards and other plastic cards, which leads to the fact that a mobile wallet maybe should be able to accommodate these cards. People from this group have their social needs satisfied first and foremost when being with their family. Their working colleagues and the customers satisfies their social needs as well, but not to the same extent. Their esteem needs are satisfied by their success and their status at the company, which leads to recognition from their surroundings. Finally, their need for self-actualisation might be satisfied through self- development in the form of taking courses or postgraduate courses, or some kind of sports (Smith & Lyngholm, 2008 + Statistics Denmarks homepage). 52
This group will from now on be referred to as the Business Men.
4.2 Interviews
The four user groups characterised in the previous section was interviewed as described in section 3.2.2. The object of the interviews was first and foremost to get to know the users more personally and to explore their attitude towards the cashless society concept and mobile wallets, so empathy could be created with the users. Empathy is an important part of effective persona creation and scenario writing (Wright & McCarthy, 2008, 642). An additional object of the interviews was to get ideas for the design of a mobile wallet. The questions asked were ordered as proposed by Pruitt & Adlin (2006, p. 134), with the introduction to the interview first, followed by a focus on the interviewees background. Then came questions related to the key topic area of this project, and finally they were thanked for having participated. The questions with focus on the interviewees background concerned their age, status, occupation, spare time, their shopping and eating out habits, whether they had other technical devices such as laptops and MP3 players, and if they had profiles on any social networks. The answers from these questions were used for the persona creation in section 4.4, and they are therefore not included in the results from the interviews in sub- section 4.2.1. The questions related to the key topic area of this project, were split into three parts. The first part had focus on the interviewees mobile phone; what kind of phone it was and if the model/brand meant something to the interviewee; how much it was used, for what purposes; where it was kept in different situations; and if it had been thrown away or stolen, and what that meant. The second part had focus on the interviewees wallet; what it contained; how often and when debit/credit cards/cash were used; the importance of the wallets design; where it was kept in different situations; and if it had been thrown away or stolen, and what that meant. The third part focused on the 53
interviewees relationship with the rapid development in technology; what they thought about it; what they thought about mobile phones turning into a multi-functional device; if they would want to have their wallet in their mobile phone, and if so; what they would demand from the wallet. Finally they were asked to draw what they imagined a mobile wallet would look like. The purpose of this part of the interview was to gain insight into the interviewees use of their mobile phones and wallets, in order to get to know what criteria the mobile wallet should meet to get accepted by the users. The sketches gave an idea of how much of a physical wallets content should be put into the mobile wallet, and what the interviewees wanted the mobile wallet to do. Pruitt & Adlin (2006, p. 133) suggest that interviews with the purpose of getting to know the user, also includes photos, video recording, or drawings for additional information and artifacts. The interviewees in these interviews were therefore asked for permission to take their picture and to take photos of the wallet. The photos of the interviewees were used for illustrating the personas (more details on this in section 4.4), and the photos of the wallets were used as an artifact representing the physical wallet, which during the design process should be turned into an artifact representing the virtual mobile wallet. The photos of the wallets can be found in Appendix A. The next section outlines the results from the interviews.
4.2.1 Results from interviews
The interviews revealed: the content of the interviewees physical wallets; how the physical wallets were used; how the mobile phones were used; the groups expectations to a mobile wallet; what properties such a wallet should hold, and their thoughts about the whole concept. Some of the findings were generic across the user groups, whereas others were specific for a single group. For clarity, four cross tables were made, respectively showing the interviewees relationships with their mobile phones (Table 4.1), the content of their physical wallets (Table 4.2), their use of the physical wallets (Table 4.3), and the mobile wallets properties wished for by the interviewees together with their thoughts about the concept (Table 4.4). 54
Explanations of the cross tables are presented below each table, together with other useful comments from the interviews. The tables use the abbreviations from Table 3.3. The numbers tell how many from the user group that agrees to the content / property / thought.
Relationship with the mobile phone YT YA M B I carry my mobile phone with me all the time 8 5 2 5 When at home, the mobile phone is at a random place and not used for several hours 3 When at home the mobile phone is turned off 1 When at home, the mobile phone is on a table 5 3 4 When at home, the mobile phone is in the interviewees hand or pocket 8 2 When not at home, the mobile phone is in the pocket or in the bag 8 8 5 5 The mobile phone has been stolen 2
The interviewees were furthermore asked how important their mobile phones were on a scale from 1 to 10. The averages within each group were respectively: 9 (Young Teenagers), 5.6 (Young Adults), 8.4 (Mothers), and 9.6 (Business Men). However, it should be mentioned that some of the Business Men had quite different relationships to their mobile phones at work compared to at home. As Table 4.1 shows, one of the Business Men even turned it off when at home. The rest of the table shows that most of the interviewees (20 out of 26) carry their mobile phones all the time, and furthermore describes where the mobile phone is kept when at home and when not at home. The purpose of knowing if their mobile phones had been stolen, was to find out how they reacted then. One of the Young Teenagers, who had had her phone stolen, took it calmly as she borrowed a discarded mobile phone from one in her family until her father bought her a new one. The other Young Teenager had actually borrowed a mobile phone from her father, which she used while waiting for a new phone she had just ordered. It was thus her fathers phone, that got stolen, and she Table 4.1: The interviewees relationships with their mobile phones 55
had her new phone delivered within few days. Therefore, none of them were troubled by having their phones stolen. The data in Table 4.1 was gathered to be able to compare the interviewees relationships to their mobile phones, with their relationships to their wallets. These comparisons are below Table 4.3. The next table shows what the interviewees physical wallets contained.
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The PW contains YT YA M B Cash 7 5 5 2 Cash, but only coins 1 1 1 Cash, but only bank notes 2 Foreign currency 1 1 Gum 1 1 Keys 1 1 1 Drivers license for car / moped 5 3 4 Visa Dankort (debit card) 3 3 3 Visa Electron (debit card) 6 3 2 Debit card only for use in the banks ATM 4 1 MasterCard (credit card) 1 5 Health card 6 8 4 5 Bus pass / train ticket 2 5 1 Membership cards to roadside assistance services 1 1 1 Membership cards / club cards for stores 5 4 5 2 Tanning salon card 1 1 Electronic gift vouchers 4 1 1 Discount cards for kebab / pizza / jewellery 5 1 Receipts 3 3 3 3 Jewellery / hair accessories / makeup / perfume bottles 4 1 Pictures / newspaper clippings / drawings 5 3 3 USB dongle 1 1 Condoms 1 2 Fuel card 1 1 NemID code card (digital signature for public and private services) 1 1 Business cards 1 2 2 1 Travel insurance card 1 2 PIN code keeper 2 1 Doctor /dentist / blood bank card showing next appointment 1 1 1 Membership card to a fitness centre 1 1
Table 4.2 shows some of the contents from the interviewees wallets. The first interesting thing in the table is the fact that two persons carry around foreign currency. However, the Young Adult only carried around a one-dollar bill as a sort of lucky dollar. But still, it has to be considered what to do with foreign currency in the mobile Table 4.2: Contents of the interviewees physical wallets 57
wallet. This question might be answered in section 5.2.1 where a test person suggests an automatic currency converter. Another obstacle arising is the fact that the wallet has become a secure place to keep personal things, that have nothing to do with paying, such as USB dongles, makeup, condoms, pictures, gum and keys. Where should they be put if the physical wallet disappears? A Young Teenager, who was especially fond of the mobile phone becoming a multi-functional device, saw the possibilities in it and had an idea for what to do with the keys: I think it is very smart. You have got it all in one place and soon you might have your car key in it [] (Young Teenager). Even though it was only three of the interviewees who had a PIN code keeper in their wallet, it might be a problem for them if the physical wallet is phased out. They might need another way of remembering the PIN, maybe by means of some sort of code keeper application for the mobile phone. An additional important content of the wallets is the receipts. Almost half of the interviewees had them in their wallets, but for different reasons. Some keeps the receipts from all purchases they make, while others just keep those from larger purchases. Some forget about the receipts in their wallets, whereas especially the Business Men keep the receipts in their wallets for a while and afterwards store them at home for accounting. One of the Mothers kept receipts in her wallet but lost them anyway, and therefore missed them when she needed them for complaining about goods. A Young Adult makes copies of important receipts on her all-in-one printer, because of the text that often fades on receipts, thus making the receipts useless. Consequently, these are matters that need to be taken into consideration for the mobile wallet to become a reality. Some contents of the PWs, were however specific for a single user group. These contents are distributed over the four groups as follows: The Young Teenagers: Library card, youth club card, sanitary napkins, SIM card, and a movie ticket. 58
The Young Adults: Wildcard, student card, movie rental card, donor card, foreign drivers license, kayak card, retirement savings card, moped insurance, labour union card, membership card to Danhostel, optician card, card from the State Educational Grant Scheme proving entitlement to discount on public transportation, BroBizz card, membership card to cinema club, membership card borrowed from another person, and a card holder. The Mothers: Childrens health cards, a pen, cigarettes and a lighter, childrens vaccination cards, stamps, and season tickets to amusement parks. The Business Men: Other international payment cards, more than one Visa card, access cards to airport lounges, car wash card, membership card to wholesaler, hunting license, insurance card from Codan (insurance company), hotel cards, and car rental cards. This indicates that the four groups have different needs for the mobile wallet. The Young Teenagers do not carry as much around in their wallets as other groups, probably because of the fact that they still live with their parents who take care of them. On the opposite side are the Young Adults with most contents in their wallets. This might be because of the fact that they are young and do not have children and a family yet, and therefore are free to do what they want. As a result, they have a lot of activities and spend their spare time doing anything else than relaxing. The Mothers wallets are mainly filled with things related to their children, whereas the Business Mens wallets are filled with things related to their work. It would therefore be more appropriate that the Mothers mobile wallet should have room for several health cards, and the Business Mens mobile wallet have room for several payment cards. Another challenge is how to deal with the possibility of lending and borrowing of membership cards that sometimes occurs. The next table shows how the interviewees used their physical wallets.
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Use of the PW YT YA M B Payment card is the preferred payment instrument opposed to cash 2 3 1 5 Cash is the preferred payment instrument opposed to payment cards 6 4 Payment card is used once a day 1 1 2 2 Payment card is used 1-4 times a week 1 2 2 2 Payment card is used 2-3 times a month 1 1 The design of the wallet is important 4 3 4 Has more than one wallet 1 3 PW is more like a small bag and holds several things 2 I carry my wallet with me all the time 2 3 3 4 I rarely bring my wallet 1 1 Have coins in the pocket 2 1 When at home, the wallet is placed on a table / in a bag / on the windowsill / in a drawer 6 8 5 5 When at home, the wallet is in the jackets pockets 2 When not at home, the wallet is in the pocket 5 5 4 When not at home, the wallet is in a bag 3 3 4 1 When not at home, the wallet is in the interviewees hand 1 The wallet has been stolen 2 1 The wallet has been thrown away 1 3 1
The interviewees were furthermore asked how important their wallets were on a scale from 1 to 10. The averages within each group were respectively: 6.1 (Young Teenagers), 8.3 (Young Adults), 8 (Mothers), and 8.8 (Business Men), which means that the Young Adults is the only group who considers their wallets more important than their mobile phones. This may be due to the fact that this group carried around the largest contents in their wallets as compared to other groups. Table 4.3 shows that the wallet is not carried around to the same extent as the mobile phone. Those who did not carry their wallet with them all the time were mainly interviewees from the Young Teenager group. Some of them had coins in the pocket instead, which is mainly because of their low consumption caused by their relatively Table 4.3: The interviewees use of their physical wallets 60
low income. They said that they only bring their wallet if they have planned to buy something: (...) I bring it to school, when I know that I am going to buy food in the canteen. My money is in it, and therefore I carry it with me. But if I am going down to the town and I know I am not going to spend any money, I do not carry it with me. Then I just carry some coins in the pocket. (Young Teenager). A Young Adult leaves her wallet at home sometimes as well: I happens that I leave home just having my payment card with me. [] when I am going to a nightclub, I never bring my wallet. Because if I should forget the bag or something like that, I think it is better that it is just a payment card [] and not all the cards [] (Young Adult). This can, however, lead to situations of panic when she forgets that the payment card is not in the wallet, and therefore goes to the supermarket not being aware of it until she is at the checkout and is to pay. Those who preferred cash as payment instrument were primarily interviewees from the Young Teenager group and some interviewees from the Young Adult group. They only use their debit card for withdrawing money; in payment situations where they do not have cash; or when they have planned to shop a lot: I almost exclusively use it [Visa Electron] for withdrawing money from an ATM. I do not like using it in stores as I want to know how much money I have on it. [...] If I have planned to buy something expensive, then I often withdraw the exact amount from the card via the stores card terminal, because then I have checked [in advance] if I have the money on the card and worked out what is left afterwards [...] (Young Adult) Most of those who preferred cash could not answer how often their debit cards were used, as it differed from week to week and from month to month. Their frequency in withdrawing money is therefore not included in the table above. The amount withdrawn from ATMs varied between 100 and 2,000 DKK (~13.42 268.33 EUR). The fact that such a big part of the Young Teenagers and Young Adults prefers cash, suggests that cash payments should be well afforded by the design of the mobile wallet. 61
One of the Young Adults and four of the Mothers did not prefer cash to payment cards or vice versa, but used cash for paying if they had it, and otherwise they used their payment cards. One of the Business Men preferred paying with a payment card, but disliked being without cash as his children sometimes needed money. Another Business Man preferring payment cards, explained that he used cash in specific situations: [] when it is necessary. If it is possible to pay with Dankort, I do that. [] If I am at the grocer and it comes to 20 DKK, I pay cash [] (Business Man). Only two Young Teenagers preferred paying with payment cards. It happens, however, in some situations that they withdraw money from the bank to store in the wallet: If I know that I am going to spend some money during the week, or if I know that I will need it for the canteen, then it happens that I withdraw small amounts [as the canteen does not accept Visa Electron] (Young Teenager). A Mother who preferred paying with her Visa Electron, paid cash in specific situations: [] I have a Visa Electron card, and there are some places where I choose to pay cash instead of using the card. Especially when filling the car with petrol [] then it blocks of course for the money spent on petrol, but also for 450 DKK additionally, because it does not know in advance how much I am going to spend on petrol. And that is not always the best thing having 450 DKK on my account that I cannot spend [] (Mother). Those who had had their wallets stolen or thrown away told that the most important things which they missed the most were the bus passes and the plastic cards. As it seems that the mobile phones are not stolen or thrown away as often as the physical wallet, it might be a good idea to put the important contents such as bus passes and plastic cards into the mobile wallet. Table 4.4 reveals if the interviewees had the same idea. A tendency among the Young Adults and Mothers was that they limited their access to money in some way. Some of them withdraw a fixed amount of money every month, which was kept at home. In that way they were sure that these money would not 62
be used for anything else. Others told that they only brought a specific amount of money when they were shopping, in order not to spend too much money. It thus appears to be a problem for them if they have access to all their money when shopping, and the mobile wallet should therefore have some kind of blocking mechanism as a feature. The last table in this section shows what the interviewees thought about the idea of a mobile wallet and their proposed properties for such a mobile wallet.
Thoughts / Properties YT YA M B Likes the rapid development in technology 7 2 2 2 Likes the rapid development in technology, but is definitely not a first-mover consumer 2 4 3 3 Neither likes nor dislikes the rapid development in technology 2 Likes that the mobile phone has become a multi- functional device 8 5 4 4 Neither likes, nor dislikes the mobile phone as a multi- functional device 2 1 1 Likes the idea of an electronic mobile wallet 3 2 3 4 Dislikes the idea of an electronic mobile wallet 4 3 Would not use a MW before after a while 1 2 2 1 Has difficulties grasping the idea of a mobile wallet 1 Customisation of the wallet should be possible (colours, fonts and so on) 3 4 Ease of use is important 1 5 2 4 Security 1 6 2 3 All plastic cards should be in the MW 4 6 3 3 Coins and bank notes should be shown separately 1 1 1 Radio buttons on the front page to choose what to do 1 1 Icons on the front page representing a category of cards / functions 1 1 Icons on the front page representing each card/function 2 Balance 1 3 2 1 Currency converter 2 1 Receipts 2 3 1 2 Bus pass / train ticket 2 1 1 Membership cards 1 1 Total value of things being bought , before paying 1 1 Shortcut icon to eBanking 1 2 1
Table 4.4: Thoughts and proposed properties of the mobile wallet 63
Table 4.4 shows thoughts about technology and the idea of a mobile wallet, together with properties proposed for a mobile wallet, all of which submitted by at least two user groups. The majority of the interviewees liked the rapid development in technology and liked the fact that the mobile phone has become a multi-functional device. Moreover, only seven of the interviewees disliked the idea of an electronic mobile wallet. Those who disliked the idea were some Young Teenagers and Young Adults, who pointed out the possibility of losing the mobile phone, and then having lost everything. A Young Teenager said that she likes her wallet, and a Young Adult was afraid that the mobile phone ran out of power. Another Young Adult (the only person who disliked the mobile phone as a multi-functional device) argued that technology is unnecessary luxury that makes us lazy. The problem with a lost or unusable phone was solved by a Young Adult, who suggested that backup of the mobile wallets content should be taken and saved on some kind of server, making it possible to get receipts and money back in case of an unfortunate event. As Table 4.5 shows, the preferred place to keep the wallet when not at home, is in the pocket. However, among those who liked the idea of a mobile wallet, a Young Adult mentioned that the wallet (which in his case was a card holder) bothered him when he sat and it was in his back pocket. One of the Business Men had the same problem. When asked if he ever keeps the wallet other places than in his back pocket, he answered: Yes, when I am out driving. But that is because I have back problems and I think, that if I am sitting on it [the wallet], I am sitting wrongly. Therefore it lies next to me instead of in the back pocket (Business Man). A mobile wallet could help this Business Man, but only if all of the physical wallets contents were put into the mobile wallet, so he could do without the physical wallet. The idea of putting all the physical wallets contents into the mobile wallet was commonly shared among most of the interviewees. One of the Mothers said that she would not use a mobile wallet, if it was only for her payment card and she still had to 64
have her physical wallet for all of her other cards. A Young Teenager had the same opinion: [...] if you are going to do it, you should go all the way [] there is no reason for only having some of the things in the wallet []. You can put it all into the [mobile] wallet or nothing [] (Young Teenager). Having it all in the mobile wallet is what Mallat (2004, p. 46) calls a full-service suit, with the opposite being a single-purpose application. In Dahlberg & Mallats research paper from 2002 they state that users consider mobile payments most useful if it is able to compensate all of the plastic cards. Based on Dahlberg & Mallats findings, and on the findings from this projects interviews, the rest of this project worked towards a full-service suit. Like the contents of the physical wallets, some of the properties for the mobile wallet were only proposed by a single user group. This does, however, not mean that the other user groups do not want the same properties in their mobile wallet, but it is an indication of what each group think is most important to have in a wallet. To what extent the groups want properties originally proposed by other groups, was explored during the tests of the prototype, which is described in chapter 5. The proposed properties are distributed over the four groups as follows: Th Young Teenagers: The payment card should be in the mobile wallet while the other cards should be in the physical wallet. The amount for withdrawal should be decided by the users. The mobile wallet should be able to hold gift vouchers and discount cards for e.g. kebab. The mobile wallet should always be holding money, so its owner would never be without. Possibility to choose payment method from the front page of the mobile wallet. The mobile wallet should be structured with tabs representing categories of cards / functions. The Young Adults: The setup should be uncluttered and simple, and the design professional. Plastic cards should be placed in an order decided by the user. The mobile phones homepage should have a wallet icon representing the mobile wallet. Money should be loaded to the mobile wallet via an Internet connection to the bank. Receipts should be ordered in folders and be possible to delete. The 65
mobile wallet should be able to hold business cards and donor cards. The mobile wallet should provide an overview of what is being bought before paying. Password or PIN should be demanded to make a payment. A button called Other cards leading to the cards used most rarely. The Mothers: The mobile wallet should have a personal picture as background. Discretion is important, and the balance should therefore not be showed on the mobile wallets front page. The mobile wallet should be able to hold a fuel card. A headline should tell what you are about to do. An Approve/Pay button should be placed in the bottom of the mobile wallet, and latest info about payments should be shown in the top of the mobile wallet. The Business Men: The mobile wallet should be fast to use and require as few clicks as possible. There should not be multiple ways of performing a single action. It is important that all payment cards run separately and not in one total account. The mobile wallet should have a load money from the bank button, a listing of the five most recent transactions, and a figure showing the accumulation in money spent. One of the Young Teenagers who suggested that the mobile wallet should be able to hold gift vouchers, explained: When pushing the Gift Voucher button [...] the gift vouchers should appear on the screen, e.g. Vero Moda or H&M, and when pushing them you could see [...] how much money was left on the gift voucher. Because, it is not always you know that, and then you have to go and ask them [in the store] (Young Teenager). When asked to draw a sketch of the mobile wallet, most of the Young Teenagers were inspired by the systems they had seen on eBanking websites or ATMs. Opposed to this, one of the Business Men was inspired by iPhones use of icons and suggested this: The cards should be represented as icons [...] Then you would have the things that would be in it [the mobile wallet], and when you pushes [one of the icons] the next window pops up, which is the next interface where you can pay [...] and accept [...]. A logical representation enabling dummies like me to figure out how it works without having to read an instruction manual. (Business Man). 66
Another Business Man commented that he did not read the instruction manual either. An additional factor influencing the ease of use, is the fact that some people wear glasses: [...] I wear glasses and am dependent on glasses. I cannot use a mobile phone without wearing glasses. So, it has to designed to this [...] Simple and recognisable symbols. (Business Man) The Business Men had different opinions about what to do with the receipts. One found them unnecessary as eBanking provides him with the evidence he might need (he did not want a balance in the mobile wallet for the same reason), whereas another Business Man would like to have them in a mobile wallet: If I could get rid of the physical receipts, it would be great, but I am not sure that the tax collector would like it. If could decide, they would be placed there [in the mobile wallet] instead of in the form of paper receipts (Business Man). Another Business Man suggested that the receipts should be sent to the phone and afterwards be printed if necessary. The Young Adult, who usually made copies of her receipts, saw this idea as more attractive than receiving paper receipts.
4.3 Usability goals
A part of the process of understanding users is to be clear about what the objective of the designed product is. This chapter describes the objectives of the mobile wallet in terms of four usability goals, which means that they are concerned with meeting specific criteria for usability. The goals are based on the experts recommendations from section 2.1.3, and the results from the interviews in the previous sub-section. The usability goals were additionally paraphrased to criteria for usability: Efficiency: Carrying out a common task such as paying with the mobile wallet, should imply no more than six steps, which is the number of steps it takes to pay with a payment card today (take the card out of the wallet place it in the 67
payment terminal type the PIN click OK remove the card from the terminal put it back in the wallet). This usability goal was chosen as it was pointed out as important by Dahlberg & Mallat (2002), and additionally mentioned by one of the interviewees. Safety: It should not be possible to make a payment by mistake. This goal was chosen as security is important according to almost half of the interviewees and Dahlberg et.al (2008). Utility: The mobile wallet should provide an appropriate set of functions that will enable users to carry out their conventional tasks from the physical wallet, in the way they want to do them. This was chosen as a criterion for usability because of the fact that the interviewees had so many different ways of using their wallets. Learnability: It should be possible for the user to work out how to use the mobile wallet by exploring the interface. This is important, as people do not like spending a long time learning how to use a new system, and two of the interviewees told that they do not read instruction manuals. Learnability is especially important for interactive products intended for everyday use (Preece et al., 2007), which includes the mobile wallet.
These criteria for usability were used during the evaluations of the artifacts representing the mobile wallet.
4.4 Personas
This project did, however, not only focus on the persons that were interviewed in the field study. Based on the characterisations and interviews of the four user groups, four personas were created. A persona is a fictitious character, representing a typical user of the system that is developed, and thus, the system can be designed for this character rather than for a whole user group. 68
For the creation of the personas, the six-step conception and gestation process proposed by Pruitt & Adlin (2006, pp. 163-271) was applied. The words conception and gestation are included in the process title, as the process is a part of The Persona Lifecycle, which is an approach to the creation of personas that starts with family planning and ends with retirement. The six steps are: Step 1: Identify important categories of users. Step 2: Process the data. Step 3: Identify and create skeletons. Step 4: Prioritise the skeletons. Step 5: Develop selected skeletons into personas. Step 6: Validate the personas. Step 1 recommends that an identification of categories of users is made, as it helps structuring data processing. This step was taken in the beginning of the project, when it was decided that this project should focus on four specific user groups. Collection of the raw data for the personas (which is actually a part of the first phase in the Persona Lifecycle) was done through the interviews and characterisations of the users. The basis for the personas was thus made up of both qualitative and quantitative data, which Pruitt & Adlin (2006) believe is the best basis for creation of personas. Step 2 is where the raw data is processed to extract information relevant to the user and product domains. This project applied the table format for the processing of the data from the interviews, as it could provide an overview of the user groups everyday lives, similar to the overviews provided by table 4.1 4.4. The new table, Table 4.5, is thus an artifact communicating the data and is presented on the next page. The table use the abbreviations from Table 3.3. The numbers tell how many from the user group that fit the statement.
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Data YT YA M B Female 7 4 5 Male 1 4 5 Average age in years 14,75 22,25 33,4 50,4 Has a boyfriend/girlfriend/cohabitant 4 3 2 1 Is married 1 4 Live with parents 8 Live with boyfriend/girlfriend/cohabitant/wife/husband 3 2 Live alone 5 Live with boyfriend/girlfriend/cohabitant/wife/husband and children 3 3 Live alone with children 2 Children have moved away from home 2 Attends secondary school 8 Is studying / training 4 1 Unemployed 1 1 Full-time employed 3 2 2 Self-employed 1 Is co-owner of a company 3 Has a spare time job 4 2 Goes shopping once a week 2 2 3 1 Goes shopping once / twice a month 3 1 1 1 Goes shopping once every third month 1 2 Goes shopping very rarely 2 3 1 3 Eats out once a week 3 2 2 2 Eats out several times a week 4 1 1 Eats out once / twice a month 4 1 2 Eats out very rarely 1 1 2 Has a smartphone, but not an iPhone 3 3 2 Has an iPhone 2 1 1 1 Has an ordinary mobile phone 3 4 2 1 Has a phone designed for business purposes 3 Sends less than 5 SMS a day 1 4 Sends 5-25 SMS a day 4 2 1 Sends 25-100 SMS a day 5 3 3 Sends over 100 SMS a day 3 Use the mobile phone for talking 0-30 min. a day 7 6 4 Use the mobile phone for talking 30-60 min. a day 2 3 Use the mobile phone for talking over 60 min. a day 1 1 2 70
Use the mobile phone for playing games 3 3 2 Use the mobile phone for taking pictures 6 5 5 Use the mobile phone for video recording 4 1 Use the mobile phones calculator 1 2 3 1 Use the mobile phones alarm clock 4 7 4 2 Use the mobile phone for emails 1 4 Use the mobile phones GPS 1 Use the mobile phones calendar 1 1 3 1 Use the mobile phone for listening to music 5 2 1 1 Connects to the Internet from the mobile phone 1 1 1 1 Connects to Facebook from the mobile phone 2 2 2 Has an iPod 2 3 1 1 Has an iPad 1 Has an MP3 player 2 4 1 Has a laptop 5 6 3 2 Has a Facebook profile 8 8 5 3 Logs in to Facebook every day 8 4 3 1 Logs in to Facebook 1-5 times a week 4 1 Logs in to Facebook rarely 1 2
Besides the data presented in Table 4.5, some of the data gathered through the interviews were specific for each of the groups: The Young Teenagers: This groups spare time is spent with friends, Zumba, dancing, and playing football. Four of them have spare time jobs as well, which are at service stations and stores, or babysitting. Those who have not got a job receive allowances from their parents. Those who have got a laptop use it for chatting with friends, school work, playing games and checking out web shops. Most of the Young Teenagers who had not got a laptop or an iPhone said that they wanted to have it. This group use Facebook for playing games, writing and reading status updates, uploading pictures and writing with friends. In addition to this, two of them have a Twitter profile and one has a MySpace profile. They prefer sending SMS to calling, but when they call, it is most often to their parents. Finally, one of them has a dog. Table 4.5: Data on the four user groups, collected through the interviews 71
The Young Adults: Their spare time is spent playing PS3 and computer games, playing and listening to music, being with friends, shopping, watching movies, exercising and running, and discussing the world situation. They use Facebook for keeping contact with friends, checking and writing status updates, uploading and looking at pictures, and more practical things such as joining and inviting to events. Moreover, two of The Young Adults have profiles on online game sites, and one other have profiles on dating sites. Three from this group have a pet. The Mothers: This groups children are 1-8 years old. Their occupations are mixed with one of them studying, one being unemployed, two being full-time employed (respectively as a clerk in a clothing store and as a disability assistant), and another having her own hair dresser salon. They all said that they do not have much time for themselves, as most of their time is spent on the family and their home. The time they have got besides that, is spent on Zumba, running, exercising, scrapbooking, dancing (hip-hop and funk), and being with friends. Furthermore, two of the Mothers spend a lot of time being active on online communities. One of them is member of an online mother groups community, and the other is member of a community for singles with children. Both of them meet with other members of the communities, in real life as well. Facebook is used by all five Mothers, mainly for status updates and pictures, and joining Facebook groups for concerts. When it comes to shopping, two of the Mothers prefer shopping from web shops, as they find it easier after they have had children. One of them sells a lot of things on the Internet as well. The Mothers appreciate their mobile phones even more after having had children, as it is important to them that the day-care institutions can reach them if something happens. Another thing that has changed for some of them, after they had their children, is that they do not eat out quite as often as they did before they had children. One of them said that they care about what food their child is eating. Finally, one of the Mothers has a dog. The Business Men: These people travel relatively much as a part of their job. One of them is abroad 150-200 days a year, and two others are abroad 20-40 days a year. Most of them spend more time on their jobs than an ordinary job demands, and they have therefore not got much spare time. When they are off 72
from work, they spend time being with their families and neighbours, running, skiing, golfing, photographing, kayaking, sailing, and taking courses and part- time educations. Another thing caused by their jobs, is the fact that they send a lot of emails every day. Three of them have profiles on Facebook, and three have profiles on professional networks such as LinkedIn, but they do not spend much time on these networks. The Business Man, who has an iPhone, has downloaded a lot of applications which he uses in his everyday life, e.g. applications for eBanking and TV programmes, and applications that can be used during the courses he attends. Shopping is not their strong points, but one of them told that he likes shopping electronics on the Internet. Step 3 identifies and creates skeletons. As mentioned in step 1, it was decided in the beginning of this project, what groups this project should focus on. The creation of skeletons is therefore superfluous in this project together with step 4 which prioritises the skeletons. Step 5 is where the skeletons are enriched to become personas by adding data. The four user groups chosen for this project were therefore added data from both the characterisations and interviews of the groups, hence becoming detailed personas. Pruitt & Adlin (2006, p. 230) suggest that the description of a persona is written in clusters with headings, and that one of the clusters could contain data relevant to the product domain, i.e. the mobile wallet in this project. It was therefore chosen that the personas in this project should consist of four clusters of data: Life stage and everyday life; Personality, Leisure time; and Use of technology. Storytelling was included when writing the personas, as it makes the personas come to life (Pruitt & Adlin, 2006). Moreover, the personas were made real by adding photos. Photos put faces on the personas and helps believing in them. As stock photos look professional and the models expressions were controlled when the picture was taken, they should not be used (Pruitt & Adlin, 2006, pp. 247-248). Instead photos of the interviewees were taken for this projects personas. Step 6 is a validation of the personas, as it is important to make sure that the personas reflect the data. A validation was made after having finalised the personas. 73
Figure 4.3: Picture of the Young Teenager persona Monica In that way, four personas were created, representing the four groups. The personas are presented in the next four sub-sections.
4.4.1 Persona 1 The Young Teenager
Life stage and everyday life Monica is a 14 year-old girl who attends school at Skolen p Herredssen in Kalundborg. Her parents are separated so she and her younger sister Lina live with their Mother Anne in a rented apartment. Anne works at a local health care company. Personality Theres plenty going on in Monicas life and thats how she likes it. Shes the kind of person who doesnt like silence except when shes asleep. Therefore most of the time she is with friends or her boyfriend, and if not, she turns on the TV or listens to music. Lately she started wearing makeup and now she doesnt want to step outside without wearing any makeup. Her mom says she spends too much money on makeup, but Monica disagrees. Leisure time When Monica is not in school shes with some friends or playing football. Most of her friends are on the same local football team, that never wins anything, but they enjoy the time together. In addition to that she babysits a little boy not far from where she lives. It gives her some extra money and the couple she babysits for lets her use their computer, so when the boy is asleep she passes the time surfing the Internet. Use of technology A lot of Monicas friends have laptops and Monica would like one too, so shes saving up some of the money from her babysitting job. She has an old stationary PC at home which she uses for schoolwork and social networks on the Internet. She has got a 74
Figure 4.4: Picture of the Young Adult persona Peter profile on Facebook and MSN and spends a lot of time chatting, writing messages and playing on these sites. Her cell phone is one of the newer models from Sony Ericsson and is mainly used for text messaging; she sends over one hundred messages a day.
4.4.2 Persona 2 The Young Adult
Life stage and everyday life Peter is 23 years old and works for the local authorities of Kge dealing with family counselling. He and his girlfriend Camilla live in a three room apartment in Greve and have a cat named Charlie. Personality Peter is a young man who has his finger on the pulse of electronics. He is always the first among his friends to buy new technology when it reaches the market and he enjoys the attention it draws from his friends. He doesnt make a show of his purchases since that would picture him as an irritating show-off. He prefers to appear perfect and cool, as well in private as at work. His girlfriend says that he is just a big boy who easily gets fascinated by electronic devices. Leisure time To stay fit Peter spends some of his time off from work on exercising. In addition to that he likes music and enjoys listening to new songs via the Internet. When he really relaxes Peter plays Playstation3 games with his friends. Use of technology Peter and Camilla have WiFi in their apartment and a laptop each. He is online several times during the day where he checks his email, logs on to Facebook, does home banking and takes care of all contact to the authorities. Furthermore he has a HTC 75
Figure 4.5: Picture of the Mother persona Anita smartphone which he mainly uses for Facebook and playing different application games, and an iPod that makes trips with public transportation seem shorter.
4.4.3 Persona 3 The Mother (M)
Life stage and everyday life Anita is a 34 year-old Mother to two boys; four year- old Oliver and one-year old Casper. They live together with the childrens father Martin in a house in Holbk. Anita has her own hairdresser salon with three employees. Personality Anita is a firm woman with an unbending will. She never gives up and she knows how she wants her children to be raised, and that topic is not for discussion. On the other hand she is also a kind and talkative person who likes to please her family, friends and customers. Leisure time When Anita is off from work she spends most of the time on her family. She shops, cleans the house, plays with her children and cooks. So she doesnt have much time for herself, but when it happens she enjoys scrapbooking. Before she had kids she used to dance a lot and it is her dream to start dancing again once there is time for it. Until then she sticks to Zumba dancing now and then. Use of technology There is both a computer and Internet in Anitas and Martins home, but it is not every day shes got time to use it. When she turns on the computer it is mostly to check her email, shop clothes for herself and the children and to log on to social networks. She has got a Facebook profile, but does only log on to it twice a week, and that is just to 76
Figure 4.6: Picture of the Business Man persona Tom check her friends status updates. She is more often logged on to an online mama community which she signed up for when she was pregnant with Oliver to get advice from other parents. Sometimes she attends events hold by the mama community. 4.4.4 Persona 4 The Business Man
Life stage and everyday life Tom is 51 years old and works as IT Manager for a large international company. He is married to Susanne with whom he has two children an 18 year-old boy named Jacob, and a 15 year-old girl named Stephanie. The family lives in a large house in a residential neighbourhood in Roskilde. Personality Tom is a very balanced person although he has got a lot on his plate, and both his colleagues and family love him for that. He never rushes about but keeps calm and always has a good grasp of the situation. He can be a hard leader and father when necessary but otherwise he is nice and pleasant. He likes having goals in life as they give him something to get up to in the morning, and he feels satisfied when he reaches them. Leisure time Because of his job Tom is abroad at least 150 days a year, and he therefore spends most of his leisure time with his family. Besides that he also enjoys sports in the open air such as running, kayaking and skiing, and finally he likes photographing. Use of technology Tom has got a laptop and a smart phone from work which he uses both for work related and private stuff. The smart phone is a BlackBerry and is used mainly for work related calls and emails, and news reading. He has got profiles on Facebook, LinkedIn and a social network only for the employees of the company. He doesnt log on to these 77
networks very often, but when it happens it is mostly via his BlackBerry. When hes on the go Tom enjoys listening to music on his iPod.
4.5 Sketches
To get a hunch of what the mobile wallet should look like, sketching was applied to the project. Sketching is a process in itself, where design thoughts are expressed through fast drawn sketches, which can be evaluated and re-drawn. A proponent of sketching is Bill Buxton, a computer scientist and designer who now works for Microsoft Research. In his book Sketching User Experiences(2007), Buxton uses Pughs (1990) notions Concept Generation and Controlled Convergence to describe how sketching works. Concept Generation is a phase in the sketching process where ideas are suggested and drawn as a lot of sketches. Buxton (2007) states that drawing something on paper, leads to new considerations and ideas that have not been touched upon earlier on in the process. When all the ideas have been sketched, a Controlled Convergence phase is entered where it is assessed which ideas are best. Afterwards a new Concept Generation phase is entered, where new sketches are drawn based on what was assessed as best. In that way the sketching process continues while the number of sketches is minimised. It is important to remember that a sketch is not the final result, which is why a designer should not be sad if his sketches are rejected. Rejected sketches lead to knowledge as well and thus affects the final result (Buxton, 2007). In this project, the sketching phase was initiated during the interviews, when the interviewees draw their ideas for a mobile wallet (Concept Generation). Five Young Teenagers, seven Young Adults, five Mothers, and four Business Men draw sketches. These sketches can be found in Appendix B. Afterwards, the sketches were mixed into one sketch for each group (Controlled Convergence), based on similarities between the sketches, what the interviewees had suggested during the interviews (Table 4.4), and the usability goals (section 4.3). These new sketches are presented below in sub-sections 4.5.1 4.5.4, together with comments on why some suggestions were chosen over other. 78
Figure 4.7: Sketch of the Young Teenagers mobile wallet
4.5.1 Sketch The Young Teenager
The sketch shown here is the sketch of the Young Teenagers mobile wallet that came out of the abovementioned Controlled Convergence phase. As explained in section 4.2.1, some of the Young Teenagers were inspired by the systems they had seen on eBanking solutions, payment terminals, and ATMs. That is why this sketch contains the buttons with numbers on them, and the Cancel, Delete, and Ok buttons. Three of the Young Teenagers suggested that the amount for withdrawal should be decided by the users, which was included in this sketch with the two boxes above the number buttons, respectively showing the payment amount and the withdrawal amount. In addition to this, a sketch suggested that the money in the mobile wallet should be shown as illustrations of coins and bank notes, thus enabling the user to choose from the coins and coins when paying. This would, however, slow the payment process and require unnecessary clicks, thus being incoherent with the usability goal of efficiency. With regard to the structure of the wallet, different ideas were proposed. Three of the interviewees sketches suggested that all contents of the wallet should be available from one single page. This was, however, not included in this sketch, as it is incoherent with the usability goal of learnability. The two last sketches proposed a tab structure and an icon structure with the tabs and icons representing categories of cards or functions. To maintain the eBanking and ATM system look, the tabs were chosen. The labels chosen for the tabs were Pay, Balance, Currency, eBanking, and 79
Figure 4.8: Sketch of the mobile wallets icon Other cards. The notion Pay substituted the suggestion Amount from one of the sketches, as Pay describes what function the tab leads to, in a better way than Amount does. The Other cards tab was included to have a place for all the other cards, gift vouchers and bus passes that the Young Teenagers wanted the mobile wallet to hold. Balance was included even though only one interviewee suggested it. Nevertheless, it improves the mobile wallets utility, as it is vital to know how much money you have got in your wallet. eBanking was included because it was suggested as the way to transfer money from the bank account to the mobile wallet. Whether or not this tab should remain in the mobile wallet, was up to the test persons to decide later on in the development process. The Currency tab was included as it was suggested by two of the Young Teenagers. In the bottom of the mobile wallet sketch is a link leading to the receipts. Two of the Young Teenagers suggested that receipts should be in the mobile wallet substituting the ordinary paper receipts. As with the eBanking tab, it was up to the test persons later on in the development process, to decide if this tab should remain in the mobile wallet. Finally, a Young Teenager suggested that it should be possible to choose payment method from the front page of the mobile wallet. This possibility was not included in the sketch in Figure 4.7, as most of the Young Teenagers preferred paying cash, thus making a shortcut to paying with their debit cards unnecessary in most cases.
4.5.2 Sketch The Young Adult
The sketch shown here illustrates how one of the Young Adults imagined the icon for the mobile wallet. The icon should simply be a wallet. The sketch shown in Figure 4.9 is the sketch of the Young Adults mobile wallet that came out of the Controlled Convergence phase. The Young Adults 80
Figure 4.9: Sketch of the Young Adults mobile wallet suggested quite different structures for the mobile wallet, and it was therefore decided that the only structure suggested by two of the Young Adults, should be used. This was a structure with icons representing the various contents of a wallet. The sketch drawn here has not been provided with icons, but that is only because it is just a sketch. The exact icons chosen for this sketch of the mobile wallet, is not important, as one of the Young Adults suggested that it should be possible for the user to add and remove cards as wanted. It was however suggested that the mobile wallet should hold an icon or button called Other cards, to contain the cards used most rarely. This sketch therefore contains an Other membership cards and an Other cards button. Whether this is the right labelling and whether the users would prefer them as icons instead of text buttons, was investigated through the user tests later on in the development phase. Receipts are included as three of the Young Adults wanted them. When pushing the Receipts button a new window should pop up, with the receipts ordered in folders and with the possibility to delete them. Moreover, three Young Adults wanted to be able to see their balance of the mobile wallet. It was, however, not suggested where the balance should be in the mobile wallet, and it was therefore decided to investigate this through the test later on in the development process. Another Young Adult wanted to be able to see the total value of what is being bought, before paying. It was therefore decided that a push on the payment button (the one with illustrations of coins and notes) should lead to a payment window where the total amount is showed as well. 81
Two of the Young Adults had business cards in their purses, but only one of them suggested that the mobile wallet should be able to hold them. They were therefore placed in the mobile wallet with a Business Card button, to be tested later on. One of the Young Adults sketches suggested that the bank notes and coins should be shown separately, just like the one of the Young Teenagers sketches did, and it was therefore rejected for the same reason. The idea of using illustrations of coins and notes to represent the payment function was, however, included in this sketch. Two other sketches proposed a dollar sign for this illustration, but it was not used as the mobile wallet designed in this project is for Danish users, who usually spend their money in the form of DKK, and it therefore would be factually incorrect to illustrate the electronic money as dollars. The payment function was placed in the bottom of the wallet as proposed by one of the sketches, because it was assumed that this location would support the efficiency of the mobile wallet, as it placed the payment function right where the users thumb usually are on a mobile phones touch screen. The last thing included in this sketch of the mobile wallet, is the Bank button. Two Young Adults suggested that the mobile wallet should contain a shortcut to an eBanking function, and another Young Adult suggested that money should be loaded to the mobile wallet via an Internet connection to the bank. In addition to this, two of the sketches proposed a function called bank. The Bank button in this sketch leads therefore to an eBanking function, from which it is possible to load money to the mobile wallet.
4.5.3 Sketch The Mother
The sketch of the Mothers mobile wallet that came out of the Controlled Convergence phase, is presented in Figure 4.10. The five sketches made by the interviewees from this group were quite different. One suggested that all contents of the mobile wallet quite simply should be shown on a 82
Figure 4.10: Sketch of the Mothers mobile wallet list, regardless of type of content or function. This suggestion was rejected as it did not provide much structure, hence being incoherent with the usability goal of learnability. Another sketch suggested that the mobile wallet should have a box showing the balance, and a Pay button, but it did not provide a structure for any other contents of the mobile wallet. Yet another sketch did not provide a suggestion for a structure, but only proposed that the wallet should hold a payment card. The last two sketches, however, both proposed a structure for the mobile wallet. The first of those proposed a structure where the user should be able to choose what bank notes and coins to pay with, similar to the suggestions from the two previous sub-sections. This proposal was hence rejected for the same reason. Instead, the other sketchs proposal for a structure was applied for the sketch in Figure 4.10. This structure has radio buttons for choosing how to pay and a Pay button. Above it is a box showing the balance, which was also proposed by another sketch. One of the Mothers did, however, not want the balance on the mobile wallets front page, as she wanted discretion and disliked that other people might see her balance. But since there were two other Mothers who wanted the balance there, it was placed there. During the interviews, a Mother suggested that a headline should tell what you are about to do. It was therefore decided, that when pushing the Pay button, a window or a box appears saying something like You are going to pay to Netto and asking for a PIN to approve the payment. Moreover, the drawing in the sketchs background that looks like a watermark, represents a background picture chosen by the user, since two of the Mothers sketches suggested this. One of the Mothers sketches suggested that the mobile wallet additionally should have a Facebook shortcut, a watch, and a calendar shortcut, but all three of them was 83
rejected. They were considered unnecessary because of the fact that they were available from other places in the mobile phone, and thus being incoherent with the usability goal of utility, which says that the mobile wallet should provide an appropriate set of functions. Finally, the bottom of the mobile wallet was used for a row of buttons representing different cards and a Load button. The Load button is for loading money to the mobile wallet. However, it could be a shortcut to eBanking as well, as one of the Mothers, during the interviews, said that she would like to have this in the mobile wallet. Whether other Mothers would like this shortcut too, was explored in the user tests later on in the development process. The different cards represented in the row of buttons in this sketch are: a drivers license, a health card, a fuel card, a membership card for a Danish retail store chain, and a membership card for a fashion store chain. These cards were chosen as they were contents of the Mothers physical wallets during the interviews. Instead of the row of buttons another sketch suggested that the cards should be placed in what looked like a physical wallets dedicated places for plastic cards. However, since this implied that only a part of each card would be visible, it was considered incoherent with to the usability goal of learnability. Furthermore, a Mother suggested that the mobile wallet should hold receipts. But since she was alone on that wish it was decided not to include the receipts in this sketch of the mobile wallet, and instead ask the test persons during the user tests later on in the development process. Another Mother suggested that the latest info about payments should be shown in the top of the mobile wallet. It would, however, be incoherent with the usability goal of learnability, as it would place a function on the mobile wallets front page, which would be available through the receipts, if they were decided to be included in the mobile wallet. Whether this function would be included in the mobile wallet later on in the development process, was hence dependent on what would happen to the receipts.
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Figure 4.11: Sketch of the front page of the Business Mens mobile wallet Figure 4.12: Sketch of the payment window of the Business Mens mobile wallet 4.5.4 Sketch The Business Man
Together, the sketches shown in Figure 4.11 and 4.8 form the sketch of the Business Mens mobile wallet that came out of the Controlled Convergence phase. The structure chosen for the front page shown in Figure 4.11 was inspired by the iPhone structure with icons, as the Business Man who proposed this structure had good arguments for why the structure should be like this (see quotation in sub-section 4.2.1 on page 60). As with the sketch of the Young Adults mobile wallet, this sketch has not been provided with icons. The icons in this sketch represents a wallet (a cash payment option), a VISA card, a MasterCard, a drivers license, a health card, a hotel card, a car rental card, a category covering other membership cards, a category covering other ID cards, and a currency converter. The cards were chosen as they were represented in the Business Mens physical wallets during the interviews, and the currency converter was a suggestion from the Business Man who travelled the most. Pushing the wallet, buttons lead to a payment window shown in Figure 4.12. This window holds the balance and a Load button, which both were proposed in one of the sketches and both being vital to a wallet. The focus of the window is on a list of recent transactions which was suggested by one of the Business Mens sketches. It was included in this sketch as a test to explore if it would be usable in a payment situation. After having seen what the balance is, the 85
Business Man has the possibility to push the Pay button to complete a payment. Pushing the Visa and MasterCard buttons on mobile wallets front page leads to the same payment window, just without the Load button. One of the sketches made by the Business Men suggested that a figure should show the accumulation in money spent. This was not included in the sketches shown in Figure 4.11 and 4.12, as it was considered a function well beyond conventional use of a wallet. If the mobile wallet should hold such a function, it should at least not be shown on the front page as it would disrupt the learnability of the mobile wallet. Two of the Business Men wanted to have receipts in the mobile wallet as well, but none of their sketches showed how the receipts should be a part of the wallet. Receipts were therefore not included in this sketch, as it was decided to explore more about them through the user tests later on in the development process. Finally, one of the Business Men, through his sketch, suggested that the wallet should hold mail, SMS, and calendar functions as well. But as these functions were available from other places in the mobile phone, and another Business Man said that there should not be multiple was of performing a single action, they were not included in this sketch.
These four sketches are the manifestation of the artifact that seeks to make it easier for consumers to make mobile payments, and in that way change the fact that mobile payment solutions continues to fail. After having been through this Controlled Convergence phase where the interviewees sketches were mixed, a new Concept Generation phase was entered, to expand the scope by adding new ideas. The new ideas came from the writing of scenarios, which is presented in the next section.
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4.6 Scenarios
As stated by both Nielsen (2004) and Pruitt & Adlin (2006), scenarios are implied in the work with personas. After having created the four personas in section 4.4 it was thus naturally to write scenarios as well. Scenarios are narrative everyday life stories about users tasks and activities. They can be used for clarifying how different users act, and they can show how the users might use a product that are developed for them (Preece et al., 2007). In addition to this, scenarios enable the designers to create empathy with the users, thus making it easier to understand and focus on the users needs (Nielsen, 2004). For the purpose of this project, Bdkers (1999) approach to scenarios was applied. Bdker is the one behind the concept of plus and minus scenarios that seeks to point out the most positive and negative outcome of a proposed design. As explained in sub- section 3.2.2, this project only made use of minus scenarios. Thus, the next four sub-sections present four minus scenarios with the four personas as actors, with the purpose of identifying possible problems. Though it might seem unlikely that the use of a mobile wallet should lead to such extremely negative consequences as presented in these scenarios, scenario-writing is about making it easier to think through all sorts of demands for the product that is developed (Bdker, 1999, p. 7). All four scenarios focus on payment situations, as paying presumably will be the most used function of the mobile wallet.
4.6.1 Payment scenario with the Young Teenager
This scenario is about the negative aspects of how a payment situation with a mobile wallet could unfold. The scenario takes place in a drug store sometime in the future. Monica has run out of mascara and wants some new nail polishes. After school, she is therefore going to the drug store and finds what she wants. It is late afternoon and 87
there are many customers in the store, including in the line to the cash desk. Monica lines up, and while waiting she SMSs some of her friends. At the cash desk the shop assistant puts the goods into a bag and says what it comes to. Monica does however think that is comes to more than she had expected, and wonders what could be so expensive, but starts paying. She chooses to pay for the exact value of the goods. The payment is however rejected, as there are insufficient funds in her mobile wallet. Monica is embarrassed as a lot of other customers are waiting in line behind her. She did not check her balance before initiating the payment, and now the other customers have to wait while she is loading money to her mobile wallet. She can feel how they are looking at her and blaming her, so after having loaded the money and paid, she hurries out of the store.
4.6.2 Payment scenario with the Young Adult
This scenario is about the negative aspects of how a payment situation with a mobile wallet could unfold. The scenario takes place at a bar sometime in the future. Peter is visiting a bar with some colleagues a Friday afternoon after work. It is his birthday so he goes up to the bar and orders a round of drinks for the colleagues. When he is to pay, he pushes the button with the illustration of coins and notes. The window that pops up reveals that his balance is too low to pay for the drinks. Therefore, he goes back to the mobile wallets front page to load money. He pushes the VISA icon, as the mobile wallets money comes from his ordinary account, which he withdraws from via his VISA card. But this does not lead to a window where loading of money to the mobile wallet is possible. After a few seconds, which, however, felt like a very long time to Peter, he figures out that the BANK button leads to a window from which it is possible to load money to the wallet. He is annoyed by the trouble and wishes that he could still pay by ordinary cash.
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4.6.3 Payment scenario with the Mother
This scenario is about the negative aspects of how a payment situation with a mobile wallet could unfold. The scenario takes place in a supermarket sometime in the future. It is afternoon, and Anita has just picked up Oliver and Casper from day-care and is now at the supermarket to buy groceries for supper. The children are hungry and troublesome, and therefore Anita wants to do the shopping quickly, so she can go home with the children and give them something to eat. At the self-service check-out desk she scans the goods, and when she has just opened up her mobile wallet to pay, Oliver starts begging for candy from the shelf right next to the self-service desk. This interrupts her in the act of paying as she has to keep track him and ensure that he does not take any candy from the shelf. Meanwhile, more customers have lined up behind her. She notices this and hurries to pay. She chooses to pay cash, presses the Pay button, types the PIN, and presses OK, and then hurries out of the supermarket with children and bags in her arms. On her way out, she wonders how much it came to for the goods. She was so busy with the mobile wallet that she did not bother looking at the screen at the self-service desk, which usually tells how much it comes to for the goods. Furthermore, she thinks that several customers and the cashier might have seen her balance shown in the top of the mobile wallet, as she was waving her mobile phone around while telling Oliver not to take any candy. She does not like that; it makes her feel uncomfortable, and she wants to return to those days when paying cash meant paying with physical coins and notes.
4.6.4 Payment scenario with the Business Man
This scenario is about the negative aspects of how a payment situation with a mobile wallet could unfold. The scenario takes place at a hotel in London sometime in the future. 89
Tom is on a business trip to London. He is at the hotel and has ordered roomservice; something to eat and drink. The roomservice is delivered by the maid who brings a mobile payment terminal. Tom opens up his mobile wallet and presses the wallet icon which leads him to the payment window. He is annoyed that he cannot see what he is paying for or the price of each item, and he therefore asks the maid, who only informs him about the total amount. He presses the Pay button and completes the transaction. After the maid has left, Tom returns to the mobile wallets front page and pushes the currency converter icon to convert the amount he had just paid, to Danish kroner, in order to know exactly how much he had paid. If he did this when the maid was there, she would have had to wait a bit longer to receive the payment, as he would have had to leave the payment window to convert the money, and then afterwards enter the payment window again. He is irritated that about this clumsy structure of the mobile wallet, and wishes that he could still pay with physical cash.
4.7 Summary
The main items of this chapter are: The characterisation of the four user groups theoretically explained the differences between them, and hence why exactly these four groups were chosen for this project. The interviews led to results usable in both the writing of usability goals, the creation of personas, and the sketching of the first manifestation of the four mobile wallets for the four user groups. The writing of scenarios helped discovering where the users might have problems, and thus created a basis for adjustments. This was the development process of the mobile wallet representing the Suggestion phase in the Design Science Model from Figure 3.1. The output of this phase is a conceptual model representing what the mobile wallet should look like and what 90
properties it should have. The next chapter does therefore represent the Development, where this suggestion is turned into a prototype and tested by real users.
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5 Development of four wallets
Based on the findings from chapter 4, this chapter describes how the conceptual model representing the mobile wallets was turned into a functional model, and how this functional model was further developed. The first thing this chapter presents is therefore a presentation of four mock-ups (section 5.1) based on the last chapters sketches and findings from scenarios. These mock-ups were used as prototypes that were tested by real users through interviews. Section 5.2 does therefore provide a description of the tests. The results of these tests were then evaluated, which led to awareness of new problems in the design of the mobile wallet. Sub-section 5.2.1 describes the results from the tests, and section 5.3 describes the considerations and new suggestions the results led to. The suggestions were then integrated in four new mock-ups, which are also presented in section 5.3. These mock-ups were tested through interviews as well (section 5.4), and the results of these tests are described in sub-section 5.4.1. The purpose of the tests was to get feedback from the test persons that could indicate to what extent the usability goals from section 4.3 had been reached.
5.1 Presentation of the prototype
A prototype is a more or less functional model used for testing in order to explore imagined uses. It can be anything from a paper-based outline of a screen to a piece of software. This project created four mock-ups of the mobile wallet, which were printed on paper and used as prototypes for user testing. The next four sub-sections present the mock-ups that were created on the basis of the sketches from section 4.5 and the findings made through the scenarios in section 4.6.
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Figure 5.1: Mock-up of the Young Teenagers mobile wallet 5.1.1 First mock-up- The Young Teenager
The mock-up shown here is based on the sketch in Figure 4.7 and illustrates the mobile wallet designed for the Young Teenagers. Some adjustments were made between the sketch and this mock-up, based on the the findings found through the scenario in sub-section 4.6.1. In the scenario, Monica had a problem because she could not see why it had come to so much for the goods. This problem was solved by providing a list of goods to be purchased and their prices. The list was placed on the mobile wallets front page below the tabs, and did thus substitute the possibility to withdraw more money than the total value of the goods. This possibility was considered unnecessary, as withdrawing more money than the value of the goods is just another way of loading money to the mobile wallets account. Money can already be loaded to the mobile wallet via the eBanking shortcut. If the mobile wallet had two ways of performing the same action it would be inconsistent with the usability goal of learnability. Additionally, Monica ran into a problem because her mobile wallets account had insufficient funds and she had not checked it before paying. This problem was solved by including the balance on the mobile wallets front page, instead of hiding it behind a tab. The balance tab was thus removed. 93
Figure 5.2: Mock-up of the Young Adults mobile wallet Figure 5.1 contains these adjustments, and was later on used for user testing.
5.1.2 First mock-up The Young Adult
This mock-up is based on the sketch in Figure 4.8 and illustrates the mobile wallet designed for the Young Adults. Some adjustments were made between the sketch and this mock-up, based on the the findings found through the scenario in sub-section 4.6.2. In the scenario, Peter had difficulties finding the function that led to loading of money to the mobile wallet. The solution to this problem was to change the labeling of the BANK button to Load. Another problem was that Peter could not see his balance before he had entered the payment window, and then had to go back to the mobile wallets front page to load money before he could complete the payment. This problem was solved by removing the illustration of coins and notes from the payment button, and instead labeling it with Pay Cash and the balance shown in brackets. In that way, the balance is visible already on the front page before a payment is initiated. Figure 5.2 contains these adjustments, and was later on used for user testing. 94
Figure 5.3: Mock-up of the Mothers mobile wallet 5.1.3 First mock-up The Mother
The mock-up shown in Figure 5.3 is based on the sketch in Figure 4.10 and illustrates the Mothers mobile wallet. Some adjustments were made between the sketch and this mock-up, based on the findings found through the scenario in sub- section 4.6.3. The scenario revealed that Anita in a stressful situation only looked at her mobile wallet when paying, and therefore did not notice what it had come to for the goods, which irritated her afterwards. This problem was solved by writing the value of the goods to be paid for, above the payment possibilities on the front page of the wallet. It seemed logical that value of the goods should be shown above the payment possibilities, as the customer often has not decided on a payment method until the value of the goods is known. Moreover, Anita disliked the fact that other people probably had seen her balance while waving her mobile phone around. This problem was solved by moving the balance from the top of the mobile wallets front page and to the bottom of it, and in addition to this using a smaller font size. In that way the balance would not be first thing to notice on the mobile wallets front page. 95
Figure 5.4: Mock-up of the front page of the Business Mans mobile wallet Figure 5.5: Mock-up of the payment page of the Business Mans mobile wallet Figure 5.3 includes these adjustments, and was later on used for user testing.
5.1.4 First mock-up The Business Man
This mock-up is based on the sketch in Figure 4.11 and Figure 4.12 and illustrates the Business Mens mobile wallet. Some adjustments were made between the sketch and this mock-up, based on the findings found through the scenario in sub-section 4.6.4.
Through the scenario it was revealed that Tom disliked that he did not know what he was paying for before he was to approve the payment. This problem was solved by 96
substituting the list of the last transactions, with a list of what is being bought. The new list is shown in Figure 5.5. Furthermore, Tom was annoyed because of the fact that he had to leave the payment window to convert the currency. This was remedied by adding a currency converter function to the mobile wallet, which instantly would convert the amounts on the payment page to a currency decided by the user. E.g. when in London, the user should be able to choose if the amounts should be shown in Danish kroner or British Pounds. These sketches were afterwards evaluated through user testing.
5.2 Testing the prototype
Because design-science artifacts are often the "machine" part of the human- machine system constituting an information system, it is imperative to understand why an artifact works or does not work to enable new artifacts to be constructed that exploit the former and avoid the latter (Hevner, 2004). The mock-ups presented in the previous section were therefore tested as prototypes, in order to gain the understanding that Hevner mentions in this quote. Since some usability goals were defined for this projects artifact, the mock-ups were evaluated according to these usability goals (section 4.3). This means, that if something in the mobile wallet was revealed to be inconsistent with the goals, through the user tests, it had to be adjusted. The questions asked were concerned with:
The users understanding of the mobile wallets properties What impression they got when they first saw the mobile wallet What they thought about the properties that was specific for the mobile wallet compared to the physical wallet If they would like to have any other properties in the wallet 97
Mentioning three things that they liked and three things that they disliked from the mobile wallet If they had any other comments or questions
Afterwards, they were presented with the mock-ups of the other user groups mobile wallets, and asked if there was anything from these which they specifically liked or disliked. In addition to this, further questions were asked to clarify the users motivation and opinions expressed during the tests. Finally they were thanked for having participated. As this is an explorative design project, the questions asked were open. The questions concerning the users understanding of the properties were hence articulated as: What happens when you push that button?, or: Tell me what is behind the buttons. This allowed the users to speak freely about what they imagined each button led to. The next section outlines the results from these tests.
5.2.1 Result from the first iteration of tests
The tests of the mock-ups revealed where adjustments were needed.
5.2.1.1 The Young Teenagers Starting with the Young Teenagers, their first problems were caused by the Currency tab in the top of the mobile wallet. Both of the test persons though it was nice to have, but said that they would not use it that much: Maybe it should not take up such a big part of the window, but I do not know where it should be placed instead, because you are not abroad that often []. I would actually like if it converted automatically. And if you wanted to pay in Danish kroner, you should have the possibility to change it manually []. Both [currencies] should be there so you do not have to calculate it yourself (Young Teenager). 98
When asked about their passports, the two interviewees disagreed. One of them would like to have it in the mobile wallet, and the other would not: It could be nice, but it would maybe be a too big responsibility to carry around as a young person. I would not carry my passport around (Young Teenager). One of the teenagers additionally suggested that Receipts and Other cards should be switched: It might be better if it [the Receipts] was up here [pointing at the tabs]. Maybe something else should be here [pointing at the Receipts]. I would rather want the Other cards down there []. I think that Other cards are more correct if they are down there, because if you are to use a card just like that [] then I think it should be right at the hand. (Young Teenager). She afterwards added that Receipts should be ordered in folders, and suggested what it should look like if you wanted to add cards of receipt folders in the mobile wallet: If you have got a hundred receipts, it would be difficult to keep track of them. There could be different categories [] and you could make your own categories with clothes and makeup and such [] in that way making it easier to navigate them. [] In the receipts window, it should be possible to push a plus sign somewhere, if you want to add a new folder. [] it [the settings] should be in the wallet I think [instead of in the phones general settings](Young Teenager). When asked if the mobile wallet should hold other things, one of the Young Teenagers said that gift vouchers should be there as well. Already during the interviews, the gift vouchers were identified as important to the Young Teenagers, but were by mistake not included in this first mock-up. It was furthermore suggested that when paying with VISA Electron, the window should be the same as when paying with the electronic cash, but it should have a headline that says Pay with VISA Electron. 99
When presented with the mock-ups representing the other user groups mobile wallets, both of the test persons said that they preferred the icons to the tabs: I like the one where all the cards are visible. I like pictures []. I think it should be structured like this [pointing at the Young Adults mobile wallet]. [] I think that there should be an eBanking shortcut. But I do not know that the icon should be, it could be a picture of the bank or the logo [] (Young Teenager). Several times during the test, this user expressed that she considered the eBanking function the way to load money to the mobile wallet. Finally, the two test persons agreed that a password should be requested in order to enter the mobile wallet and in order to pay.
5.2.1.2 The Young Adults The two Young Adults, who evaluated the first mock-up of their mobile wallet, would not use the possibility of containing business cards in the mobile wallet: [] business cards do not belong [in a mobile wallet]. New mobile phones can hold so many data in the contacts/phonebook with emails, addresses, private phone numbers and work phone numbers and much more [] and so, it is completely needless (Young Adult). The icons in the mobile wallet were preferred to the text buttons, and it was suggested that the Receipts button should be transferred into an icon: It looks rather unsystematic, careless [that the Receipts button is placed where it is]. [] you could have an icon looking like a receipt (Young Adult). In addition to this, it was suggested that the categories of membership cards and others cards should be discarded: Some people do not have many cards in their wallets, so instead of having categories, you could have a picture of each card []. I guess there is room for several [] (Young Adult). 100
One of the test persons additionally suggested that, when pushing the Pay cash button: [] a list should appear showing what you are paying for, in that way enabling you to check that the right things have been entered the cash register and that it is the right amount. Then you can approve it, and type a PIN in order to withdraw the money [] (Young Adult). The test persons had other things they would like to have in the mobile wallet as well, such as travel insurance card and passport. A button called Menu or Settings was furthermore proposed. It should be placed right above the Pay cash button, and provide access to editing what cards the wallet should hold, and the customisation settings. The button should be small...: [...] as it is not a button that is going to be used very often. You enter your card [into the wallet], and then they are there (Young Adult). One of the test persons additionally suggested that the mobile wallet should convert the amounts automatically when abroad: The phone knows which country you are in. so if I go to Germany, it will present the balance in Euros instead (Young Adult). Because of the fact that the mobile wallet should contain so many personal things, one of the Young Adults suggested that a PIN should be requested in order to open the wallet. In addition to this, he suggested that the mobile wallet automatically should close after 10 minutes, in order to prevent others from using the wallet, if they should get their hands on the mobile phone.
5.2.1.3 The Mothers With regard to receipts, one of the test persons from this group suggested that the balance should be a link leading to a kind of receipts or a list formed like a bank statement showing transactions. The other test person said that it would work for her if 101
the receipts were in the mobile wallet, as she did not need to have the receipts physically. She would, however, not keep all receipts: I would only keep those for expensive things. I would not keep those from buying milk and flour and eggs (Mother). The same person later proposed an additional function for the receipts: [...] if you keep the receipts, you could make some sort of fast search, to find out just how much money has been spent at the drug store this month [...] so, when you are working with your budgets or something like that, you could find out exactly what happens to the money (Mother). Both of the test persons furthermore explained that they had to have the possibility of storing both their own and their childrens health cards in the mobile wallet. Moreover, both test persons were missing the button that had led to the window they were presented with by the mock-up. One of the test persons would also like to have her passport in the mobile wallet, while the other test person thought it was unnecessary as she had her drivers license for identification. They furthermore suggested that an alternative labelling for the Load button could be Bank or Transfer. One of the test persons proposed an extra window appearing before coming to the actual wallet part of the mobile wallet. This extra window should contain a button leading to the possibilities for customisation and editing the wallets contents. When presented with the mock-ups of the other groups mobile wallets, the Mothers said that they would prefer to have icons in their wallet, like the icons in the Young Adults and Business Mens wallets. When pushing an icon it should lead to a picture of the card, e.g. the drivers license. In addition to this, it was preferred to have icons of the cards instead of having categories like the ones in the Young Adults mobile wallet: It could be designed in a way, that enabled the user to choose the nine most used cards [and placed these on the front page as icons], like when the user is allowed to chose her own shortcuts on the mobile phone (Mother). 102
Both test persons concerned about the security of the mobile wallet. One of them suggested that a password or a PIN should be entered in order to open the mobile wallet, thus making it unnecessary to type a PIN when making a payment. She additionally proposed that a finger print scanner could be used instead of a PIN.
5.2.1.4 The Business Men Both test persons from this group liked the structure of the mobile wallet, and both were strong advocates of sorting the cards in categories: They [i.e. the cards] should be placed underneath [a category] []. Each page should only hold 7 9 10 [icons], just like when running a slide show; you should only have five lines of text on a slide, or else people will not be able to take it in. So: categories and then moving downwards [to find other functions / cards] (Business Man), and: I think that [i.e. the categories] would be better. You could have some of the common [cards] up in the first [row], and furthermore have a section where you could make your own categories (Business Man). With regard to some of the cards, it was suggested that the health card icon should lead to a window showing your appointments at the doctor and what medicine you use. The access to this window should be protected by use of NemID (the digital signature for public and private services used in Denmark). Additionally, one of the test persons saw the hotel cards and car rental cards as unnecessary in a mobile wallet, as the mobile wallet in itself could hold the data that usually is on these cards. Therefore, when paying for a rented car with the mobile wallet, the data that usually is on the car rental card, would be transferred to the car rental offices system together with the payment. It was furthermore suggested that drivers licence and health card should be placed in the Other ID cards category, is they are not used very often. It was also added, that a passport would be nice to have in the wallet. 103
With regard to the currency converter, it was suggested that the amounts shown in the mobile wallet should be given in both your own and in the local currency when you are abroad: I have seen something smart in China []. When you pay, the amount is stated in their local currency, but it [the payment terminal] converts it to your credit cards standard currency [] so the receipt gives both what you have paid locally and what that is in your own currency. [] that would be a good idea (Business Man). When asked about how they would like the receipts, both test persons replied that they should be send to the mobile phone automatically after having paid. In that way they are stored electronically and could thus be stored on the computer at home. It was furthermore suggested that the receipts should be organised so you could flip through them and make searches. One of the test persons suggested that the receipts should have an icon on the front page of the wallet, whereas the other test person suggested that receipts should be available when pushing the respective payment icon that had been used for paying for the goods on the receipt. One of the test persons kept calling the receipts transactions. Both test persons were concerned about the security as well. One of them suggested that a PIN or a password should be required to open the cards, and that the windows with the cards should be closed down after a while, by some sort of time limit. The other test person proposed an extra security beyond PIN when buying relatively expensive things. Both of them, pointed out that PINs and passwords should not be required too many times, as this would make the mobile wallet impractical. It was also suggested that headlines should be used in the mobile wallet: [...] I would like some sort of advertisement some place in the wallet, [saying] Mias electronic wallet or something like that, so you know where you are (Business Man). Additionally suggestions were a button allowing the user to go a step backwards, and that the Load button should lead to a window with standard values for loading. Moreover, it was suggested that settings for the mobile wallet should be placed in the 104
mobile phones general settings. Service messages from the payment card providers were also proposed: If one of those card providers sends you something, it should be shown here [pointing at the payment cards] as some sort of indication, like when you have unread emails (Business Man). It was furthermore suggested that the mobile wallet should integrate other functions from the mobile phone, by having a bar in the bottom of the wallets front page with shortcut icons: If it could get standardized on different platforms, you could have the most used functions placed here [pointing at the bottom of the screen] [] calendar and email and such things, enabling you to open [these functions] directly from here (Business Man).
5.3 Presentation of the second suggestion for a prototype
The results of the tests were afterwards evaluated by assessing to what extent the mock-ups of the mobile wallets filled in the imperfections made explicit in the proposal from the Awareness of Problem phase. The assessment was based on the usability goals from section 4.3. The findings found through the tests of the mock-ups, should thus cover the lack of knowledge of what properties the users find useful in a mobile wallet, by meeting the proposed usability goals of efficiency, utility, safety and learnability. The evaluation assessed that the mock-ups were usable, but with imperfections. The tests had led to awareness of new problems in the design of the mobile wallet, and it was thus necessary to reconsider it, and make suggestions for how to solve these problems. The considerations and the new suggestions are presented in the next four sub- sections. 105
Figure 5.6: Mock-up of the front page of the Young Teenagers mobile wallet 5.3.1 Second mock-up The Young Teenager
The mock-up shown here is based on the mock-up in Figure 5.1 and illustrates the mobile wallet designed for the Young Teenagers. Some adjustments were made between the first mock-up and this mock-up, based on the the findings from the user tests. The user tests revealed that the Young Teenagers preferred a structure with icons to a tab structure, and that especially the Young Adults mobile wallet was to their liking. The structure of their mobile wallet was thus substituted by a structure very close to the structure of the Young Adults mobile wallet. This new structure implies a front page (Figure 5.6) and a payment page (Figure 5.7). One major difference to the Young Adults mobile wallet, is however, that the Young Teenagers preferred to load money to the mobile wallet through an eBanking function, instead of through a specific Load button, as in the Young Adults mobile wallet. An eBanking icon was therefore added to the icons on the wallets front page. The Load button from the Young Adults mobile wallet was substituted by a VISA Electron button, as one of the Young Teenagers said that she liked having her cards right at the hand. She actually meant a category with all of her cards, but that was before she was presented with the icons she liked so much. It was therefore decided that the cards she most often would want to have right at her hand, probably would be her 106
Figure 5.7: Mock-up of the payment page of the Young Teenagers mobile wallet VISA Electron card, which also fitted well with the other payment option at the bottom of the wallet. The currency converter was removed from the wallet, and the idea of an automatic conversion when abroad, was adopted. It was decided to ask the next test persons about their opinion on this. Moreover, the passport was added to this wallet with the intention to ask the next test persons about what they thought of it. The two first test persons had disagreed on the passport, and it was therefore considered a good idea to hear other users opinions as well. One of the test persons suggested that the receipts should be placed among the other cards and functions, and they were thus given their own icon as shown in Figure 5.6. A gift voucher for Matas (Danish drug store chain) has been added to the frontpage as well, as it during the interviews and the user tests, proved very important to the Young Teenagers.
5.3.2 Second mock-up The Young Adult
The mock-up shown in Figure 5.8 and 5.9 is based on the mock-up in Figure 5.2 and illustrates the mobile wallet designed for the Young Adults. Based on the the findings from the user tests, some adjustments were made. 107
Figure 5.8: Mock-up of the front page of the Young Adults mobile wallet Figure 5.9: Mock-up of the payment page of the Young Adults mobile wallet During the user tests, it was proposed that the mobile wallet during payment situations should show a list of the goods being bought. Such a list was therefore provided by adding a payment page as illustrated in Figure 5.9.
Since the test persons did not want the business cards in the mobile wallet, these were removed. As were the category buttons as it was preferred to have all cards presented as icons. Instead, the proposed passport and a membership card were added to the wallets front page, in order to test the next test persons opinions about this. 108
Figure 5.10: Mock-up of the Mothers mobile wallet As the interviews and the user tests had revealed that the Young Adults want to store a wide range of contents in their wallets, the Settings button proposed in the user tests was added to the wallets front page. The button should lead to a window from which the user could add and remove cards in the mobile wallet. Finally, the Receipts button was turned into an icon, as this was suggested by one of the test persons, and is in better keeping with the idea of using icons.
5.3.3 Second mock-up The Mother
This mock-up is based on the mock-up in Figure 5.3 and illustrates the mobile wallet designed for the Mother. Based on the the findings from the user tests, some adjustments were made. The first major adjustment was the transformation of the text buttons to icons in the bottom of the mobile wallet. This was made as the test persons preferred the icons they saw in the Business Mens and Young Adults mobile wallets. The other major adjustment was the adding of a Wallet icon to the row of icons in bottom of the wallet. This was added as the test persons pointed out that there was no button leading to the page they were presented with in the mock-up, which confused them. 109
In addition to this, the row of icons in the bottom of the wallet was added a passport icon as a test, to see what the next test persons would think about it. The first test persons disagreed on whether or not to put the passport in the mobile wallet, and it was thus decided to get some opinions from other users. A membership card to a toy store was added to the row of icons as well, to illustrate to the next test persons that the mobile wallet was supposed to hold all kinds of cards. Moreover, the suggestions for relabeling the Load button was considered, and Transfer was chosen over Bank as the new label, as Bank might give associations to an eBanking function. This button was furthermore moved a bit, to be placed right above the row of icons. As it was a text button, it was considered as incoherent with the icons, thus being incoherent with the usability goal of learnability. This buttons new place was, however, not satisfying and it was therefore decided to ask the next test persons where it should be placed. Finally, the extra window proposed by one of the test persons, was considered an extra and unnecessary step which the user would have to take, before entering the wallet, and would therefore be incoherent with the usability goal of efficiency. The test person suggested that this window should hold a possibility to customise and edit the mobile wallet and its contents, and it was therefore decided to ask the next test persons where they would like to have this function.
5.3.4 Second mock-up The Business Man
The mock-up presented in Figure 5.11 and Figure 5.12 is based on the mock-up in Figure 5.4 and Figure 5.5. It illustrates the mobile wallet designed for the Business Man and contains some adjustments based on the findings from the user tests. The user tests revealed that both test persons were very fond of sorting the cards in categories. It was additionally suggested that the user should have to possibility to chose which cards should be visible and which should be placed underneath category buttons. The new mock-up presented here did therefore not remove any cards from mobile wallets front page, as this should be the users own decision. It was suggested that the 110
Figure 5.11: Mock-up of the front page of the Business Mans mobile wallet Figure 5.12: Mock-up of the payment page of the Business Mans mobile wallet settings for adding and removing cards, should be in the mobile phones general settings. The passport was, however, added to this mock-up, as it was considered a good idea to ask the next test persons if they would like to have it in the mobile wallet. One of the first test persons suggested that the mobile wallet should hold the passport, but this was not considered a guarantee that other Business Men would want to have it in their wallets as well.
The suggestion of amounts given in two currencies when abroad, was integrated in the payment page, to explore other Business Mens opinions of that. Figure 5.12 does thus give the amounts in both Danish kroner and British Pounds. This page was 111
furthermore added a Back button as suggested by one of the test persons, as this was seen as improving the utility of the mobile wallet. Both the mobile wallets front page and its payment page had a headline added as proposed through the user tests. The front pages headline says: Your electronic wallet (Your could be substituted by the users name), and the payment pages headline says: Paying cash. These were seen as improving the learnability, and it was decided to explore if the next test persons held the same opinion. The proposed service messages were added to the mobile wallet as well, as they might improve the utility to some Business Men. In the mock-up, a service message is illustrated by a yellow circle with a number. The test persons had two different solutions for what to do with the receipts. The solution that suggested that a receipt icon should be placed on the front page, was applied to this mock-up. If it would not be welcomed by the next test persons, the other solution should be tested. Since one of the test persons kept calling the receipts transactions, it was decided to ask the next test persons what labelling they preferred. Finally, a bar was added to the mobile wallets front page. It was supposed to hold shortcuts to some of the most used functions in the mobile phone (in this mock-up illustrated as a calendar, an email-function, and a weather forecast). This could improve the utility of the mobile wallet to some users, whereas it might confuse other, and it was therefore decided to ask the next test persons what they thought about it.
5.4 Testing the second prototype
After having identified problems in the first mock-ups and suggested solutions to these problems through a second iteration of mock-ups, the new mock-ups were tested in the same way as the first mock-ups. The questions asked through the second iteration of user tests were almost the same as the questions from the first iteration of test. The only difference was that they 112
additionally were asked questions concerned with properties there had been doubt about during the first user tests and evaluations. Further questions were asked through these user tests as well, and the test persons were finally thanked for having participated. The questions asked were open for the same reason as mentioned in section 5.2. The next section outlines the results from the second iteration of tests.
5.4.1 Result from the second iteration of tests
The second iteration of tests of the mock-ups revealed where adjustments were needed.
5.4.1.1 The Young Teenagers Both of the Young Teenagers from this iteration of testing had ideas for what happened when pushing the health card icon. One of them imagined that it led to a window with personal data, and the other imagined that it led to a picture of the health card that could be shown to the medical secretary at the doctor. With regard to the passport, none of the test persons would want to have it in a mobile wallet, as they did not use it very often and furthermore considered it insecure: I think that it is a bit insecure to have it in the phone. [] try to imagine that you lose your phone and other people can use it for travelling in your name (Young Teenager). When presented with the payment page of the mobile wallet, both test persons said that they liked it, and both of them suggested that a delete button should be added: It is like when you are at a store and you get your receipt and all the goods are on it [] in that way you could discard [] and choose what you do not want after all []. I would make a wastepaper basket or a delete button, and then you could push the at the item to mark it, and then pushing delete (Young Teenager). 113
In addition to this, one of the test persons explained how she imagined shopping with the mobile wallet: I expect that this page [pointing at the payment page] is shown when going around [in the store] and scanning the goods. Because, in that way they are here and appear when you scan them (Young Teenager). Moreover, the test persons like the idea of the automatic currency conversion, and would want the amounts to be given in both Danish and the foreign currency. One of the test persons had an idea for how to load money to the mobile wallet: I think a lot about eBanking as I consider it almost the same as this phone-thing. I think that it should be possible to do it at home [] thus loading it from your computer at home into it [the mobile phone] (Young Teenager). When asked if she would use the mobile phones internet connection to load money to the mobile wallet, she replied that she would, but it would require some security. Both persons considered what to do if the balance was too low to make a given payment and you already were in the payment window. One of them suggested that the payment page should have go back button or a load button like the one on the front page, but preferred the go back button. The other test person proposed a Load button as well: You could have a small button here that said transfer. Like this button over here [pointing at the front pages Load button], where I quite fast could load money from [] (Young Teenager). In addition to this, the test persons disagreed about the balance. One of them thought that it was too personally to have on the front page of the wallet and the other one would like to have the balance on both the front page and the payment page. Regarding the receipts one of the test persons was worried that the mobile wallet should be filled if electronic receipts was a possibility, and would therefore prefer to have an option: 114
It would after all be smart. [] you could push on the phone saying yes or no to the receipt [] that would be a good idea. [] Then you would get rid of all the receipts you are carrying around (Young Teenager). It was additionally suggested that the cards should be ordered in categories: [] I think it would be smart that, instead of having all the cards on one page [] you could gather e.g. the club cards and cards for sun tanning salons in a folder or something like that (Young Teenager). Among other findings, were that one of the test persons thought that the Pay cash button should lead to a window showing coins and notes: I think that it is a wallet where you can see [] the money and such things [] and if you had coins or bank notes [] (Young Teenager). Regarding the mobile wallets security, one of the test persons thought that PINs and passwords should be requested when opening each thing card or function in the mobile wallet, except for the gift vouchers. The other test person wanted all cards and functions to be secured by PINs or passwords. When presented with the other mock-ups representing the other user groups mobile wallets, both test persons stated that they disliked the Mothers mobile wallet as it had too much content on one page.
5.4.1.2 The Young Adults Through this iteration of tests, both test persons had problems understanding the Load button. One of the test persons understood it after an explanation, and said that the labelling was fine, whereas the other test person disliked the labelling of the button: Load is quite confusing I think. It could be [labelled] in a more professional language. Load sounds like something that you just say: Load. Maybe [it should be] more like when withdrawing money at the bank [s ATM] (Young Adult).
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When explaining how a payment should be made, one of the test persons proposed two new ideas: [] it should of course be declared who you [i.e. the mobile wallet] are connected to; if it is Netto [] or a random guy standing behind you who has connected his phone []. And then there should be a menu showing when it has finished loading and such things, so you know that everything is alright (Young Adult). One of the test persons very thoroughly explained what each icon led to. Among those explanations, some of them were different from what had been suggested earlier in the development process. The health card should thus, besides the personal data, hold information about when you had taken any medication, and the Wildcard should hold a possibility of renewal through the mobile phone. The Receipts icon should lead to a menu with categories arranging the receipts based on what stores or date they are from. In relation to the receipts and keeping track of what the money is spent on, the same test persons said that a mobile wallet might be good for people like him, who wanted to spend no more than a specific amount a week, as the mobile wallets cash function, could hold this amount. The test persons liked the idea of an automatic currency converter and thought that the amounts should be given in both Danish kroner and the foreign currency. It should, however, be possible to turn it on and off as wanted, and the foreign currency should be given in brackets. Both test persons thought that the settings link should lead to a window where cards could be added and deleted, and one of them suggested additional settings: [] maybe make it more user friendly [] font sizes and so on, which elderly people need [] a kind of sounds instructions or something where it could be read aloud (Young Adult). One of the test persons furthermore said that he would like the settings function to give the user the possibility of sorting the cards in categories. He later added that settings also should give the user the possibility of choosing which payment method 116
should be placed in the bottom of the wallet where the Pay function was placed in the mock-up (Figure 5.8), as users might prefer different payment methods. Both test persons liked that the passport was in the mobile wallet. It was additionally suggested that the mobile wallet should be able to hold bus passes, and a sort of box or icon showing how much ones phone bill has amounted to. An application to the bank was also suggested: [] I like having a receipt telling me how much money I have on my account. So, if there was an app to the bank [] like kontokik [a function provided by the bank, enabling the user to see transactions on his account, but not to transfer money] for instance, where you could see how much money is on the account, what the money was spent at, and when withdrawals were made [] [it should be] just kontokik, not money transferring (Young Adult). It was furthermore suggested that a cancel button, a Load button, and the balance, should be added to the payment page. When presented with the mock-ups of the other user groups mobile wallets, the test persons declared that they did not like the Mothers and the Young Teenagers mobile wallets. The text on the Business Mans wallets payment page, stating what payment method is used, was however seen as useful, and should be placed above the text stating who the mobile wallet is connected to
5.4.1.3 The Mothers The test persons from this iteration of tests of the Mothers mobile wallet, would like to have the passport in the wallet, but one of them stated that it should be secured in some way. The health card should be secured as well. One of the test persons explained what she thought would happen when pushing the Pay button: 117
[] I expect a text on the screen saying that the payment is completed. And a text message with a receipt is sent to my phone or something like that. Nothing hocus pocus about that (Mother). With regard to the receipts, this test person later on stated that she would prefer to have the receipts in the mobile wallet instead of in a text message, and proposed that they should have an icon or a link in the bottom of the wallet, like the other icons. The other test persons suggested that receipts should be sent to her email: I think that they are just taking up a lot of space. They should be sent directly to my email where I had a box called receipts, if it should have a name. They [the receipts] should not be kept on my phone (Mother). When asked, where the settings function of the mobile wallet should be placed, one of the test persons answered that it belonged in the mobile phones general settings, whereas the other mother suggested an extra window, before coming to the actual mobile wallet, holding the settings function, just like one of the test persons did in the first iteration of tests of the Mothers mobile wallet. Furthermore, both test persons had problems understanding what the transfer button should lead to. After an explanation of what the purpose of it was, one of the test persons suggested that it should be removed from the wallet as it was superfluous; [] by now you have Internet and such in your phone [] [and you could therefore simply] enter your eBanking function and transfer to the account that is connected to the phone [] (Mother). The same test person added that the transfer button should be substituted by a balance button, and that this button should lead to the eBanking function. The button should be labeled with both the text saying balance and the actual amount, and the balance showed in Figure 5.10 should thus be removed. The other test person, who did not understand the transfer button either, said that it should be relabelled: I would call it bank. [] Because, then you know that you are connecting to the bank (Mother). 118
One of the test persons would prefer if the wallet icon was a text button labeled Pay. Both test persons said that they would like to have such a mobile wallet, which could hold all the membership cards they often forget at home. One of them even forgot to have her card scanned, even though she had the card in her purse, and she thus expected that the membership card automatically would be scanned when the mobile wallet was used for paying. One of the test persons added that such a wallet could be used for sending her eight year-old daughter to the supermarket alone, if it had the possibility of paying for small amounts without requiring a PIN. In that way, it would not be that big of a problem if the mobile phone was lost, as another person only could spend the money that was already loaded to the mobile wallet. That would be like losing a physical wallet with a certain amount of money. The same test person suggested that a PIN should be required to open the wallet, but no PIN should be required to open the membership cards and identification cards. It was additionally suggested that there should be added radio buttons for different accounts, and that these accounts should have names: [] it should be named as the account it came from, e.g. budget account. Because, my budget account is another account than my VISA card account. [] in that way I could see where they came from. My daughter has an account, [and it could] be there, and it could be that [card] you used for buying toys or clothes [] (Mother). Further suggestions were that when having opened the drivers license, a button should make the card flip around, thus revealing the back of it, and that having the receipts after a purchase should be an option to the user. When presented with the mock-ups of the other wallets, one of the test persons said that she preferred the tab structure of the Young Teenagers wallet (Figure 5.1), as she felt that the tabs provided a better order. The other test person said that she liked the wallets that had separated the front page from the payment page, but disliked the lists of things being bought. She would also like to have the eBanking function from the Young Teenagers wallet in her wallet. 119
5.4.1.4 The Business Men The second iteration of user tests of the Business Mans mobile wallet, revealed that drivers license, passport and health was considered ID cards, and should be gathered in a category: I think that they should be hidden, and in that way having a category. Because, after all they [pointing at the health card, drivers license and passport] are not used that often (Business Man). In addition to this, one of the test persons suggested that all the mobile wallets contents shown on the front page should be ordered in categories represented as bars: [] so when I entered [the wallet] I would like to have a bar called Payments, and when I pushed it some of this [pointing at the top row of cards] would appear. And afterwards some ID. And then there could be a Other cards. And then I might have the possibility of structuring it myself, if I would want an additional bar (Business Man). When asked where the settings function to add this extra bar should be, he answered that it should be below the bars. The other test person suggested a category called Other cards as well: I think it is better to have an Other cards [] because, where is the limit? Like this, you could put a hundred different membership cards for fitness centers and similar into [the wallet] (Business Man). The bar in the bottom of the front page of the mobile wallet was disliked by one of the test persons, as he saw it as superfluous and would want the wallet only to have contents related to payment. The other test person liked it. The yellow circle on the VISA icon was seen as a nice service, though one of the test persons would not use it himself. It was furthermore added, that the drivers license in the mobile wallet, should hold a function enabling the user to send the drivers license information e.g. to the bank, where identification often is needed. 120
Both test persons would like to have the receipts placed underneath the payment icons, instead of having a specific receipts icon as in Figure 5.11. Both test persons additionally thought that an automatic currency conversion would by okay, if the amounts were given in both Danish kroner and the foreign currency. The standard values for loading suggested through the first iteration of user tests, was liked by one of the test persons in this iteration of tests, and disliked by the other. The test persons almost agreed that the headlines on each of the pages were nice to have, however, one of them considered the headline on the front page as unnecessary. One of the test persons moreover suggested the payment page as a picture of the receipt, which after the completed payment is sent to the mobile wallet. The payment page should therefore hold the name of the receiver of the money: [It should] show the hotels receipt or the restaurants receipt. That is, with name, so it can be used as receipt you can use as a voucher in your accounts (Business Man). During the tests, one of the test persons pointed out the importance of using the cards in an active way if they were put into the wallet. The cards should not just be represented as passive pictures in the mobile wallet, but instead be enabled to be used in several situations. An eBanking function was furthermore proposed by both test persons: eBanking and bank statements and such it might be a natural part of this [the mobile wallet] (Business Man). When presented with the mock-ups of the other user groups mobile wallets, one of the test persons said that he liked the structure of the payment methods in the Mothers wallet. He would however like to give each payment method a name, as he had access to several accounts. The payment methods should furthermore be structured either with the most used cards in the top, or by categories such as private and company cards.
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5.5 Summary
This finalises the Development phase, where user tests of the mock-ups have created the basis for evaluation of the mobile wallets application and functionalities. The main items of this chapter are: The sketches and findings from the Suggestion phase have led to the creation of four mock-ups representing the four user groups mobile wallets. Used as prototypes, the mock-ups have been evaluated though usability tests conducted as interviews. Test persons have contributed to the mobile wallets properties. Applications beyond the conventional use of a wallet have been revealed. The next chapter evaluates the mobile wallets properties identified through the design process.
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6 Evaluation and re-design
In order to clarify to what extent the usability goals from section 4.3 have been reached, this chapter evaluates the results from sub-section 5.4.1, which described the test persons evaluation of the second mock-ups. The evaluations are presented in section 6.1. The goal of this projects design process was to identify what properties a mobile wallet should hold. This chapter does therefore also present two tables that summarise the properties identified through each of the design phases. The tables are presented in section 6.2. Based on the abovementioned evaluations and tables, section 6.3 assesses what the next step in the development of the mobile wallet should be.
6.1 Evaluation of test results
The next four sub-sections evaluate the results of the last iteration of tests.
6.1.1 The Young Teenagers
The test persons for the second mock-up of the Young Teenagers mobile wallet, reflected upon how many items in the mobile wallet, they would like to secure by PIN or a password, in order to prevent strangers spending their money or using personal data, if the mobile phone should get lost or stolen. Both test persons considered it insecure to have the passport in the mobile wallet, but disagreed on how many of the wallets cards should be secured. The usability goal of safety has thus not been fully reached, as the mobile wallet that was tested not made the users fell completely safe. 123
For the utility of the mobile wallet, it was suggested that a delete button and a go back button should be added to the payment page, and the user should furthermore have the option of accepting or refusing receipts. The users were thus missing some functions in the mobile wallet, which means that the usability goal of utility is unfulfilled. In addition to this, the test persons disagreed about the balance, which one of them considered too personal to be placed on the mobile wallets front page, whereas the other test person would like it to be placed on both the front page and the payment page. It is thus necessary to explore additional users opinion on where to place the balance. It was additionally suggested that the mobile wallets contents should be structured in categories, which relates to the usability goal of learnability. Storing the cards in categories would thus provide this test person with a better overview of the wallets possibilities, hence meaning that this goal has not been reached either. Another learnability-related comment from the user tests is the one saying that the mobile wallet should present money as coins and notes. This indicates that some people might have difficulties grasping the idea of electronic money, and the fact that a mobile wallet eliminates the need for choosing what coins and notes to pay with. The mobile wallets design should therefore, in some way help the user understanding this. Regarding the usability goal of efficiency, the test persons had no comments indicating that the mobile wallet would be inefficient. However, one of them imagined that shopping with the mobile wallet meant walking around in a store with the mobile phone in the hand, and using it for scanning goods to be bought. This implies several additional steps in the mobile wallet than just making a payment, and it therefore has to be explored further if this idea would work and what other users think about it.
6.1.2 The Young Adults
The tests of the second mock-up revealed that the usability goal of learnability has not been reached by this version of the Young Adults mobile wallet, as both test persons did not understand the Load button. 124
The test persons additionally proposed a lot of new properties for the mobile wallet, e.g. a text appearing when payment is completed, a cancel and a Load button on the payment page, bus passes, a possibility to change the structure of the mobile wallets front page, a bank application, and many more. All these additional properties indicates that more utility is needed in the mobile wallet, and the usability goal of utility has therefore not been reached. Regarding the usability goal of safety, one of the test persons said that he would like to know who his mobile wallet is connected to, in order not to send any payments to strangers. This goal is therefore not fulfilled, but the test person suggested that the problem could be solved be adding a text to the payment screen, declaring who you are paying to. The usability goal of efficiency was not touched upon by any of the test persons comments.
6.1.3 The Mothers
During the user tests of the second mock-up of the Mothers mobile wallet, one of the test persons proposed a text appearing on the mobile wallets screen when payment is completed. The adding of an eBanking function, a receipt option, and an automatic scanning of membership cards were proposed as well. A further suggestion was that the payment methods should include the users different accounts, as a user might have more than one bank account. Moreover, the test persons had different suggestions for what should happen to the receipts if a mobile wallet was introduced, and a further investigation of this matter is therefore needed. All these things lead to the conclusion that the usability goal of utility is far from being reached by this version of the mobile wallet. One of the test persons additionally suggested that the mobile wallet should hold the possibility of paying for small amounts without using a PIN. As this opens up for the possibility of paying by fault and paying with a stolen mobile phone, which is 125
incoherent with the usability goal of safety, it is needed to take more users opinions on this suggestion into account. When asked about the placement of the settings function, one of the test persons suggested that it should be placed in an extra window, which should appear before coming to the actual mobile wallet. This would, however, lead to an additional step that the user would have to take in order to make a payment. Whether or not this leads to unnecessary many steps, and hence being incoherent with the usability goal of efficiency could be tested through a user test of a prototype holding the possibility to interact with it. Besides this, no comments indicated that the efficiency of the mobile wallet was not acceptable. The transfer button caused the test persons some problems, mainly because of the labelling. Both test persons suggested what should be done about it, but in this mock-up, it disrupts the usability goal of learnability. The wallet icon was equally difficult to understand to one of the test persons, who suggested a new labelling. The same test person said that she would prefer a tab system, as it made more sense to her. It is therefore necessary to explore what system other users from the same user group would prefer. In turn the mobile wallet could apply that system, which in turn would support the usability goal of learning ability.
6.1.4 The Business Men
Through the user tests of the second mock-up representing the Business Mans mobile wallet it became clear that a category structure was preferred to the structure with all the cards visible on the wallets front page. The mobile wallet would therefore reach the usability goal of learnability to a greater extent, if the category structure was applied. An additional thing that would improve the learnability, is the moving of the receipts from their present place, into the payment methods where the test persons thought they belonged. With regard to the utility of the mobile wallet, the test persons disagreed whether or not the bar in the bottom of the wallets front page should stay. The test persons 126
furthermore disagreed on the questions of whether there should be standard values for the loading of money, and if there should be a headline on the front page of the wallet. Further exploration of these matters is therefore necessary. Besides this, it was suggested that the drivers license should hold a send function, and that the mobile wallets payment page should hold the name of the receiver of the money. Both test persons furthermore wanted the amounts to be given in two currencies when abroad, and would like to have an eBanking function in the wallet. One of the test persons suggested that a further utility would be the possibility of using the cards in the wallet in an active way. Another adjustment that would improve the mobile wallets utility is the labelling and structuring of payment methods, as suggested by one of the test persons. The usability goal of utility does therefore require both major and minor adjustments to be reached. The usability goals of safety and efficiency were not touched upon by any of the test persons comments. However, if the proposed category structure is applied to the mobile wallet, it requires an extra step to make a payment. Testing of this extra step is necessary to ensure it is acceptable to the users, and if it is coherent with the usability goal of efficiency.
6.2 Summarising the properties of the mobile wallet
The goal of this projects design process was to identify what properties a mobile wallet should hold. Table 6.1 and Table 6.2 in this chapter summarise the properties that were identified through the design process. Table 6.1 lists the identified design properties and Table 6.2 lists the identified functionality properties. Each list contains headlines indicating what phase of the design process the properties were identified in. The tables use the abbreviations from Table 3.3, and a + indicates that the user group has suggested the property.
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Functionality properties YT YA M B Interviews and interviewees sketches A customisation function + + All plastic cards should be in the mobile wallet + + + + Balance + + + + Currency converter + + Receipts + + + + Upload of receipts from mobile wallet to PC, enabling printing + Bus pass / train tickets + + + Total value of things being bought before paying + + Shortcut icon to eBanking + + + Automatic taking of backup to be saved on a server + Amount for withdrawal decided by the user + Gift vouchers and discount cards + A function ensuring that the MW always holds money + A function allowing the user to decide the order of the plastic cards + Load of money via Internet connection to the bank + Receipts ordered in folders and possible to delete + Business cards and donor card + An Other cards button + An Approve or Pay button + Latest info about payments + A Facebook shortcut + A watch + A calendar shortcut + + An email shortcut and a text message shortcut + A Load button + Listing of five most recent transactions + A figure showing the accumulation in money spent. + Controlled Convergence phase in the sketching process An Other cards category + An Other membership cards category + A Bank button leading to an eBanking function with possibility to load money to the wallet + A row of buttons representing different cards and a Load button. + Scenarios 128
A list of what is being bought + prices + + A text giving the value of goods to be paid for + A function enabling currency conversion of amounts given in the wallet (currency manually chosen by the user) + First iteration of user tests A Pay cash button with the balance written on it + A function enabling currency conversion of amounts given in the wallet (currency automatically updated by the phone when abroad) + + + Amounts given in two currencies when abroad + Passport + + + + A list of what is being bought + prices + A settings button + Wallet icon leading to payment page + A function allowing the user to edit categories and which cards should be visible + + Service message appearing in the case of movements on an account + A bar holding shortcuts to e.g. bank and email + Receipts leads to a window with folders categorising them + The balance should be a link to a list of recent transactions + Load of money via eBanking, from PC or phone + A function in Receipts to make searches in them + + Health card icon leads to more than one health card + Pushing an icon of a card, leads to a bigger picture of the card + Pushing the health card leads to information on doctor appointments and your medicine + Data usually stored in hotel /car rental cards should be stored in the phone and be activated automatically when paying at a hotel or for a rented car + Pushing the load button leads to standard values for loading + Second iteration of user tests Pushing health card icon leads to picture of the card to be shown when at the doctor + A delete button on the payment page + Amounts given in two currencies when abroad + + + A Load button on the payment page + An option (yes / no) regarding receipts + + Pay cash should lead to a picture showing coins and + 129
notes as pictures Pushing health card icon leads to information about your medication + Pushing the Wildcard icon leads to possibility of renewal + Pushing Receipts icon leads to a categories of receipts based on date or where they are from + Possibility of turning of automatic currency conversion + Settings holds the possibility of sound instructions + Settings enables the user to edit categories + Settings enables the user to choose favorite payment method + Box or icon showing phone bill + An application to ones bank account (not eBanking) + Load of money via eBanking + Membership cards should be automatically scanned when paying with the mobile phone + No PIN when paying small amounts + A button in the drivers license to flip it around + Shortcut to eBanking + + Categories: Payment, ID, Other cards, Settings + Drivers license should hold possibility to be send +
Design properties YT YA M B Interviews and interviewees sketches Coins and notes should be shown separately + + + Radio buttons on the front page to choose what to do + + Icons representing a category of cards / functions + + Icons representing each card / function + Payment method chosen from the front page + Tabs representing categories of cards / functions + Uncluttered and simple setup + The mobile wallet represented as a wallet icon on the mobile phones homepage / menu + A list of what is being bought before paying + Personal picture as background + Table 6.1: A summarised list of the proposed functionality properties 130
The balance should not be showed on the front page + A headline telling what you are about to do + Approve / Pay button placed in the bottom + Latest info about payments placed in the top + Should require as few clicks as possible + No multiple ways of performing a single action + Payment page appearing after pushing one of the payment methods + A structure similar to ATMs: Buttons with numbers + Cancel, Delete and Ok buttons + All contents available from one single page + A dollar sign icon representing cash payment + Payment function placed in the bottom + Cards placed in what looked like a physical wallets dedicated spaces for plastic cards + Scenarios Balance showed on the front page + + Re-labelling the BANK button to Load + Re-labelling the payment button to Pay cash and including the balance on the button + Balance placed in the bottom and written in a smaller font size + First iteration of user tests Icons representing each card / function + Dividing of wallet into front page and payment page, with payment page holding the list of goods + prices + + VISA Electron and Pay cash buttons in the bottom + Receipts shown as an icon + + + Receipts placed underneath respective payment icon + Icons representing each card / function + Re-labelling the Load button to Transfer + Having an extra window before coming to the wallet (to contain the wallets settings) + Sorting the cards / functions in categories + Settings for the wallet should be in the mobile phones general settings + A Back button on the payment page + Headline on front page: Your electronic wallet + Headline on the payment page: Paying cash + Service message illustrated as a little yellow circle with a number + Bar placed in the bottom of the front page + 131
When paying with VISA Electron, the payment page has a headline saying: Pay with VISA Electron + Second iteration of user tests Balance should only be placed on the payment page + Balance should be placed on both pages + + A Go back button on the payment page + Sorting the cards in categories + Re-labelling of load to a more professional language + Text on payment page saying who you are paying to + + After paying: An indication that payment is completed + + A Cancel button on the payment page + A Load button on the payment page + Headline on the payment page: Paying cash + Receipts represented as an icon + Receipts should be sent to mail, not to phone + Settings should be placed in phones general settings + Having an extra window before coming to the wallet (to contain the wallets settings) + Substitute Transfer button with a Balance button (labelled balance and the actual amount) leading to eBanking + Re-labelling of Transfer button to Bank + Substitute Wallet icon with text button labelled Pay + Tab structure + Dividing of wallet into front page and payment page, with payment page holding the list of goods + prices + Radio buttons with names of different accounts + + Structure of radio buttons decided by the user + Bars representing categories of cards / functions + Settings represented as a bar below the other bars + Receipts placed underneath payment icons + Payment methods presented as
Table 6.2: A summarised list of the proposed design properties 132
6.3 The next step in the development of the mobile wallet
This section contains an assessment of what the next step in the development of the mobile wallet should be. The assessment is based on the evaluations from section 6.1 and the tables presented in section 6.2. A big challenge in the work with the mobile wallet was to clarify what functionalities each button should have. There were almost as many opinions as there were test persons. This was revealed in the evaluations in section 6.1, where the usability goal of utility was the goal most far from being reached. The usability goal of learnability was not close to being reached either, mainly because the test persons within each group had different opinions about the structure of the wallet and kept being inspired by the mock-ups of the other user groups mobile wallets. Table 6.1 and Table 6.2 additionally illustrates how new opinions about the mobile wallets properties kept appearing through the design phases. The comments from the user tests did not concern the usability goals of safety and efficiency to the same extent. Taken together, the evaluations and the tables is a clear indication that further research and development is needed in order to reach the usability goals. As stated in sub-section 3.2.3, it was, however, not expected that the goals would be reached through this project. As the test persons kept getting inspired by the mock-ups of the other user groups mobile wallets, it would be interesting to see how close the designs of the mobile wallets would get to each other. As all four groups in some way indicated that settings of the mobile wallet should allow the user to edit the contents, it might be an option to offer a standardised mobile wallet, but with the possibility of customisation. This would however lead to a complex mobile wallet, not helping those who want it to be simple. The assessment is therefore that a new iteration of user tests is needed. Both to test if the properties proposed during the second iteration of tests are liked by other users from the same user group. But also to continue to test how close the design of the wallets will get to each other. How this can be done will be discussed in chapter 8.
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7 Conclusion
This thesis has proposed a set of properties for a mobile wallet. Properties that have not until now been defined. This was done by using an Activity Theory based approach, in order to gain an understanding of why a proposed design worked or caused problems. This understanding was gained by bringing the users into the design process. The mobile wallet in this project, has become a basis of future research, hence contributing to remedying the lack which Dahlberg et al. (2008, p. 178) and Mallat (2006) together pointed out. The use of Design Science as research paradigm provided an approach to exploring the mobile wallet and the users opinions about it. The paradigms call for iterations and continuous evaluation made it possible to reveal new findings throughout the project. The use of HCI methods has furthermore proven usable in the process of the creation of the mobile wallet. Especially the focus on users has been applied throughout the project. The characterisations of the user groups proved to be a good idea too. Even though they initially were meant for explaining why there were differences in the four groups, they showed useful in the creation of the personas as well. The way the user tests of the mock-ups were conducted proved to be very useful for this project, as the interview approach to the tests, allowed for explanations when needed. And they were indeed needed. Some of users, had difficulties grasping the idea of mobile payments. Those who understood it had, on the other hand, many questions, especially concerning security and other aspects of mobile payments that are still uncertain. The user tests additionally revealed that it is of great importance, when testing an innovative product, to ask the test persons to ignore the questions of whether they would use it, as this showed to affect a couple of the tests. Another observation showing that some users did not quite grasp the idea, was made when some of the users suggested that the mobile wallet should hold the possibility of reading text messages and checking Facebook, because they would not want to be without it. Along the way, it was therefore decided to explain to the test persons, that they still had all their other functions in the mobile phone, and that the mobile wallet was just another function. 134
The user tests did moreover inspire to asking further questions that had not been planned, and which might not have been asked to all the test persons. But in the given situation, they seemed right to ask. For example, if the test persons proposed ideas that had not been proposed before, it happened that the test persons in the following tests were asked about this proposal, in order to have their opinion. This project was, however, an explorative design project, and nothing was given in advance. It was therefore all right to test several ideas. An expert is after all a person who has tested all kinds of solutions, in order to find the right one, and to learn from those who went badly. Through the last iteration of user tests, several new ideas were proposed, and the user groups were still getting more inspired by each others designs of the mobile wallet. As the evaluation in section 6.3 thus assessed that a new iteration is needed, it is concluded that the mobile wallet proposed by this project, is not yet ready to be launched. It was, however, never the purpose of this project to design a fully functional mobile wallet, but merely to broach the issue. This has been done by proposing the set of properties for the mobile wallet, presented in Table 6.1 and Table 6.2, and by considering if the mobile wallet should be standardised or differentiated with regard to different user groups. As stated in section 6.3, it is a possibility that the mobile wallet could hold a settings function allowing the user to edit the contents of the wallet, but it need to be explored if it is desirable for the users to have a lot of options. Due to the small number of subjects, the findings of this project cannot be generalised to population. Instead, the findings can be generalised to theory and support further research of the emerging mobile payments.
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8 Discussion and reflections
This thesis, has in its effort to identify and describe the properties a mobile wallet should have, primarily had focus on each user groups contributions to the design of their own mobile wallet. The projects problem statement and conclusion do, however, contain additional possibilities of how to work with covering the lack of knowledge of what properties the users find useful in a mobile wallet. It could thus had been tested whether it was possible to create one single mobile wallet for all users, by having one groups test persons to test another groups mock-up. This would explore how it would work for them and what changes they would propose. By switching mock-ups through many iterations of tests, the possibility of having one design satisfying all the users, could thus have been tested. This project did, however, not have this approach, but focused on developing wallets for different user groups. It was from the beginning assumed that a standardised wallet would hold many customisation options, hence confusing the user. This could lead to a situation where the user would not want to use the mobile wallet, and then we are back again where we started. The evaluation in chapter 6 revealed that all the user groups actually had suggested such a settings function to be added to the wallet. It is therefore needed to be explored, how the users would use such a wallet, for instance through user tests of more functional prototypes allowing them to interact with the artifact representing the mobile wallet. The test persons who suggested the adding of a settings function might, however, have done so, as they did not like to say directly that they wanted the mobile wallet to be different from what they were presented with. Another way of designing a product is by exploring how others have designed a similar product, or having the user to test the similar product in order to discover problems. It is, in other words, possible to make some findings from these similar products, and gain an idea of how to design a product, without having spent resources on creating an initial artifact. This approach was, however, not applied for this project, as it could lead to biases. In addition to this, there is no working mobile wallet yet, but some of the more successful electronic payment solutions might have led to something. 136
One final question is: What result would this project have produced, if the traditional natural science had been applied as research paradigm?. It would probably not have led to as many findings along the way since it would have been more focused on identifying solutions than problems. Especially the use of user involvement would have required its own research project, as it had not until now been applied in the development of a mobile wallet. It would however, have led to a clear indication of why the artifact worked. Provided that that was the case.
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9 Contributions
This thesis provides theoretical contributions to the research in mobile wallets. The findings suggest that: All contents of the physical wallet should be transferred to the mobile wallet, in order for the mobile wallet to be considered usable by the users. Further research is needed particularly in relation to the structuring of the mobile wallets menu and the question on whether the mobile wallet should be standardised or differentiated. The plastic cards contained in the mobile wallet should be used in an active way, instead of just being passive pictures. The mobile wallets properties identified through this project are presented in Table 6.1 and Table 6.2.
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