CSE 21-30 Albrektson Xia
CSE 21-30 Albrektson Xia
Cover: An illustration of the design concept when the user has answered all relevant
questions and been presented with information about which service to use.
Typeset in LATEX
Gothenburg, Sweden 2021
iv
Designing the Navigation to E-services
Improving the Accessibility and Usability to Report a Crime or Loss
at the Swedish Police Authority’s Website
MAJA ALBREKTSON & CAROLINE XIA
Department of Computer Science and Engineering
Chalmers University of Technology and University of Gothenburg
Abstract
In the fast-paced digital world, authorities and organizations are moving towards
developing and providing digital services on the internet. Regarding the Swedish
Police Authority, citizens can use e-services to report crimes or losses. However, the
authority has acknowledged that multiple citizens use the wrong e-service for their
case and sometimes have trouble finding the correct one.
The thesis aimed to explore how the web navigation to the e-services can be im-
proved to help the citizens find the correct service for their circumstances. The
investigation of the topic is based on a user-centered design process where 14 meth-
ods have been executed. The methods included data gathering, development of
requirements and exploration of a potential design concept.
The results are presented in 15 design guidelines about improving the navigation
to e-services regarding usability and accessibility. Furthermore, a design concept
is presented that exemplifies how the guidelines can be explicitly applied to the
Swedish Police Authority’s website.
v
Acknowledgements
We would like to express our gratitude to all the people that made this thesis pos-
sible.
To our supervisors Sara Ljungblad and Nina Mujdzic for your never ending support
and guidance. We can not emphasize enough how helpful it has been to know that
you always had our backs. Thank you!
To all the participants in our studies - this project would not have been possible
without you. Thank you for your time, engagement and feedback.
We would also like to dedicate a thanks to all the employees at the Swedish Police
Authority, that welcomed us with open arms and made us feel comfortable. A spe-
cial thanks to Daniel Svan who believed in us and gave us this opportunity.
Thank you all for your support and interest in our project!
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Contents
1 Introduction 3
1.1 Research Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2 Research Question . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.3 Aim & Deliverables . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
1.4 Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2 Background 7
2.1 The Swedish Police Authority . . . . . . . . . . . . . . . . . . . . . . 7
2.2 Stakeholders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.3 Ethical Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . 9
2.4 Previous Work and the Thesis’s Contribution . . . . . . . . . . . . . 10
2.4.1 E-Services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
2.4.2 Website Navigation . . . . . . . . . . . . . . . . . . . . . . . . 10
2.4.3 Accessibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.4.4 The Thesis’s Contribution . . . . . . . . . . . . . . . . . . . . 12
3 Theory 13
3.1 Website Navigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
3.1.1 Navigational Models . . . . . . . . . . . . . . . . . . . . . . . 13
3.1.2 Website Navigation - Design Guidelines . . . . . . . . . . . . . 16
3.1.3 Information Foraging . . . . . . . . . . . . . . . . . . . . . . . 16
3.2 Decision Making Theory . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.2.1 Heuristics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.2.2 Biases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.3 Design System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.4 Usability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.5 Inclusive Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.5.1 Disability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
4 Methodology 27
4.1 Research Through Design . . . . . . . . . . . . . . . . . . . . . . . . 27
4.1.1 Wicked Problems . . . . . . . . . . . . . . . . . . . . . . . . . 27
4.2 Remote Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
4.3 User Research Methods . . . . . . . . . . . . . . . . . . . . . . . . . . 29
4.4 Design Thinking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
4.4.1 Empathize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
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Contents
4.4.2 Define . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
4.4.3 Ideate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
4.4.4 Prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
4.4.5 Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
5 Planning 39
5.1 Project Initiation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
5.2 Design Thinking Process . . . . . . . . . . . . . . . . . . . . . . . . . 39
5.2.1 Empathize . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
5.2.2 Define . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
5.2.3 Ideate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
5.2.4 Prototype . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
5.2.5 Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
5.3 Report Writing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
7 Results 79
7.1 Design Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
7.1.1 Home Page & Middle Page . . . . . . . . . . . . . . . . . . . . 81
7.1.2 Understanding If an E-service is the Appropriate Choice . . . 83
7.1.3 Selecting a Crime or Loss . . . . . . . . . . . . . . . . . . . . 84
7.1.4 Clarifying the Crime or Loss . . . . . . . . . . . . . . . . . . . 85
7.1.5 The End of the Guide . . . . . . . . . . . . . . . . . . . . . . 86
7.2 Design Guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
7.2.1 Design - Look & Feel . . . . . . . . . . . . . . . . . . . . . . . 89
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Contents
7.2.2 Language . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
7.2.3 Content . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
7.2.4 Structure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
7.2.5 Methods & Process . . . . . . . . . . . . . . . . . . . . . . . . 96
8 Discussion 97
8.1 Design Guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
8.2 Design Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
8.3 Methodology Discussion . . . . . . . . . . . . . . . . . . . . . . . . . 99
8.3.1 Simulation Exercise . . . . . . . . . . . . . . . . . . . . . . . . 99
8.3.2 Eye Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
8.3.3 Behavioral Archetypes . . . . . . . . . . . . . . . . . . . . . . 100
8.3.4 Usability Testing . . . . . . . . . . . . . . . . . . . . . . . . . 101
8.3.5 Different Methods of Evaluation . . . . . . . . . . . . . . . . . 101
8.3.6 Remote Testing with Users . . . . . . . . . . . . . . . . . . . . 102
8.4 Transferability . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
8.5 Ethics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
8.6 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
9 Conclusion 107
References 109
Appendix I
A Conclusions, Simulation Exercise . . . . . . . . . . . . . . . . . . . . I
B Consent Form, User Study . . . . . . . . . . . . . . . . . . . . . . . . II
C Information Form, User Study . . . . . . . . . . . . . . . . . . . . . . III
D Questionnaire Questions . . . . . . . . . . . . . . . . . . . . . . . . . IV
E Interview Guide, Accessibility Expert . . . . . . . . . . . . . . . . . . IX
F Interview Guide, UX Design Expert . . . . . . . . . . . . . . . . . . . X
G Behavioral Archetype, the ’Good Enough’ Gale . . . . . . . . . . . . XI
H Behavioral Archetype, the ’Careful’ Charlie . . . . . . . . . . . . . . . XII
I Flowchart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . XIII
J Usability Test with Experts from Contact Center . . . . . . . . . . . XX
K Think Aloud & Interviews with Users . . . . . . . . . . . . . . . . . . XXI
1
Contents
2
1
Introduction
In Sweden, all citizens who have been the victims of a crime, regardless of when it
happens in life, need to contact the police. The Swedish Police Authority is a public
service with the purpose to "reduce crime and increase public safety" (The Swedish
Police, n.d.). To achieve this, effective communication with citizens is of the utmost
importance.
The digital development combined with new technology has made citizens accus-
tomed to a digital world, thus creating higher expectations of e-services (electronic
services) in the public sector (Bharosa et al., 2020). Furthermore, all public sectors
in Sweden need to follow specific web accessibility guidelines (Infrastrukturdeparte-
mentet RSED DF, 2018). To meet this need, public sectors around the world have
realized that it should be easy to use their services without knowing all the bureau-
cracies behind (OECD, 2017). Personalization and more ease of use are expected
from the users, making digital technologies essential while simultaneously offering
a reduced cost (Bharosa et al., 2020). Furthermore, it is becoming more common
to create holistic solutions putting the need of the user and the feedback from the
citizens in focus (OECD, 2017).
Users want to easily find the information they are looking for. However, it is fre-
quently reported that users have trouble with navigational tasks such as finding a
specific site or content. In some contexts, these troubles might lead to the user
using another site or service instead (Lazar et al., 2003). Regarding the Swedish
Police Authority, such frustration might lead to more severe consequences, such as
ignoring reporting a crime. That, in turn, might lead to other consequences, includ-
ing skewed statistics, unresolved crimes, and dissatisfied citizens. Thus, the need to
make efficient navigation with the user in focus is more critical than ever.
3
1. Introduction
might happen and the potential consequences is presented in the scenario below.
Kim was tired after a long day but decided to go down to the base-
ment and pick out the Easter decorations. On arrival, Kim noticed that
someone had tried to break in. The lock was destroyed, and all the
decorations were gone. Kim felt very stressed and upset while return-
ing to the apartment. After searching the internet and looking at the
Swedish Police Authority website, Kim started to report the crime as
’Förlustanmälan’. However, the e-service asked for questions not related
to the crime, and there was no option to report the broken lock as a
consequence of the burglary. Is this the correct e-service to use? Kim
felt stupid not being able to use the service but decided that it was more
important to do it correctly and called the police instead. First, there
was a telephone queue with a waiting time of 20 minutes. When Kim
finally reached a person on the other side, the registrar needed to note
everything manually while Kim patiently spelt the name and address
letter by letter. When hanging up, Kim felt very frustrated that this
matter occupied the entire evening.
This fictional scenario is not unreasonable and might lead to multiple problems for
the authority as well. The case will be delayed, the telephone line will be loaded,
and resources that could be used for other things are occupied. In other scenarios,
the user might continue to use the e-service even though it is incorrect. Hence, the
user will answer questions that are irrelevant to the crime or loss they are reporting.
The e-service team at Swedish Police Authority have suggested a potential solution
to make people find the correct e-services. The solution is to incorporate a question
guide before users access the different e-services. The question guide will collect rel-
evant information from the users and, based on that, redirect the user to the correct
e-service. The thesis will consider the findings and insights gathered throughout the
process and ideate on all ideas to find the optimal solution.
4
1. Introduction
The research question will be answered by a set of guidelines. Thus, the sub-question
is:
How could such guidelines be applied to the Swedish Police Authority’s website re-
garding the e-services that are used to report a crime or loss?
The purpose is to contribute with knowledge that gives the Swedish Police Authority
a better understanding of improvements made to create user-friendly navigation,
which involves understanding the users and their needs.
To reach the project’s aim, the thesis will result in deliverables related to the re-
search questions. The deliverables for the thesis are guidelines to consider when
improving the navigation of a website with e-services and a high fidelity prototype
that visualizes an example of how the guidelines can be implemented.
1.4 Limitations
The thesis’s focus is to create improved navigation to the e-services that are used
for reporting a crime or loss. Moreover, the improved navigation should be reusable,
making it possible to develop it and include more e-services in the future. The design
will be made for desktop devices and created in Swedish since that is the primary
language for the website.
The thesis also focuses on guiding users in the navigation towards the e-services
used to report a crime or loss. To narrow it down, the thesis will not cover the
navigation to other e-services on the site, e.g. the services that are used to apply for
permission. Nor will there be any focus on how to best design the actual e-services.
The findings from the study might apply to other authorities and organizations that
need a similar solution. However, there might be a need for corrections to suit those
specific circumstances.
Furthermore, the thesis will not include the implementation of the prototype in
5
1. Introduction
terms of code. The launching of a coded product would make the project heavily
dependent on external parties, risking the deadline of the academic part. Thus,
that part will be assigned to people within the IT department at the Swedish Police
Authority.
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2
Background
This chapter aims to bring knowledge into the thesis’s background regarding the
Swedish Police Authority and the stakeholders. Moreover, the chapter presents con-
siderations about the ethical aspects. Finally, some related work within the domain
is highlighted, and the thesis’s contribution to the academic world is presented.
There are several ways to report a crime or a loss. Citizens can call in with the
numbers: 112 for urgent help or 114 14 for other cases such as police reports, tip-
offs or information. Other ways to report are visiting the police station, reporting
via a police on-the-spot, or using the different e-services on the website. Some of
the e-services are report of theft, credit card fraud, shoplifting, damage and parking
damage (Polisen, 2020). Altogether, all the e-services receive about 370 000 case
registrations per year. The e-services can be reached from the start page; see figure
2.1 for an overview of the structure today.
The website of the Swedish Police Authority provides external information and con-
sists of approximately 20 different e-services accessible to the citizens. An overview
of today’s navigation to report a burglary is illustrated in figure 2.1.
7
2. Background
1. 2.
3. 4.
Figure 2.1: Overview of today’s navigation to report a burglary. (1) The user
selects the button ’I have been through something’, (2) In the list of e-services to
report a crime or loss, the user selects the link to ’Report a burglary’, (3) The user
selects the button ’Start e-service’ and (4) the e-service of reporting a burglary is
presented. Authors’ own collage of screenshots from Polisen (n.d.-a).
2.2 Stakeholders
The thesis has several stakeholders that are interested in or will be affected by
its result. The two researchers Maja Albrektson and Caroline Xia, are enrolled
8
2. Background
at Chalmers University of Technology and will perform the thesis as part of the
academic institution program Interaction Design of Technologies. The university
is interested in the thesis to receive an academic report that will contribute to
research within the interaction design discipline. Furthermore, the supervisor from
the university, Sara Ljungblad, will give academic support during the process of
conducting the research and writing the report.
The client for the project is the Swedish Police Authority in Gothenburg, primarily
the IT department of e-services. The department is responsible for the e-services
that interact with the general public. The department has provided a mentor for
this project, Nina Mujdzic, who works as a Business Analyst and UX Designer in
the assigned area. The expectation from the client is results that can contribute to
knowledge on how to improve the navigation to their e-services.
Other stakeholders for the thesis are the participants who will be recruited for data
collection and evaluation. From their perspective, sensible information may be col-
lected during the project. Because of that, the researchers will ensure informed
consent and comply with ethical guidelines and laws that regulate the ethical re-
quirements for the research process.
The target group could also be seen as stakeholders. For this project, the target
group consist of mainly every citizen that in some time, either in the future or now,
needs to report a crime using an e-service at the Swedish Police Authority website.
Therefore, they will be affected by the result of this project.
Hereafter, the client the Swedish Police Authority, will be referred to as the authority
in this thesis.
The end-users of the project are every citizen that some time, either in the future or
now, need to report a crime to the authority. It is a wide range of people, and there
will be a need for data gathering from the users to practice user-centered design and
adjust the system after their needs. The data gathering will be made with informed
consent, anonymity and confidentiality by using a consent form or similar to comply
with the ethical guidelines and laws that regulate and set ethical requirements for the
research process (Vetenskapsrådet, 2017). That involves informing the participants
about what data will be collected, how it will be stored and how it will be used. It is
also crucial to know data collection regulations, for example, GDPR (The General
Data Protection Regulation).
The researchers will consider the potential ethical issues during the whole design pro-
9
2. Background
cess and do their best to minimize their impact. Potential recordings such as sound
and video will be destroyed after the study to ensure the participants’ anonymity.
All participation will be voluntary.
2.4.1 E-Services
E-services can be defined as web-based services or interactive services that are pro-
vided by the use of information and communication technologies (ICTs) (Rowley,
2006). Furthermore, Hoffman and Bateson (1997) states that e-services can be de-
fined as:
It is a broad domain including both e-businesses which acts in the private sector, and
e-government which means that government provide e-services to citizens (Rowley,
2006). There is no face-to-face interaction between the customer and the organi-
zation. Instead, the interaction happens through the technology, such as a website
(Rowley, 2006).
The emerging trend of e-services opens up opportunities and challenges for end-users
and organizations. Privacy and security are some of the challenges. The viability of
e-services can be threatened if these are not correctly managed. This implies that
the end-user might be concerned about the fact that an unknown third party can
have access to the information that the user provides about himself/herself (Rust
& Kannan, 2002). Despite the privacy and security concern, e-services can make it
convenient for customers to access the service without constraints such as distance
and opening hours (Rowley, 2006).
10
2. Background
Farkas and Farkas (2000) studied the different guidelines related to the most com-
mon navigational issues and synthesized these into their guidelines. The authors’
research is drawn from limited empirical research; however, it includes research and
theory from human-computer interaction (HCI), interface design, cognitive psychol-
ogy, and information design.
Pilgrim (2012) investigated the frequently used website navigation tools from 2002
to 2011 and found three other dominating navigational support. Those were site
search tools, sitemaps and index tools. Despite the dominating tools to provide
effective navigation in websites, the author draws attention to the lack of detailed
guidelines for designing these tools. Pilgrim (2012) states that disorientation within
websites may never be solved. However, it can be reduced with the help of tools
that aims to minimize the cognitive load when navigating. Pilgrim (2012), further
states that future research needs to be done in this domain to help developers in
their selection of website usability guidelines.
2.4.3 Accessibility
Accessibility means that an interactive product can be used by as many people
as possible (Sharp et al., 2019) and addresses that the user experience should be
equivalent for people with and without disabilities (Web Accessibility Initiative,
2010). Web accessibility refers to the fact that people with disabilities should have
the same experience of perceiving, understanding, navigating and interacting with
websites (Web Accessibility Initiative, 2010).
Furthermore, a common framework and standard are the Web Content Accessibility
Guidelines (WCAG) which has been approved as the international ISO-standard
for web accessibility (Web Accessibility Initiative, 2010). The WCAG guidelines
are grouped into: perceivable, operable, understandable, robust, and conformance.
Each guideline has three levels of success criteria: A, AA and AAA. The latest
update is the third version, WCAG 2.2, which is a working draft from the 13th of
May 2021 that contains all the three levels of success criteria (Adams et al., 2021).
Starting from 1st of January 2019, a new law about Web Accessibility Directive,
(Lag (2018:1937) om tillgänglighet till digital offentlig service (Infrastrukturdeparte-
mentet RSED DF, 2018)), also referred to ’DOS’-lagen, states that every public
sector in Sweden has to follow the accessibility standards described in the European
standard EN301549 (CEN CENELEC ETSI, 2015) which is based on the interna-
tional standard WCAG level AA. The public sector in Sweden refers to authorities,
county councils, municipalities, and other actors classified as bodies governed by
11
2. Background
• Applications
12
3
Theory
The chapter covers relevant theoretical frameworks, concepts and related research
to the thesis. It starts with an introduction about website navigation which aims to
bring knowledge about navigation models, guidelines and navigation behaviors. The
chapter follows up with theories about decision making to understand how humans
make decisions in different situations. The theory about design systems is presented
and describes the different terminologies used in the domain. Moreover, the chapter
highlights the inclusive design methodology and covers definitions about disability,
accessibility, and an introduction to the web accessibility directive.
1. The theory and practice of how people move from page to page on the Web.
3. All of the links, labels, and other elements provide access to pages and help
people orient themselves while interacting with a given website.
Web navigation is about linking and creating relationships between different pages.
Together, the elements form a system of navigation that help people find the infor-
mation they are looking for.
13
3. Theory
’The content-linking-only model’ describes how pages are linked to each other with-
out any hierarchical organization or linking patterns (figure 3.1). In general, there
is no traditional home page, and the links are embedded in the text. Although it
may provide a strong relationship between pages, it does not provide high findabil-
ity. This model will make it difficult to orient and search for information (Kalbach,
2007).
’The liquid information model’ characterizes a page where every word is an interac-
tive element (figure 3.2). In other words, that means that all text are linked to other
content pages. For instance, when clicking a word, an option menu can appear and
refer to actions such as conducting a search, define the term or translate it (Kalbach,
2007).
Figure 3.2: The navigational model referred as the liquid information model. The
Researchers’ own version of the original figure presented in Kalbach (2007, p. 6)
’The filter model’ lets the user access all content through a single web page by
filtering different chunks of materials (figure 3.3). The page provides interactive
elements to let the user access the full content when clicking on it. All the content
is presented on the same page, which means that the user never leaves the page, but
instead keeps updating its content (Kalbach, 2007).
14
3. Theory
Figure 3.3: The navigational model referred as the filter model. The Researchers’
own version of the original figure presented in Kalbach (2007, p. 7).
’The search model’ does not provide direct navigation or linking patterns to the
internal pages (figure 3.4). To access the internal pages, the users have to go through
three steps: (1) interact with a search system, and type in the correct keywords,
(2) find the internal page in the presented search list and (3) click on the correct
page. This model assumes that the item is known in advance and that the users
know which keyword is practical to use (Kalbach, 2007).
Figure 3.4: The navigational model referred as the search model. The Researchers’
own version of the original figure presented in Kalbach (2007, p. 8)
’The structural browse model’ takes form as a hierarchical tree structure where a set
of links are visually represented and separated from the page (figure 3.5). These links
provide branches to the tree, which provides access to more information (Kalbach,
2007).
Figure 3.5: The navigational model referred as the structural browse. The Re-
searchers’ own version of the original figure presented in Kalbach (2007, p. 9)
15
3. Theory
• The terminology and organization structure of websites should match the users
mental model to help them navigate the site. Websites that order their content
according to how the management works often confuse the user and make it
hard to find the content.
• When guiding the user to find what they are looking for, it is good practice
to segment the information into short chunks. Bulleted lists, tables, titles and
subtitles together with short information enables quick scanning.
• The user expect hyperlinks to lead them directly to related information. If this
need should be met, the chunks need to be structured and organized placing
related information together. A logical consistent site organization allow the
user to predict where to find things.
• The design should be made with ’enough’ levels in the menus since too many
branches buries the information deep and requires too many clicks. Further-
more, users tend to be confused by deep hierarchies.
• For sites bigger than a few dozen pages, the users expect a functional search
function. Browsing can never assure the user that they found all relevant
information about a subject indicating the importance of the search box.
Pilgrim (2012) indicate that the web navigational guidelines are deficient, lacking
advice of specific navigation.
16
3. Theory
In general, the equation means that people will make decisions based on (1) the
likeliness that the page will lead them to their goal and (2) the time it takes to get
to the goal. In other words, it means that the theory can explain why people do not
visit every single link or keeps scrolling: they want to spend as little time possible
to get as much information they can, thus maximize the Rate of gain (Budiu, 2019).
Diet The totality of food types that The totality of the information
an animal may consider in sources that a user may
order to satisfy hunger consider to satisfy information
need
Table 3.1: The common language between animal foraging and information for-
aging. The Researchers’ own version of the original figure presented in (Budiu,
2019).
Information Scent
One of the factors affecting the Rate of gain equation is the ’information scent’,
which was popularized by Spool et al. (2004). The concept of information scent
plays an important role when users search for information on the web. The user
estimates how well the web page suits their information need by judging the ’scent’
of how likely it is to find the information.
The scent of a web page is the titles, images, and information displayed on the site.
For instance, a user that is looking for dish towels but lands on a page displaying
images of candies can, by judging the information scent understand that information
17
3. Theory
about towels will not be found there (Budiu, 2019). Spool et al. (2004) means that
people usually scan for their trigger words (words or phrases similar to what they
are seeking) which can give them a sense of the scent.
Enrichments
The two activities describing the cost of time in the cost-benefit perspective (section
3.1.3) can be affected by adaptations called enrichments. That refers to a type of
interaction, behavior or strategy to maximize the information foraging. In other
words, enrichments can be described as a tool that is used for foraging information
which can either be a learned behavior (behavioral enrichments) or created to the
specific patch where the user has to invest time and build it (interaction enrichments)
(Budiu, 2019).
’Behavior enrichments’ are learned tools that have proved to be successful in helping
the user extract information efficiently. An example is the ’F-pattern scanning’
where users can search for a specific word or sentence on the web page and effectively
scan the information scent without reading the entire page. Pernice (2017) lists more
scanning patterns which are summarised in table 3.2
18
3. Theory
Table 3.2: Behavior enrichments can be described with different types of scanning
patterns. The Researchers’ own table.
In turn, ’Interaction enrichments’ refers to the amount of effort a user has to find
information effectively. For instance, the time users spend thinking of keywords that
can increase the relevant searches (Budiu, 2019).
Pirolli and Card (1999) highlights the importance of considering designing websites
that can maximize the efficiency of information foraging without the use of enrich-
ments. Budiu (2019) provides examples that optimize the websites, such as using
systems that rank search results and put the relevant results first. Other optimiza-
tion tools are auto-suggestions (Moran, 2018), and scanning-friendly formatting such
as descriptive headlines, italic or bolded words and bulleted lists (Budiu, 2019).
19
3. Theory
3.2.1 Heuristics
There are several heuristics used in different situations. ’Satisfacing’ is one of them,
relating to the idea that humans get as close as possible to optimizing a decision
without really optimizing (Sternberg et al., 2011). The idea is that because of lim-
ited resources and time, and it is too expensive to make the best decision. However,
the decision is optimized to the resources the person has. When using the satisfic-
ing heuristic, the person selects the first option that meets the minimum level of
acceptability, i.e. it is ’good enough’ (Sternberg et al., 2011).
Other heuristics are ’Elimination by Aspects’ and ’Framing’ (Sternberg et al., 2011).
Elimination by Aspects treats the problem of too many options that cannot be
considered in the available time. By focusing on one aspect at a time, e.g. "needs to
be cheaper than 500 SEK", the person can efficiently eliminate many options and end
up with a reasonable amount. The Framing Heuristic implicate that how different
options are represented affect how they are selected (Sternberg et al., 2011). For
example, humans tend to prefer certain gains rather than uncertainty. If a problem
20
3. Theory
is stated and formulated so that one option seems more safe and more certain than
the others, that option is more likely to be selected.
In user interface design, Jakob Nielsen has formed ten usability heuristics that have
acted as rules of thumb for human-computer interaction (Nielsen, 2020). An example
is the heuristic ’Error Prevention’ that prevents errors and can be done by supporting
undo and giving warnings to users. A similar heuristic is ’Help users recognize,
diagnose, and recover from errors’, which means that error messages should be
expressed in plain language where the problem is stated, and a solution is suggested.
All usability heuristics are presented in 3.6.
10 Usability Heuristics
By Jakob Nielsen
#5 Error Prevention
3.2.2 Biases
As mentioned, decisions made by heuristics might lead to unintended biases (Cara-
ban et al., 2019; Sternberg et al., 2011). Some of these biases are ’Overconfidence’,
’Illusory Correlation’ and ’Hindsight Bias’.
Research has shown that people tend to be overconfident, either of their skills, judg-
ment or knowledge (Sternberg et al., 2011). If a poor decision is made because of
this overconfidence, it is called the overconfidence bias. Exactly why people tend to
be overconfident is unclear. However, it might be because people are unaware of how
little they know or that their resource is unreliable (Sternberg et al., 2011). People
tend to create correlations and relationships between things that do not correlate,
so-called illusory correlation (Sternberg et al., 2011). It could be events, categories
or attributes. For example, people might believe that a specific cause affected some-
21
3. Theory
thing while it was unconnected. The bias might also impact the thought of other
people and form stereotypes, making it easier to prejudge.
A style guide is a part of the design system and defines the rules of branding and
visual style of a product (Mockplus, 2020). It consists of guidelines for typography,
icons, color, etcetera (Mockplus, 2020).
A pattern library is a collection of recurring and reusable patterns that are used
to solve design problems (Kholmatova, 2017). It consists of several building blocks
(Fitzpatrick, n.d.). One of them is ’Identity’, which aligns with the style guide such
as logos, fonts and colors. ’Components’ help define the user flows and take form as
a login structure, survey form, or error screen. ’Elements’ are smaller parts of the
components such as buttons, form fields and dropdowns. Elements can use ’Gestalt
Principles of Visual Perception’ to describe how a specific arrangement of content
can help people determine if certain elements belong to the same group. An example
is the principle of proximity, which explain how placing elements near each other
can provide visual cues that these are grouped (Harley, 2020). Another block is
’Interactions’ that shows the state of an activity, for instance, hover states, page
loads, or slide effects. One way of showing interactions is to use ’Affordances’ which
provide visual cues on how to interact with an object. All these patterns create
a design language of the interface and can be viewed as a vocabulary of design
elements in terms of shape, color, typography and the combination of these (Cooper
et al., 2014).
22
3. Theory
Design System
Figure 3.7: Overview of a design system that can include both a style guide and
a pattern library. The Researchers’ own figure.
3.4 Usability
According to the ISO-standard of Usability (ISO 9241-210:2019, 2019, p. 3), usability
is defined as the "extent to which a system, product or service can be used by
specified users to achieve specified goals with effectiveness, efficiency and satisfaction
in a specified context of use", and goes in line with the five components of usability
presented by Nielsen (Nielsen, 2012). These are learnability, efficiency, memorability,
errors, and satisfaction.
Several methods and approaches can improve usability. The fundamental approach
is usability testing, which consists of three modules (figure 3.8). One of the modules
is to find representative users who know about the user group’s needs, opinions,
struggles, and preferences. The following module is to let the users perform repre-
sentative tasks and provide context to engage with the interface. The third module
involves observing the users and identify what they do, where they succeed and what
difficulties appear when interacting with it (Nielsen, 2012).
Find representative
Find representative
Observe users
users tasks
Figure 3.8: The three modules of usability testing. The Researchers’ own figure.
23
3. Theory
Nielsen and Landauer (1993) have researched the ultimate amount of users involved
in usability testing. Their conclusion is presented with a graph (figure 3.9) that
illustrates how the amount of users corresponds with the percentage of identified
usability problems. In their final analysis, Nielsen and Landauer (1993) argues that
five users are enough to capture 85 percent of the usability issues. The equation
acknowledges that involving more than five users will fall into the risk of not finding
or learning anything new and instead becoming costly. However, the best scenario
is to run as many small tests as possible within the budget and the time frame.
100%
Usability Problems Found
75%
50%
25%
0%
0 3 6 9 12 15
Numbers of Test Users
Figure 3.9: The usability graph that illustrates how the amount of test users
corresponds to the percentage of identified usability problems. The Researchers’
own version of the graph and original data presented in Nielsen and Landauer (1993,
p. 209).
Moreover, Microsoft Design (n.d.) has created a table (figure 3.10) that divides
the different dimensions and impairments into touch, see, hear and speak with an
example of the respective time dimensions: permanent, temporary and situational.
The purpose of the table is to illustrate the range of different impairments that can
lead to disability.
24
3. Theory
Figure 3.10: The persona spectrum by Microsoft Design (n.d.) under CC BY-NC-
ND.
There are principles aimed to make it easy for everyone to have an inclusive design
approach. The principles are found in Microsoft’s inclusive design toolkit (Microsoft
Design, n.d.) and present the following:
• Learn from diversity: when products, systems or services do not perform well
for people with a set of disabilities, these people adapt to the situation. By
learning from diverse people, insights will be gathered to understand how
people adapt to new situations and the emotional context around them.
• Solve for one, extend to many: exclusion can be experienced by all people,
anywhere, anytime. The principle highlights the notion of the persona spec-
trum. It emphasizes that a solution for one person with a permanent disability
will likely become a solution for the people with temporary and/or situational
disability.
3.5.1 Disability
Disability can be defined with the medical model and the social model. The medical
model claims that people are disabled because of their impairment, such as visual,
25
3. Theory
cognitive, hearing, or physical impairment. On the contrary, the social model states
that people are disabled because of society and the surroundings. In recent years, the
latter model has been widely used to define the term disability, and World Health
Organization (2020) describes it as "an umbrella term for impairments, activity
limitations, and participation restrictions". Siebers (2008) writes that the issue is
created by environmental and social barriers rather than the impairment of a person.
A product, system or service created in a way that necessitates a specific type of
interaction can make it unusable for someone with a disability, thus leading to a
new disability. In this context, disabilities were created due to the poor design of
the interaction between the user and the technology, not due to the disability itself
(Sharp et al., 2019).
In Sweden, there are no statistics on the number of people who face society’s chal-
lenges due to their disability. There are different types of impairments, and the
Swedish government is not allowed to collect information on various disabilities
among the population. Furthermore, some disabilities are hard to diagnose while
others only affect the person during some periods of life (Funka, n.d.). However,
World Health Organization (2020) estimates that over 1 billion people worldwide
live with some form of disability which equals about 15 percent of the world’s pop-
ulation. According to Sharp et al. (2019), the number of people born with some
disability is fewer than 20 percent. At the same time, it is estimated that 80 percent
of people will have any disability when they reach 85.
26
4
Methodology
This chapter provides a description of relevant frameworks and methods for the
project. The beginning of the chapter introduces the concept of research through
design to understand why design activities are helpful to solve problems. It continues
with a section on remote research, user research methods, and the design process
intended to be used in the thesis. Furthermore, the chapter introduces a list of
different methods considered helpful for answering the research questions.
27
4. Methodology
" (...) class of social system problems which are ill-formulated, where
the information is confusing, where there are many clients and decision-
makers with conflicting values, and where the ramifications in the whole
system are thoroughly confusing."
In other words, a wicked problem consists of many variables that would be impossible
to control and therefore seem impossible to solve (Interaction Design Foundation,
n.d.-b).
Rittel and Webber (1973) explains wicked problems by taking a freeway as an ex-
ample. It is expressed that it would not be feasible to start building a freeway and
then later change things after its performance. Nevertheless, it is not feasible to test
the freeway in all scenarios. Somewhere in that process, a decision has to be made.
Designers are often dealing with wicked problems, and one way to solve them is to
use Design thinking since it can be re-framed into a human-centered approach and
make it easier to prioritize the users’ needs (Interaction Design Foundation, n.d.-a).
Preece et al. (2015) highlight the advantages and disadvantages of remote research
and state different aspects to consider before starting. Poor connections can cause
difficulties in video and acoustics performance, including a risk that the participant
might multitask instead of focusing on the session. Moreover is the aspect of security,
where sensitive information or confidential materials can be a concern when doing
research remotely (Tulathimutte & Bolt, 2010). Another concern might be if special
equipment such as software or physical equipment are required to run the study
(Tulathimutte & Bolt, 2010). Likewise is the aspect of having to install and configure
tools, which can become complicated for first-time users or people that have lower
computer literacy (Asjes, 2014). Despite the disadvantages, remote research also
opens up advantages and opportunities. There is no need to travel (Preece et al.,
2015) which can lead to geographic diversity (Tulathimutte & Bolt, 2010), and
participants are in their habitat, which can make them feel more relaxed (Preece
et al., 2015). In addition, participants can leave the conversation, which can make
them feel more controlled and secure (Preece et al., 2015).
28
4. Methodology
What people do
• Simulation
• Eye-tracking
• Think aloud
• Questionnaires
• Cognitive walkthrough
• A/B Testing
• Questionnaires
• Affinity diagramming
• Interview
• Questionnaires
• Questionnaires
ATTITUDINAL
QUALITATIVE QUANTITATIVE
(DIRECT) (INDIRECT)
29
4. Methodology
of the problem might be lost since the result often is presented as numbers, making
it harder to interpret it without a reference point (Budiu, 2017). The findings often
need to complement qualitative research, which answers questions related to ’why’
or ’how to fix a problem’. It might be data with detailed verbal descriptions (Baxter
et al., 2015), where the outcome is a set of words and images (Preece et al., 2015).
The attitudinal dimension deals with what people say (Rohrer, 2014) and serves
the purpose of understanding peoples’ opinions, feelings, beliefs, or thoughts (MBA
Skool Team, 2020). In other words, what people express. The contrast of attitudinal
is behavioral, which gives insights into what people do (Rohrer, 2014). Scott (2017)
highlights the importance of combining attitudinal and behavioral data since they
supplement each other. As an example, it is common for participants to behave in
ways that are different from their expressions (Scott, 2017).
Figure 4.2: The five stages of the design thinking process which can include iter-
ations of phases. Authors’ own figure.
4.4.1 Empathize
Empathize is the first stage of the design thinking process to capture an empathetic
understanding of the problem. This can be done by engaging and immersing with
the users to understand their feelings, experiences, and motivations (Siang & Dam,
2021). The goal is to discover users’ explicit and implicit needs and find the gaps
between what users do and what they say they do (Siang & Dam, 2020). Siang and
Dam (2021) highlights the importance of applying empathy in the human-centered
design process to allow designers and researchers to leave assumptions about the
world behind and instead focus on other peoples’ actual needs. Many methods can
be used in the empathize phase. This section will cover the methods illustrated in
figure 4.3.
30
4. Methodology
Empathize
Literature
Simulation
Think Aloud Eye Tracking Interview Indirect Cognitive
Questionnaire
Reviews Exercises Observation Walkthrough
Figure 4.3: The eight methods involved in the empathize stage. Authors’ own
figure.
Literature Reviews
Literature reviews is a research method and a fundamental part of academic papers
where previous research enables contextualization and foundation of the designated
area (Snyder, 2019).
Simulation Exercises
Simulation exercises are established in multiple professions, offering circumstances
that are hard to create otherwise (Martin & Hanington, 2012). According to Martin
and Hanington (2012), the primary purpose of the simulations is to evoke user
empathy and affect the design decisions through experience. The simulations can
be created and designed in different ways, mainly treating physical disabilities and
limitations, e.g., cognition deficits, brain injuries, and visual impairments (Martin
& Hanington, 2012). However, a limitation is that an experience from a simulation
exercise might not always correspond to reality.
Think Aloud
Think aloud is a method used for evaluating existing products, prototypes, ser-
vices, or systems. The participant is asked to articulate their thoughts, feelings, and
actions while simultaneously performing some task (Martin & Hanington, 2012).
While taking part in the participants’ actions and reasoning, the designer gets valu-
able data about struggles and frustrations which enables improvements and correc-
tion (Martin & Hanington, 2012).
31
4. Methodology
Eye Tracking
Eye tracking is a method measuring technical information about where, when, and
for how long a participant is looking at something (Martin & Hanington, 2012).
According to Martin and Hanington (2012) it helps examine participant’s naviga-
tion on websites. The eye movements are identified as fixations or saccades (rapid
movements between points), and a heat map is created visualizing the result. The
heat map does not explain the underlying motivations of the user, thus making it
suitable to perform together with complementary methods (Martin & Hanington,
2012).
Interview
Interviews can be divided into four categories: open-ended/unstructured, semi-
structured, structured, and group interviews (Sharp et al., 2019). If the purpose
is to get a first impression about something, an informal and open-ended interview
is often suitable (Sharp et al., 2019). Even though an unstructured interview is open
for new perspectives and questions, it is recommended to prepare an agenda and
discuss topics. It is important to remember that the data will not be coherent be-
tween different participants since the interviews develop their format (Sharp et al.,
2019). This might make it harder to analyze.
Indirect Observation
The indirect observation could be performed in different ways, either by analyzing
textual material from observations or directly from narratives such as tweets and
forum posts (Anguera et al., 2018). According to Anguera et al. (2018) it can
be helpful to mix non-spontaneous behavior, such as questionnaire responses, with
data from more natural circumstances to get value from both the qualitative and
quantitative data.
Cognitive Walkthrough
One way to examine prototypes is to let a usability expert perform a cognitive walk-
through from the user’s point of view. The method focuses on user interaction by
examining how a new user can perform specific tasks in a system (Interaction Design
Foundation, 2020). The first step is to define the tasks that should be evaluated
and divide them into smaller subtasks (i.e., ’open the browser’). Preferably, one
can ask four questions after each subtask; "Will the user try and achieve the right
32
4. Methodology
outcome?", "Will the user notice that the correct action is available to them?", "Will
the user associate the correct action with the outcome they expect to achieve?" and
"If the correct action is performed; will the user see that progress is being made
towards their intended outcome?"(Interaction Design Foundation, 2020).
Questionnaires
Questionnaires are simple to produce and the dominant tool to collect survey in-
formation (Gillham, 2008). Martin and Hanington (2012) states that it could be
used independently and in integration with other methods to supplement the data.
The authors further highlight the importance of considering how the questionnaire
is structured. Open-ended questions enable depth of response, while closed-ended
questions provide an opportunity for numerical analysis. Likert scale questions are
highly recommended to keep both neutrality in question but also receiving strength
of response. In general, the method can be used in various phases for different pur-
poses (Martin & Hanington, 2012). A disadvantage with the method is that it does
not give any space for asking follow up questions directly to the user.
4.4.2 Define
The second stage is used to gather the data from stage one and analyze it (Inter-
action Design Foundation, n.d.-a). The defined core problems are called problem
statements and should be human-centered (Siang & Dam, 2021). Furthermore, af-
ter defining the problems, the designers might accelerate against the third stage by
introducing questions as "How might we...?" (Siang & Dam, 2021). The section will
cover the methods illustrated in figure 4.4.
Define
Figure 4.4: The six methods involved in the define stage. Authors’ own figure.
Affinity Diagramming
Affinity diagramming is used to organize and structure the data from earlier research
(Martin & Hanington, 2012). Researched-based insights are noted on separate sticky
notes, which later are clustered according to their similarities. Affinity diagramming
is an inductive method, creating clusters and groups gradually instead of using
predefined categories (Martin & Hanington, 2012).
33
4. Methodology
Persona
Personas help present the goals and needs that a product or service should be de-
signed against (Preece et al., 2015). They can be used to communicate and express
the purpose and vision (Sharp et al., 2019). Personas do not describe real users;
instead, they are meant to be realistic representations of the typical user. Behind
each persona, there is a synthesis of real users. By including detailed information,
such as name, personal details, and photographs, the persona feels like a real person
- making it easier for the designer to see them as potential users (Sharp et al., 2019).
This method supports inclusive design where accessibility personas can be created
to establish an understanding of people with disabilities. A risk with the method is
that the demographical data can lead to biases and assumptions, which should be
avoided.
Scenario
Scenarios could be described as a combination of things that might happen (Good-
win, 2009). They can be used for different purposes, including creating requirements
and checking interaction options. Goal-Directed scenarios are making use of the per-
sonas by describing their future interaction with a product, thus giving them value
and explains their motivations for a particular behavior (Goodwin, 2009). When
scenarios are used to define requirements, called context scenarios, it is still early
in the process. Thus the focus naturally lies on high-level functions, portraying the
ideal system behavior for different situations.
Behavioral Archetype
Behavioral archetype is a method similar to Persona (section 4.4.2) with the differ-
ence that, instead of presenting a person based on demographics such as age and
gender, behavioral archetypes represent and present the behavior and motivation of
the users. This is done by capturing their motivations, goals and general attitudes
(Doneva, 2017).
Design Requirements
While defining a description of the service or product that should be designed and
developed, requirement activities might be helpful to gather insights in terms of
requirements. A requirement could be defined as a statement that specifies how a
product should perform or what it should do (Sharp et al., 2019). The discovery
of requirements is done continually and is an iterative process. Sharp et al. (2019)
states that it is necessary to capture all iterations’ requirements to ensure that noth-
ing gets lost in the process. A consequence of limited notations of the requirements
34
4. Methodology
4.4.3 Ideate
The focus of stage three is to ideate and generate ideas (Interaction Design Founda-
tion, n.d.-a). The knowledge from previous steps is used to challenge assumptions
and brainstorm potential solutions (Siang & Dam, 2021). Siang and Dam (2021)
highlights the importance of examining multiple ideas and problem solutions while
’thinking outside the box’. The section will cover the methods illustrated in figure
4.5.
Ideate
Figure 4.5: The three methods involved in the ideate stage. Authors’ own figure.
Sitemap
Sitemaps can be used in the design process to help with the organization of content
and the navigation (Babich, 2019). There are two types of sitemaps - visual ones
representing the site organization and coded ones showing a list in XML. The visual
sitemap often shows a hierarchical view of the relations between pages (and sub-
pages) and helps to identify how items might be grouped. The purpose of this
structured representation is to create a better information architecture.
The production of a sitemap is done by creating blocks and connecting them with
lines (Babich, 2019). The sitemap should include a home page and items. The
items can have numbers correlating to their position in the hierarchy and a label
that explains more about them.
Flowchart
Flowchart represents sequences of steps in a process (Chapin, 2003) that can show
the whole process, the different steps, the relationship between the steps, as well as
the beginning and end of a process. Flowcharts are a helpful tool to communicate
35
4. Methodology
Brainstorming
Brainstorming involves combining a group of people, creating possibilities and ideas
(Goodwin, 2009). Even though many of the generated ideas are a bit crazy and
perhaps built on faulty assumptions, it is good to write them down and get them
out of the system. It is essential to have an open mind and not criticize or comment
on the ideas too much since it will hinder creativity - the idea might develop into
something suitable later on. A brainstorming session should be one to two hours
at most; then, the interesting ideas should be noted and saved for later (Goodwin,
2009).
Sketching
Sketching is a method used for creating the ground of the design work (Arvola, 2014).
According to Arvola (2014) a sketch could be seen as a suggestion, an exploratory
action that asks questions. It is a cheap method, meaning that the investment is
low, thus opening up for creating many versions and getting a better understanding
of the future product (Buxton & Buxton, 2007).
Cognition could be seen as an interactive process between the mind and the world,
making it natural to use sketching as a supportive tool for the thinking process
(Gedenryd, 1998). Gedenryd (1998) states that sketching most often is performed
in a simple context with elementary tools, such as pen and paper. Drawings and
sketches help the human mind to put things in context and see if ideas are doable
(Gedenryd, 1998).
In a design process, it is essential to create many sketches to expand the ideas and
avoid selecting the first standard ideas (Arvola, 2014; Traynor, 2012). The sketches
should be annotated to enable further development and examination (Arvola, 2014).
4.4.4 Prototype
Stage four involves a more experimental standpoint to identify the most suitable
solution for each problem (Interaction Design Foundation, n.d.-a). Inexpensive ver-
sions of the product, or specific features of the product, should be produced to in-
vestigate the solutions created in the previous stage (Siang & Dam, 2021). Without
prototypes, the designers would produce the final product and not until afterward
realize the demands of the product (Arvola, 2014). According to Arvola (2014),
using prototypes during the process makes small changes easier to implement and
test before developing the final product. The purpose of the stage is to highlight
potential constraints and problems combined with better insights about how the
users might behave and feel for the final product (Siang & Dam, 2021). The section
will cover the methods illustrated in figure 4.6.
36
4. Methodology
Prototype
Digital
Paper
Prototyping Prototyping
Figure 4.6: The two methods involved in the prototype stage. Authors’ own figure.
"The best prototype is one that, in the simplest and most efficient way,
makes the possibilities and limitations of a design idea visible and mea-
surable." (Lim et al., 2008, 7:3).
There are both positive and negative aspects of high-fidelity. The positive part
is that it offers almost complete functionality, the look and feel of the intended
product, is fully interactive, and can easily be used for testing and marketing (Sharp
et al., 2019). However, it is also more resource-heavy during development, time-
consuming, and might be mistaken for the final product while testing and creating
false expectations. High-fidelity prototypes do not need to be produced from scratch.
Instead, it might be efficient to create them by combining existing components from
libraries, developer kits, or similar (Sharp et al., 2019).
4.4.5 Test
The final stage involves comprehensive testing of the prototype (Interaction Design
Foundation, n.d.-a). The results from this stage are often used to redesign existing
solutions from previous steps, working with the stages in iterations (Siang & Dam,
2021). The section will cover the methods illustrated in figure 4.7.
37
4. Methodology
Test
A B
A/B
Cognitive
Think Aloud Eye Tracking Interview
Testing Walkthrough
Figure 4.7: The five methods involved in the test stage. Authors’ own figure.
A/B Testing
A/B tests are used to put two different versions of the same product or prototype
against each other and compare them in terms of which performs better in a deter-
mined goal (Martin & Hanington, 2012). An A/B test often consists of a hypothesis,
a controlled test, and an altered test. The hypothesis is the main question that is
tested to confirm whether it is true or not (Stepanov, 2018). The controlled test
is referred to ’Test A’ and will provide data to compare with the altered test. The
altered test is referred to ’Test B’, which is where the changes are implemented.
This setup will make it possible to conclude a hypothesis (Farmen, n.d.).
Usability Testing
As mentioned in the theory about ’usability’, Nielsen and Landauer (1993) means
that usability testing consists of the three modules: (1) find representative users,
(2) let the users perform representative tasks, and (3) observe the users. Different
methods can be used to conduct usability testing. Some of the methods that can be
used are described earlier in the empathize phase, such as a cognitive walkthrough,
think aloud, eye tracking, and interviews. These methods can be reused and tested
on a new design that can either be low or high fidelity. Eventually, the insights can
generate a better understanding of how to improve the design requirements (section
4.4.2).
38
5
Planning
The chapter outlines a plan to achieve the aim described in section 1.3. Moreover,
the chapter presents the work process with a selection of the methods that are
planned to be executed and an explanation of why specific methods were excluded.
5.2.1 Empathize
The empathize phase is planned to involve seven methods; literature review, sim-
ulation exercise, think aloud, eye tracking, interviews, indirect observation, and
questionnaires as illustrated in figure 5.1.
Empathize
Literature
Simulation
Think Aloud Eye Tracking Interview Indirect Cognitive
Questionnaire
Reviews Exercises Observation Walkthrough
Figure 5.1: The seven methods with a yellow background that are planned to be
used in the empathize stage. Authors’ own figure.
39
5. Planning
The phase will begin with a literature review to establish the theory and find suit-
able methods for the project. The eye tracking will serve the purpose of gathering
behavioral data about how users currently navigate to the e-services, specifically to
understand where they direct their visual attention (section 4.4.1). The selected
eye tracking software, RealEye (n.d.), uses the in-built webcam in the computer,
which makes it possible to conduct studies remotely, and the plan is to recruit 5-10
users. Moreover, the software enables participants to interact with the eye tracking
without the presence of the researchers. The initial thought was to combine eye
tracking with think aloud. However, a pilot test revealed that it would result in
cognitive overload to perform think aloud while simultaneously interacting with the
eye tracking system. To avoid this, the plan changed to introduce a questionnaire
immediately after the users have interacted with the eye tracking system and receive
more attitudinal data.
Nevertheless, think aloud will be executed on its own when doing remote user re-
search on visually impaired people since it will not be possible to use eye tracking.
The idea is to use a video conference software that enables screen sharing and ex-
ecute think aloud while the participant uses a screen reader. This setup makes it
possible for the researchers to see how the participant interacts with the website.
Furthermore, interviews with people from different departments at the authority will
be executed to gain knowledge about the existing system and the previous work,
findings, and insights. It will also help understand how the different departments
are interlinked and how they might be affected by the result of the project. To avoid
’reinventing the wheel’, indirect observation will be used to receive already collected
data (in terms of user feedback and statistics) from previous research conducted by
the different departments at the authority.
5.2.2 Define
For the define stage, the plan is to conduct four different methods; affinity diagram-
ming, personas, scenarios, and design requirements as illustrated in figure 5.2.
40
5. Planning
Define
Figure 5.2: The four methods with a yellow background that are planned to be
used in the define stage. Authors’ own figure.
The affinity diagramming will be performed first since it helps sort and organize the
data gathered in the empathize stage. The idea is to write down everything that
might be of interest (subjects, ideas, problems) on sticky notes. This might be done
physically or digitally depending on how the regulations of Covid-19 will be during
that stage. The sticky notes will then be sorted into clusters and categories to find
struggles, opportunities, goals, and opinions that can be used for further analysis.
Personas will be created as the second step in the define stage, using insights from
the previous step. As mentioned in the methodology, personas are helpful in con-
certizing goals and needs, making it a suitable way to use the data categorized in
affinity diagramming. The aim is to represent different kinds of users from the target
group, preferably with different abilities encouraging an inclusive design suitable for
everyone. The personas will be created using a mix of demographics from the users
involved in the study, focusing on their goals, skills, and behaviors.
Scenarios are selected as the third step since a practical way to get value from the
personas is to put them in a context. The plan is to create goal-directed scenarios
where the personas’ interaction with the future product is described, creating an
initial idea of how the product might be designed to match the persona’s goals.
Design requirements are planned to be the last step of the define stage. Hopefully,
the previous steps have guided the process in the right direction. However, it might
be hard to grasp how to use all data in a helpful way. The design requirements
are meant to concertize it and create an overview of what the product should do.
The idea is to create a list with all the functional and nonfunctional requirements,
creating a natural starting point for the ideation stage.
5.2.3 Ideate
The idea for the ideate stage is to perform two different methods; sitemapping and
sketching as illustrated in figure 5.3.
41
5. Planning
Ideate
Figure 5.3: The two methods with a yellow background that are planned to be
used in the ideate stage. Authors’ own figure.
Using the requirements from the previous step, the purpose of the site mapping is
to explore different structures and ideas of how to order the content. The sitemaps
will be of the visualizing type, created digitally in Figma (Figma, n.d.). The goal is
to get a joint view of how the navigational guide’s information architecture should
be.
Secondly, sketches will be made showing how the different views of the product
could look. First, many sketches will be created to explore many possibilities. The
sketches will be made using paper and pen. Later in the process, the two researchers
will discuss the sketches and write down comments, positive and negative aspects
of each (annotations), and decide which sketches to use for the prototyping stage.
5.2.4 Prototype
For the prototyping stage, digital prototyping (i.e. high-fidelity prototyping) will
be used instead of paper prototyping (i.e. low-fidelity prototyping) as illustrated in
figure 5.4.
42
5. Planning
Prototype
Digital
Paper
Prototyping Prototyping
Figure 5.4: The one method with a yellow background that is planned to be used
in the prototype stage. Authors’ own figure.
The reason for selecting a paper prototype often refers to the implication that it
is faster and cheaper to create. However, the authority already has a high-fidelity
ready-to-use design system in the program Axure (Axure Software Solutions, n.d.),
implicating that it should not take more time to create a digital prototype for this
project. Furthermore, due to limited time resources, there is no possibility to create
both types of prototypes, and the digital one opens up the opportunity to offer a
more finished concept to the stakeholders. Thus, this project will be implemented
with a digital prototype created in Axure.
5.2.5 Test
The evaluation will cover eye tracking and A/B testing as illustrated in figure 5.5.
Test
A B
A/B
Cognitive
Think Aloud Eye Tracking Interview
Testing Walkthrough
Figure 5.5: The two methods with a yellow background that are planned to be
used in the test phase. Authors’ own figure.
The test phase evaluates the created prototype and highlights potential issues to
consider in future editions. The plan is to use eye tracking to understand how users
behave during the interaction. A/B testing will serve to test the navigation of the
final prototype against the current navigation at the authority’s website. In turn, it
will also help decide which option is most effective.
Furthermore, the results from the evaluation will contribute to the revision of the
design requirements. The list will be updated and become a collected summary of
43
5. Planning
design guidelines for designing navigation to e-services. In other words, the design
guidelines will be based on the research from the thesis project.
The methods that will be excluded are cognitive walkthrough, think aloud, and
interviews. The expectations are that the findings gathered from both methods will
be similar to the ones in eye tracking and A/B testing.
Week 15-18 will cover intense report writing. The weeks 18-20 will prepare and
execute the thesis presentation and revise the report to deliver it to both Chalmers
University of Technology and the authority.
44
6
Execution and Process
The chapter is structured in sections based on the different phases of the design
process. Each conducted method is presented under the correlated phase with a
description of the execution, a summary of the results, and a box with the most
relevant insights to bring forward in the process. Note that all information has been
collected in Swedish and translated into English for this report.
6.1 Empathize
The empathize phase involved literature reviews, a simulation exercise, indirect
observations of existing materials provided by the authority, two expert interviews
from the authority, a user study consisting of eye tracking and questionnaire, and a
think aloud.
45
6. Execution and Process
Figure 6.1: The ten different simulators on Funkify. Authors’ own version of
screenshots taken from Funkify (n.d.).
Dyslexia
Figure 6.2: A screenshot of the authority’s website with the dyslexia filter. Au-
thors’ own version.
The vision simulator simulated multiple vision impairments such as color blindness
(black/white, red/green and blue/yellow), blurry vision, tunnel vision, peripheral
vision, sunlight casting on the screen and lower vision often experienced by older
people. The sunlight casting simulator used intensity to highlight issues that appear
when people use devices in the sunlight. The simulation for tunnel vision visualized
the loss of peripheral vision where the user only could see the content inside a circular
or rectangle view. On the contrary, peripheral vision illustrated the loss of central
vision by having a black circle that could be adjusted in scale and blurriness. For
an authentic experience, the simulator encouraged the user to focus on the black
circle while interacting with the page. The sunlight, tunnel and peripheral vision
are illustrated in figure 6.3.
46
6. Execution and Process
Figure 6.3: Screenshots of the authority’s website with the sunlight, tunnel and
peripheral filter. Authors’ own version.
The motor simulator imitated how people with different motoric disabilities might
perceive the web. The simulator imitated tremors, which could be either from a
disease or temporary tremors from a bus ride. The filter affected the cursor and
made it shake.
47
6. Execution and Process
The materials from the e-service team consisted of written feedback from the users
who had cancelled a specific e-service and answered the feedback form. The purpose
was to get background knowledge and gather information about the users’ thoughts
and opinions. Furthermore, the information provided knowledge to create optimal
tasks for the user study (section 6.1.4). The materials served the purpose of gather-
ing qualitative insights about why people cancelled the specific e-service. This was
done by reading comments written by the users.
Regarding the materials from other departments, 14 documents were read and
scanned through, including a mix of raw data and summaries of a previously con-
ducted website study. The documents were of various kinds, for instance, survey
results and old workshop material. The purpose of analyzing these materials was to
understand how other departments define the navigational problem and how they
might be affected by the result of the thesis.
Observed material Extracted data Summarised data
Regarding the materials from other departments, it was shown that the authority
aims to make it easy for the citizens to select the most effective channel (e.g. call, e-
service, mail, form, visit police station) for their situation. Therefore, the authority
values seamless transitions between the communication channels. Regarding the
website, work needs to be done to help the users to select the correct e-service.
One solution could be to integrate some checklist or ask relevant questions to guide
the user correctly. The authority is aware that the information and content on
the website rely on internal structure and terminologies, making it challenging for
citizens who do not understand the internal words. A mentioned example was that
a user wants to ’report a crime’, not ’search for an e-service’.
On the current web page called ’Report a Crime or Loss’, a lot of information and
48
6. Execution and Process
options are shown simultaneously, and the user is expected to read all the text before
selecting an e-service. One problem is that the page does not contain any information
about the different types of crimes and does not help or guide the insecure citizens
about which crime they are supposed to report (and which e-service they should
use).
The participants were recruited using convenience sampling, meaning that the sam-
ples were based on people that were easy to reach. However, the researchers also
reached out to organizations and a Facebook group to include a wider variety of
people and people with different disabilities. The researchers aimed to find a variety
in age, gender, language (Swedish) skills and disabilities.
The process started with users receiving a consent form (appendix B) describing
how the data was collected and used, together with an informational document
(appendix C) describing how to set up the eye tracking software. The online eye
tracking software RealEye was used, and the users had one of two tasks. The tasks
were based on the insights from the indirect observations, determining which e-
service the researchers would focus on and from which page the eye tracking would
start. The tasks were:
49
6. Execution and Process
(1) Your dog Harry was reported missing last week. You have now found
Harry and want to remove your report via the police website. The eye
tracking will end after one minute no matter how far you have come in
the task, do not stress. If you feel done, just let the time run out. Good
luck!
(2) You lost your driving license and need to report this via the police
website. The eye tracking will end after one minute no matter how far
you have come in the task, do not stress. If you feel done, just let the
time run out. Good luck!
The informational document contained a link that guided them to the eye tracking
test. Each link was personal and connected to a participant number. They followed
the step-by-step information provided by the software to set up the test environment.
When the test started, the user had one minute to navigate the correct e-service
for their case. After that, the users were provided with a link to the questionnaire
created in Google Forms. The questions were grounded on insights from the indirect
observations combined with information that would be useful to understand the
users’ behaviors and motivations (see appendix D).
The researchers watched the eye tracking together and discussed their interpretation
based on how the users acted together with their answers on the questionnaire. A
screenshot of the eye tracking data can be seen in figure 6.5.
The data was summarized in separate documents for each participant. The docu-
ments involved a sitemap with a visualization of the users’ navigational path, their
answers on the questionnaire, demographics and a field with general post-it notes
from the researchers when observing the eye tracking (see figure 6.6). Red post-it
notes indicated something negative, green positive, and white neutral. These were
later used for the affinity diagramming described in section 6.2.1 while the whole
template provided insights to create the behavioral archetypes.
50
6. Execution and Process
User’s navigational
path
Researchers’ notes
Questionnaire
answers
Demographical
aspects
Free form
questions
Figure 6.6: An example of a filled in template, used to insert the results from the
eye tracking and questionnaire.
Participation in the eye tracking
What was the
What was their
Did they had any
Did they find
and questionnaire distribution of age? language skills? disabilities? the e-services?
18-29 4 9 9
30-45 2
11 participants
46-55
56-65 3
2
1 1 1
2
9
18-29 4
8
30-45 3
10 participants
46-55
56-65
1
2
1
2
The main takeaway from the eye tracking was that users visited many different web
pages when navigating to the e-services for their tasks. The site map in figure 6.8
illustrates the different pages users visited when they navigated to the e-services.
The boxes represent different views on the website. Each box was annotated with
51
6. Execution and Process
a number in the corner to indicate the number of visits. The illustrated sitemap
indicates that the users ended up on different pages, meaning that they have received
different information during the process, affecting the difficulty of completing the
tasks. Many of the visited pages are irrelevant for the task. Out of the ten web
pages on the first level, only four of them can be used to find the correct e-service
successfully.
Navigational Paths 22
Home Page
2 1 3 4 6 1 4 1 1 5
Jag har sett Pass och
Utsatt för Tjänster och Jag har råkat Hitta E-tjänster
Aktuellt Kontakt eller hört nationellt ID- Sök
brott tillstånd ut för något Polisstation A-Ö
något kort
1 1 1 9 5
Stöld eller
Telefon- Polis- Förlust- Search
förlust av Id-
nummer stationer anmälan Results
handlingar...
1 2 2 2
Anmäl stöld, Anmäl Anmäl Komplettera
inbrott eller borttappat bortsprunget bortsprunget
inbrottsförs. föremål djur djur
Figure 6.8: A visualization of all the pages the users visited. The number in each
box represents how many users visited that page.
Another finding is related to the fact that 13 users mentioned that they believed
that they found the correct e-service while the eye tracking revealed that only 4
users found the correct one. This is illustrated in figure 6.9.
20
Did you find the
16 17 correct e-service?
Figure 6.9: A chart showing the amount of users that said they found the correct
e-service versus the reality.
There are two buttons on the authority’s home page where users can either report
a crime/loss or leave a tip to the police. The researchers have named them ’Action
52
6. Execution and Process
Icons’, and they are illustrated in figure 6.10. Regarding how many users noticed
them, it is worth mentioning that 62% noticed them while 38% of the users did not
see them.
Action Icon to Report a Crime or Loss Action Icon to Leave a Tip to the Police
Figure 6.10: A screenshot of the two action icons in the authority’s home page.
53
6. Execution and Process
aloud was more suitable than eye tracking. The participant was between 30-45 years
old and was used to smartphones and computers.
The method was conducted online with the video communication program Zoom
due to Covid-19. The participant used an iPad and activated screen sharing with
the two researchers, making it possible for everyone to see the process and decisions
(figure 6.11). The audio, screen and clicks were recorded for later analysis. The
think aloud was performed using both tasks mentioned in the user study (section
6.1.4). While completing the tasks, the user spoke out loud about decisions and
thoughts. The think aloud session lasted for one hour.
Figure 6.11: A screenshot of the think aloud session. The two researches are
visible in the picture.
After the tasks, similar questions to the questionnaire were used to gather more in-
formation about the experience. The questions were asked by one of the researchers,
while the other took notes digitally. The participant also described a bit about what
kind of aids were used and how they worked.
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6. Execution and Process
For the accessibility interview, the purpose was to understand how the authority
worked with accessibility at the website. The questions are presented in appendix
E. For the interview with the UX Designer, the purpose was to gain insight into the
work behind the website, and the questions can be found in appendix F.
55
6. Execution and Process
obvious to find even if it is raised on the home page. It feels quite spontaneously
exemplary on the home page, but if you do not see it, it is not necessarily as clear.”
In terms of the accessibility work, the expert mentioned that the most common mis-
take is not involving accessibility verification until the last step of the design process.
By introducing the accessibility that late, adjustments are made in the late stages,
forcing a ‘good enough’ mentality. Another insight is that the considered group
for testing accessibility are people with visual impairments due to their interaction
patterns that are different from what we are used to. However, it is important not
to forget other disabilities.
56
6. Execution and Process
6.2 Define
The define phase presents the process of defining the findings and insights from the
previous phase, empathize. The section explains how the affinity diagram was used
to analyze the findings from the user study and think aloud. It further presents why
behavioral archetypes were used instead of personas and scenarios. It enabled the
researchers to analyze the same data (user study and think aloud) but deliver another
output that would act as a communication tool. Lastly, the phase summarizes the
results and insights from the previous methods into a requirements list using Design
Requirements.
57
6. Execution and Process
by transferring all of them to the two unsorted boards in Miro; one for all the post-it
notes related to the dog task and the other related to the card task. These were
later put in a common board with a brief grouping of struggles, positive, neutral and
terms. Afterwards, the researchers sorted them into different categories, discussed
them, and assigned them relevant names. This process was repeated until it became
four major categories. The process is visualized in figure 6.12.
Results from the Affinity Diagram The affinity diagram resulted in the following
four major categories (figure 6.13): Action Icons, Reading Behavior, Gradings, and
Find the Suitable Function.
Affinity Diagram
Figure 6.13: An illustration of the four major categories in the Affinity Diagram.
58
6. Execution and Process
Figure 6.14: An illustration of the category ’Action Icons’ and its subcategories
in the Affinity Diagram.
The button to report The person looks at Had the gaze on “I The eyes scan the
a loss item felt very both icons and picks have been through icon but one does
clear so I chose it.
Figure 6.15: An example of some interpreted data from the category ’Icons’ in the
Affinity Diagram.
Reading Behavior
The data were classified into two groups of reading behavior. Either the user
reads/views/scans all the content on the page, or they only quickly scan through
the page and skip most of it. People who read everything resulted in the different
subcategories: home page, menu, text about e-services, and the right column. The
category where people did not read everything involves the users who saw all the
content on the page but did not read and register all of it. Instead, they briefly
scanned through it to find something suitable for their case. This category consists
of the different groups: home page, menu, text about e-service, and text about re-
porting a loss which is illustrated in the figure 6.16. An example of some interpreted
data from the category is illustrated in figure 6.17.
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6. Execution and Process
Reading
Behavior
Figure 6.16: An illustration of the category ’Reading Behavior’ and its subcate-
gories in the Affinity Diagram.
Views the menu, Saw the link to Did not view the Do not look at the
‘hitta snabbt’, (...) but ‘förlustanmälan’ and home page but menu.
right.
more.
Kollar igenom menyn, hitta Såg länken till Kollar inte igenom Kollar inte på menyn.
snabbt, (...) men fortsätter ‘Förlustanmälan’ men startsidan utan tar första
ändå scrolla för att inget klickade ej utan skrollade bästa.
känns rätt. upp för att läsa.
Figure 6.17: An example of some interpreted data from the category ’Reading
Behavior’ in the Affinity Diagram.
Users' Gradings of
Content and Structure
Information
Clarity of Cases Amount of Text Difficulty
Relevance
The users could find the correct e-service by taking two different paths. One path is
where the users do not visit the e-services page, which acts as a guide and entrance
to choose the correct e-service. The other path is users who visit the e-services page.
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6. Execution and Process
The gradings were highly dependent on which path the users took, and to keep track
of that, each post-it note was coded with the path the user took. An example of
some interpreted data from the category is illustrated in figure 6.19.
THE PATH
(T) (F) Thought the (S) (F) It was unclear (I) (F) (A) The text (I) Thought it was
information was which case that was enough (3).
Figure 6.19: An example of some interpreted data from the category ’Gradings’
in the Affinity Diagram.
Confusion
Terms 'Hitta Snabbt' Helping Tools Mixed Pages Search Function Headings
Driver's License
Events Items
Figure 6.20: An illustration of the category ’Find the Suitable Function’ and
its subcategories in the Affinity Diagram. ’Find the Suitable Function’ highlights
different ways to find information.
61
6. Execution and Process
Did not get any Ended up on the list Assumed ‘exposed to End up on the page
suitable results when of e-services A-Ö but crime’ but realized about national ID
searching.
did not know if it was that it is incorrect cards but don't find
right
information about
driver licenses.
Figure 6.21: An example of some interpreted data from the category ’Find the
Suitable Function’ in the Affinity Diagram.
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6. Execution and Process
Figure 6.22: The filled in templates for creating the archetypes. The template
comes from Smashing Ideas (2017). For a bigger version, see G for creating ’Good
Enough Gale’ and H for ’Careful’ Charlie.
Gender-neutral names were used to represent the archetypes, and the focus was on
the behavioral aspects rather than the demographics. Furthermore, the headings
were rephrased while creating the final archetypes, to better suit the project.
The data from eye tracking, questionnaire and think aloud show that the participants
with the archetype ’Careful’ Charlie did not come close to the correct e-service (one
out of nine participants reached the page with multiple links to report a loss).
This might be a consequence of the behavior, that they aim to read most of the
information, which takes a long time, and the eye tracking had a limit of one minute.
As a comparison, most of the participants with the archetype ’Good Enough’ Gale
came closer to the e-service (8/13 participants reached the page with multiple links
to report a loss). The final result of the two behavioral archetypes are presented in
the results (see chapter 7.1).
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6. Execution and Process
All requirements were listed in the sheet together with its source, such as simula-
tion, expert interviews etc. The requirements were later grouped into four different
categories with an ID that related to that category.
64
6. Execution and Process
ID Requirement Source
Table 6.1: The ’Design’ category of the design requirements that will act as a guide
in the redesign of the navigation to the e-services to report a crime or loss.
ID Requirement Source
LANGUAGE
L1 The action icons on the home page need to have a better description of the actions AD
What When reading the description of action icons, the user should understand exactly what the functions provide.
Why The user study concieved that some users misunderstand the descriptions that are used today. They didn't understand
that the action icons could be used to remove a report which made them exclude that navigational path.
L2 The menu needs to use more destinct and descriptive headings that describe the content AD +EI
What The user should view the menu as a helping guide to find the information/web page they are looking for. It is also
mentioned in Information Scent (Theory 3.1.3) that the user estimates how well the information can be found by judging
the scent of for instance the menu, titles, and images.
Why The current menu do not have descriptive headings to the extent that it can help users navigate efficient and correctly
at the same time.
L3 Use words that match the users' mental models, especially for headings, buttons and icons AD
What Users should be able to understand the information and functions in the website regardless of the differences in
language skills.
Why The words are not matched to follow the citizens' mental models, but rather builds on the authority's words and
structure. An example from the user study showed that the users do not understand the difference between ID and
driver's license. When asked which words they scanned for, the users mentioned either items or events (see Affinity
Diagram). The authority often refers to 'e-service' which is a word none of the participants mentioned.
L4 Use clear headings and subheadings that describe the content AR
What Users should be able to understand the overall information by reading headings and subheadings.
Why Clear headings help the users to quickly scan the information, and is especially applicable for screen reader users.
Table 6.2: The ’Language’ category of the design requirements that will act as a
guide in the redesign of the navigation to the e-services to report a crime or loss.
65
6. Execution and Process
ID Requirement Source
Table 6.3: The ’Content’ category of the design requirements that will act as a
guide in the redesign of the navigation to the e-services to report a crime or loss.
66
6. Execution and Process
ID Requirement Source
STRUCTURE (layout)
S1 Important information should be displayed before the actions AD
What Place important text that all readers should see before potential actions.
Why The user study revealed that some users do not read all the information on the page. By displaying the information
before an action, the user will more likely notice and read it. Some examples are the text on the e-services page and
'förlustanmälan'.
S2 Keep the hierarchy to a limited amount of levels EI
What The website should not have too many hierarchal levels.
Why The deep hierarchy in the website makes it difficult to navigate and get an overview of how the content is structured.
S3 Use consistent navigation elements AR
What Use consistent navigation elements located in the same place in all views.
Why Users with tunnel vision and zoom magnifiers only see a limited part of the website at the same time. By using
consistent elements located in the same place in all views, the user can find the elements without wasting time looking
for them. This might include the menu, footer, header and logotype.
S4 Make sure that the screen reader works on all platforms AD
What Use the correct HTML elements for their correct purpose (semantic elements) to enable the use of screen readers.
Why The think aloud showed that it is important that the content and code is structured so that screen readers can be used
correctly.
Table 6.4: The ’Structure’ category of the design requirements that will act as a
guide in the redesign of the navigation to the e-services to report a crime or loss.
6.3 Ideate
The ideation phase used the insights from the previous phases to create solutions
to the defined problem areas. The phase started with different rounds of sketch-
ing, which eventually led to two potential solutions. The process followed with a
flowchart to outline relevant content for one of the potential solutions.
6.3.1 Sketching
Sketching helped the researchers to explore potential solutions matching the design
requirements (section 6.2.3). The aim was to sketch all ideas that came into mind.
The process started with pen and paper, while later, the sketches were scanned and
inserted into a common board in Miro. The ideas were grouped into categories and
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6. Execution and Process
annotated in terms of positive, negative and interesting facts about each solution.
In addition, dot voting was used to target the favorites. The favorite ideas were
further improved and resulted in two rough sketches:
1. Question Idea: display questions to guide the user to the correct e-service.
This is similar to the unexplored idea the authority had.
2. Browsing Idea: display all the e-services with suitable information to let the
users choose which they believe is the correct one.
The primary reflection was that the Question Idea would be suitable for first-time
users, while the Browsing Idea would be more appropriate for users who already
know which e-service they should use. Both ideas were shown to the mentor at the
authority to receive initial feedback and understand which one was more preferred.
The understanding was that both ideas could be combined. However, the Question
Idea will be more likely to be applied and implemented in the near future. Mean-
while, the Browsing Idea might be produced if there is time. The rough sketches
of the two ideas and the flow from the home page to an e-service are illustrated in
figure 6.23.
Entry Point
1 2
1
3 2
4
Figure 6.23: Sketches of the Question Idea, Browsing Idea and their connection.
After receiving the feedbacks, the researchers decided to focus on the Question Idea,
and continue the Browsing Idea only if there were time. That resulted in more
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6. Execution and Process
sketching on detailed views of the Question Idea before creating the high fidelity
prototype in Axure (section 6.4.1). Moreover, more sketching was done to improve
the Action Icons based on the design requirements. A selection of some digital
sketches of the action icons is presented in figure 6.24.
Jag har råkat ut för något Jag har sett eller hört något
Jag har råkat ut för något Jag har sett eller hört något
Hitta e-tjänst Tipsa polisen Om du råkat ut för något kan du använda polisens e-tjänster för att Om du sett eller hört något som skulle kunna hjälpa polisen att upptäcka,
anmäla, ändra eller avanmäla ett brott. förebygga eller utreda brott.
6.3.2 Flowchart
To understand what questions to include in the Question Idea, a flowchart was
created containing all relevant information currently provided on the website to
help the user make decisions on which e-service is most suitable for their crime or
loss. The initial plan was to use a sitemap, but after considering the output of
that method, the researchers realized that it would only result in a structure of the
whole website, which was not what was needed in this stage. Instead, a flowchart was
expected to generate a better overview of the information and bring more value to
move forward in the process. The flowchart was created in the collaborative software
Lucidchart (Lucid Software Inc., n.d.) which enables creating and sharing charts and
diagrams. The process started with collecting all the relevant information from the
website and rephrasing it to questions. Depending on the answer to a question, a
new question, web page, e-service or other solution was presented (figure 6.25).
69
6. Execution and Process
KONTROLLFRÅGOR
(flervalsfråga) För at t vet a om du k an an vän da n ågon av de digit ala t jän st er n a
beh över du k r yssa i de alt er n at iv som st äm m er in på dig
Jag har varken Jag har Jag söker en Jag vill anmäla
Det är en Jag har skyddad svenskt drabbats av kopia av en ett Inget av
nödsituation identitiet personnr/ ett brott tidigare tjänstebrott av ovanstående
samordningsnr utomlands anmälan polisen
Vänta. Den
Anmäl brottet i det land du skickas till din Ring 114 14 eller
Ring 112 Ring 114 14 befann dig i. Ring +46 77 114 14 digitala eller besök polisstation
00 om du fortfarande är fysiska brevlåda.
utomlands och vill anmäla via
telefon, eller fortsätt för att hitta
rätt e-tjänst.
START
zo
Vad vill du an m äla?
Ring 114 14
SKADEGÖRELSE KOMPLETTERING
KONTOKORTSBEDRÄGERI PARKERINGSSKADA STÖLD, INBROTT OCH FÖRLUSTANMÄLAN
AV ANMÄLAN Observera! Polisen är skyldig att utreda all brott som anmälts, därför kan du inte ångra eller ta bort
Med kontokortsbedrägeri menas En parkeringsskada är när ditt
Skadegörelse är när någon har INBROTTSFÖRSÖK en gjord anmälan. Den ursprungliga anmälan kommer fortfarande att finnas kvar i systemet. Det du
Infotext Någon har utan tillåtelse Ditt husdjur har sprungit
att någon kommit över dina skadat eller haft sönder din eller Du har tappat bort något kan göra är att komplettera den ursprungliga anmälan med information om att du exempelvis har
parkerade fordon har blivit påkört Stöld, inbrott och inbrottsförsök är Förlustanmälan är om du tappat tagit något som är ditt bort eller försvunnit. Du har hittat någon
kortuppgifter och använt dem för någon annans fasta eller lösa föremål. annans föremål som du återfunnit föremålet.
av ett annat motordrivet fordon, om någon tagit dina saker, brutit Om inget av ovanstående
Någon har stulit en bil något eller om ditt husdjur har eller försökt/lyckats bryta
egendom. Det vill säga, er mark Någon har stulit något vill lämna till polisen.
att betala för varor och tjänster, utan att föraren har lämnat sina Info-text sig in eller försökt att bryta sig in stämmer
eller något annat
försvunnit. sig in i ditt låsta utrymme
Någon har stulit ditt pass från en butik
vanligtvis på internet. eller era saker. motorfordon (ex.lägenhet).
kontaktuppgifter eller gett sig till någonstans. eller id-kort
känna. Info-text
Blev någon Någon har brutit sig in
Gäller det kontokort? NEJ Ring 114 14 skadad i samband med JA Är skadegörelsen
Ring 114 14 JA Ring 114 14 eller försökt ta sig in i din Du har återfunnit Du har anmält
orsakad av en brand?
händelsen? Info-text bostad utan lov och Vad gäller f ör lu st en ? Du har återfunnit husdjuret eller vill Du vill ändra eller Du vill ändra eller något annat brott
begått en stöld föremålet eller vill ändra ändra något i din lägga till något i lägga till något i än de ovanstående
Jag har hittat något i din anmälan om anmälan om din anmälan om din anmälan om och vill ändra eller
Ett bortsprunget någon annans
Stöld, inbrott eller Ett borttappat borttappat föremål bortsprunget stöld, inbrott eller kontokortsbedrägeri lägga till något i
eller ett borttappat
Info-text föremål föremål som jag
Infotext Vilken sor t s st öld/ in br ot t / in br ot t sf ör sök gäller det ? inbrottsförsök husdjur
vill lämna till
husdjur inbrottsförsök din anmälan
Infotext
Infotext polisen
Infotext
Har du utsatts för Ring 114 14 NEJ
hot eller våld i JA Om det gäller ett pass
samband med Om det gäller körkort eller eller nationellt id-kort som Om det gäller nycklar.
händelsen? annat id-kort som har
Om inget av de andra har utfärdats av
utfärdats hos exempelvis Polismyndigheten. Upphittade föremål ska lämnas på närmaste polisstation som
alternativen stämmer in Borttappade nycklar ska inte
Migrationsverket,
Skatteverket eller en
på dig.
anmälas till polisen. Besök hanterar hittegods eller skickas på posten. Hittegods är ett
bank. upphittat föremål som någon har tappat bort eller glömt kvar.
närmaste polisstation som
Vet du Vänta med Bortkastade eller övergivna föremål eller föremål utan värde är
namnet på anmälan till dess Är skadan hanterar hittegods för att se om däremot inte hittegods och hanteras inte av polisen. Här hittar
NEJ orsakad av att Rör
företaget som dragit du kan se namnet NEJ
på företaget som någon ristat eller JA skadegörelsen någon har lämnat in dina du en lista på alla polisstationer som hanterar hittegods. Lämna
pengar från ditt
JA ett fordon där skadan
konto? dragit pengarna klottrat på
nycklar. Hittegods ör ett in eller skicka föremålet till närmaste polisstation.
fordonet? är orsakad av ett
annat
Kräver ditt upphittat föremål som någon
fordon? Ring 114 14 Här hittar du en lista på alla polistationer som hanterar
försäkringsbolag att du NEJ har tappat bort eller glömt kvar.
Infotext gör en anmälan? Infotext hittegods.
Bortkastade föremål, övergivna
NEJ
NEJ föremål eller föremål utan värde
För att kunna anmäla ett är däremot inte hittegods och
kontokortsbedrägeri behöver du veta
namnet på företaget som dragit hanteras inte av polisen.
pengarna. Vänta med att göra din JA Hitta polisstation
anmälan tills du på kontoutdraget kan med hittegods
se namnet på företaget som dragit Här hittar du en lista på alla
pengarna, återgå sedan till guiden.
polistationer som hanterar
hittegods.
JA
Infotext
Resultat av körkort:
Körkort ska även anmälas
till transportstyrelsen
(länk) Polisen registrerar inte upphittade
nycklar vilket gör att du själv behöver
uppsöka en polisstation om du vill få
tillbaka dina nycklar. Om du av någon
anledning ändå vill göra en
E-tjänst: E-tjänst: E-tjänst: E-tjänst:
E-tjänst: förlustanmälan (till exempel att ditt
E-tjänst: E-tjänst: E-tjänst: E-tjänst: E-tjänst: försäkringsbolag kräver det) använder E-tjänst: Komplettera/ändra Komplettera/ändra Komplettera/ändra Komplettera/ändra
Anmäl stöld, inbrott eller due-tjänsten för förlustanmälan
Kontokortsbedrägeri Parkeringsskada Skadegörelse Butiksstöld Förlustanmälan Anmäl bortsprunget djur anmälan av borttappat anmälan om bortsprunget anmälan av stöld, inbrott anmälan om
inbrottsförsök
föremål djur eller inbrottsförsök kontokortsbedrägeri
70
6. Execution and Process
6.4 Prototype
The following phase presents the execution of digital prototyping, resulting in an
interactive high fidelity prototype that was later used for testing.
The prototype included navigation from the home page with the redesigned action
icons, a button to redirect users to the guide from the middle page ’Anmäl brott
eller förlust’, and the questions. The prototype was interactive and included hov-
ering states which enabled a more authentic experience for the usability test. The
complete design concept with changes after the test phase is presented in the results
(chapter 7).
Insights
The digital prototype provided an authentic experience. However, some ad-
vanced interactive actions required more time to create. To save time, easier
interactive solutions were used and therefore, it is important to consider this
when testing with the users.
6.5 Test
The test phase involved several usability test sessions with stakeholders from the
authority and end-users. Each session resulted in feedback related to the prototype,
and for some cases, the data was used for other sessions. The usability tests with
users were conducted with think aloud and interviews. The phase concluded with
an iteration of the design requirements.
The session lasted for one hour and started with an introduction and background
of the thesis, where the process was briefly explained. It followed up with a presen-
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6. Execution and Process
tation of the prototype where the structure was shown by using the three following
scenarios:
Scenario 1: The user lost his/her driving license and wants to report it
to the police.
Scenario 2: The user has previously reported his/her lost dog and has
now found it and wants to report it to the police.
Scenario 3: The user lost his/her bike and suspects that it has been
stolen. The user wants to report it to the police.
The experts were encouraged to provide feedback during the session. After the
prototype was shown, seven questions were prepared to gain more detailed insights
on the prototype. The questions can be found in the appendix J.
Furthermore, the user study (section 6.1.4) indicated that many users used the
words’ remove report’ when looking for their destination on the home page. The
experts agreed that the same words often are used when answering the phone. How-
ever, the experts mentioned that" it might be weird if we express to the user that it
is possible to remove the report, but in reality, it is still in the system. Even though
the users call and say that they want to remove, we as the operators understand
what they mean and lead them to what they should do, which is not to remove, but
instead, fill in a supplementary report".
Another input was that people could misunderstand things, and because of that,
the experts believed it would be useful to replace:
In terms of the updated action icons, the experts were positive towards the change
and felt that they were visually distinct. The change from ’I have been through
something’ to ’Report a crime or loss’ was mentioned as a significant improvement
"I brought up the polisen.se just to compare and what you have created is clearer".
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6. Execution and Process
An idea of future improvement was to incorporate the answers from the guide into
the specific e-service. This would eliminate the risk that the user has to answer the
same question twice.
• What is your input on stating ’remove report’ when in reality it does not work
to remove a report?
Regarding the phrasing ’remove report’, the experts suggested adding an extra step
where the user could select if they wanted to ’change the report’, ’supplement the
report’ or ’remove the report’. If a user selected ’remove report’ the system could
inform the user that it is not impossible and explain the alternatives.
Other comments were related to the user interface, such as minor changes to specific
components and colors to match the existing design profile. Furthermore, a sugges-
tion was to add more information to the result page explaining why specific action
was needed, such as explaining why they had to call instead of using an e-service.
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6. Execution and Process
The sessions were held one by one in Swedish over Zoom and took between 30-45
minutes each. One researcher moderated while the other recorded and took notes.
The purpose was to examine the user experience of the guide and gain feedback
about how it could be improved. The users were given one to three tasks for the
think aloud depending on the amount of time it took. After two users, the first
task was changed from lost to stolen due to user feedback. After the think aloud,
interview questions were asked about demographics and the prototype. The majority
of the questions were reused from the questionnaire (section 6.1.4). The complete
setup of the the think aloud and interviews can be found in the appendix K.
Home Page
Generally, the home page resulted in divided results. The younger users (2 out of
5) noticed the action icons immediately. One user expressed that the new design
of the action icons and the guide contributed to significant improvements. Two
users expressed confusion regarding the action buttons when the task was to edit or
remove a sent report.
“I think it was very nice to use. (...) When you entered the police site,
they [the action icons] were directly in the eye catchy, and it was so much
better.”
“I didn’t want to report the crime, so I would probably have been a little
hesitant to press the button ‘report crime or loss’, but if I had not found
74
6. Execution and Process
something better, I would have pressed it anyway. But I was still a little
hesitant because it says report”
The users did not read the subtitle, thus missed the line where it said that the
button could be used to edit a report, implying that it might be helpful to add the
word ‘edit’ in the headline of the button.
One user directed all attention to the box ‘Hitta snabbt’. The user read through the
alternatives twice but could not find any relevant action. Both times, the attention
was directed to the option ‘Passport and national id-card’, and the user believed
that driver’s licence should be an alternative. Furthermore, multiple users mentioned
that the home page contained too much content. Regarding the middle page, one
user expressed the need for another term on the button to start the guide.
“(...) unnecessarily much text. With only one eye, one would prefer it
to be more concentrated”
“The problem was that I felt that it might be faster not to use the guide.
Because sometimes, guides can be quite slow since you have to fill in so
many options. So if it had been, for example, an ‘express guide’ or a
‘quick guide’, then maybe I would have had the courage to use it instead.”
"Then I can really understand them, and then I think it is the right way
to go because (...) I would have been frustrated if I answered everything
and then found out that yes, but now I have to call them - like could
you not say that before?"
"I think it’s right [that the control questions are the first thing shown in
the guide]. (...) maybe it is not even something that you can report to
the Swedish police, and then I would have wasted time."
Multiple users experienced confusion about the similarities between ID cards and
driver’s licenses, both on the home page and in the guide. In the guide, a user
mentioned that even though it was not the perfect choice, it was the most relatable.
75
6. Execution and Process
One user felt that it might be too many steps, while another user mentioned that
the questions felt too detailed for the purpose. On the contrary, other users thought
that the guide was quicker than expected.
"If I had known it [the guide] was as fast as it was, I would have used it
first."
"It is very clear, so I felt very confident (...) that I had come to the right
place"
"If I had not found this down here [link that leads directly to the e-
service]. Then I had thought that okay, I might need help finding it"
"If you have experienced threats etc. and need to calm down, then it
feels better to contact a real person [via telephone]"
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6. Execution and Process
"As I said, I think it looks good. (...) As far as I can see here, it’s good."
The opinion about the new design of the action icons was positive as well.
"Good. That’s just it. I think a lot depends on how you highlight
the headlines differently. Previously, it’s more, it’s simply a link text,
while now the most important words are the headline on these buttons,
I believe in it.".
"You can also reflect on the word ’guide’ here. It is a guide to find the
correct e-service, so you might want to call it ’the e-service guide’ or
something like that. Make it clear. On the other hand, we have the
heading ’finding the right e-service’ underneath but yes.".
The expert confirmed that the hover function on some of the buttons is okay re-
garding the accessibility law.
"There are some requirements for how that [hover function] should work
to meet the accessibility requirements in the legislation. Shaking is actu-
ally not really covered (...). If more information is displayed, you should
be able to move the cursor over the new information without it collaps-
ing. (...) here it is not a problem, but it is a requirement that exists.".
However, the expert also mentioned that the touch screen format and keyboard use
need to be considered. It is technically possible to meet the accessibility requirements
as long as the developers make sure that the text appears when users use their
keyboards to tab between the options. The expert mentioned that the alternatives
might lose a bit of the clickable affordance when used on a touch screen, for example,
no hover indication and more text. When alternatives were discussed, the following
solution was suggested:
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6. Execution and Process
"An alternative would be, but then we increase the number of clicks, but
it is that you click once and then this text [the hover text] comes up with
a button or link. (...) But I do not know if it’s better.".
Furthermore, the expert mentioned that it was positive that the history of the
previously answered question is shown on the same page. When asked about text
size and specifics about different elements, the most important thing was to follow
the design profile for the other e-services to get a unified feeling and invoke a safe
feeling. Regarding the word choices for different expressions, the expert said that
the most important thing is to use the users’ terms.
"My gut feeling is that you should try to use the terms that the users
use.".
"[A possible solution for the ’remove report’ wording is to add a text
box on the next page] have an information text where it says ’note that
in practice you can not delete a report, but you add a supplementary
report (...)".
78
7
Results
The result of this project is divided into two parts. First, the final design concept is
visualized. Secondly, the final set of design guidelines to consider while designing a
navigational path to e-services is presented. Together, these results answer the two
research questions. Furthermore, the client, the Swedish Police Authority, will be
referred to as the authority.
The design concept will be illustrated together with the behavioral archetypes. Be-
havioral archetypes represent the behavior of the users, commonly defined by cap-
turing their goals, motivation and general attitudes. The method is important for
prioritizing different features with the user in mind (Doneva, 2017). Furthermore,
the authority already use archetypes in some of their design processes. The pro-
duced archetypes are developed from the user data where the users’ actions were
divided into two different archetypes. These will be used together with the design
concept to exemplify how specific elements and functions suits each of them.
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7. Results
The ’Good Enough’ Gale quickly scans the website and continues with the action
that feels good enough. See figure 7.1.
button, link or service that suits the • Doesn’t discover all possible
goal, the user clicks it without scrolling actions.
The ’Careful’ Charlie takes time to carefully scan through the website and double
checks all possible actions before deciding on how to proceed.
need to inspect all the other options • Uses the same procedure and
before feeling satisfied and settling strategy as planned • Will usually not assume
with the first one.
E-SERVICES SHOULD
One frustration might be when the • Be easy to use
80
7. Results
Mouseover
Figure 7.3: The home page with the two action icons. The left one is colored blue
to indicate that the user currently has the cursor over the element.
Once the user clicks the left button, the middle page is shown (figure 7.4). An
information box with the heading ’Uncertain which service you should use?’ is
displayed below the introductory text. Some users might continue to scroll down
the page, find a list of the different e-services and find one that matches their need.
However, the research showed that other users felt a need for guidance. The latter
can click the button ’Starta guiden’ in the box.
81
7. Results
Figure 7.4: The ’middle page’ with an information box and a button that directs
the user to the beginning of the guide.
When clicking the button, the user gets directed to the guide. The guide has a
few essential elements that are consistent in all views, no matter the content of the
specific view. These are the header, an informational text about the guide, and a
cancel button to go back to the previous page (figure 7.5).
}
Figure 7.5: The basis of the question guide - all pages contain these elements.
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7. Results
Mouseover
Figure 7.6: The page with questions controlling if the user can use the e-services.
On hovering, an explanation of the hovered object is shown. When selecting one or
multiple items, the user will be presented with contact details to the relevant source.
83
7. Results
84
7. Results
Mouseover
Figure 7.7: After passing the control question, the user is asked to select the crime,
loss or action that suits their case. More descriptive information are provided on
hovering.
85
7. Results
1 2
Mouseover
Mouseover
3
Mouseover
Figure 7.8: An excerpt of the questions to clarify the type of crime or loss. The
questions in the example are related to a loss.
The result box has a similar design in all views, no matter which action it presents.
A descriptive heading displays the following step for the user. Below the heading, a
more descriptive text is displayed to inform the user of different use cases and how
to proceed. At the bottom, the button ’Start the e-service’ redirects the user to a
new page with the described e-service.
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7. Results
Figure 7.9: One of the result views, guiding the user to report a loss.
The design guidelines comprise the following categories: (1) Design - describes the
look and feel of the system’s appearance and is related to enhancing and usability
and accessibility. (2) Language - describes how to use terminology that fits the
users’ mental models’. (3) Content - describes how to best display the information,
function, or action to be understandable and intuitive for the user. (4) Structure -
describes the arrangement of the user interface elements and pages. (5) Methods &
Process - describes parts of the helpful methods and process to acknowledge when
designing a navigation path to e-services.
The first four categories of the guidelines are an updated version of the design
requirements from the define phase (section 6.2.3). The last category is a compilation
of the most valuable parts of the process.
These guidelines aim to support authorities and organizations that intend to design
navigation to e-services, focusing on accessibility and usability. The design guidelines
have multiple usages and can be applied during different phases of the design process.
In general, they can be used in the following formats:
• User requirements for understanding what users expect and demand in such
systems.
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7. Results
Design
(1) Use illustrations, videos, and icons in combination with the text
Language
(4) Use words that match the users’ mental models, especially for headings, buttons, and icons
(5) Use clear headings and subheadings that describe the content
Content
(7) Make it clear to the user how to undo previously submitted information
Structure
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7. Results
What? If the majority of the web page is filled with text, it should be combined
with associated visual elements.
Why? Combining text with other graphic elements will be beneficial for people
with dyslexia who struggles when reading walls of text. This goes in line with the
Attentional Capture Perspective by Todd and Kramer (1993) that refers to how
visual elements such as colors, brightness, and objects in the environment can draw
attention and therefore affect the decision making. An example on how this guide-
line has been applied in the design concept can be seen in figure 7.10 where text are
presented in combination with an icon.
Figure 7.10: An example of how the first guideline can be applied where the text
is presented in combination with an icon.
Why? Tremors or similar disabilities can make it difficult to steer the cursor.
It is a common feature to offer feedback while hovering a clickable item. The fea-
ture helps the user recognize when to click and relates to the use of Affordances,
which indicate that cues and hints are given to users on how to interact with the
specific object (Cooper et al., 2014). This also aligns with the guideline ’Be sure
that all links clearly indicate their destinations’ presented by Farkas and Farkas
(2000, p.356), meaning that mouse rollovers can be used to clarify the link of the
destination. Figure 7.11 shows an example of how this is used in the design concept.
89
7. Results
Mouseover
Figure 7.11: An example of how the second guideline can be applied. During
hover on the right button, it changes color to indicate that it is clickable.
What? Make buttons large enough to be clickable and avoid elements that are
difficult to hit, for example, text links.
Why? Large target size is useful for people with tremors as well as for users with
situational disabilities such as browsing on a bumpy bus ride. A similar requirement
is stated in the WCAG AAA level that highlights the importance of providing large
enough target sizes, which should be at least 44 by 44 CSS pixels (Lawton Henry,
2019). However, it is equally important not to use extreme sizes since that will cover
the whole vision area for people using screen magnification or having tunnel vision.
The button ’Starta e-tjänsten’ in figure 7.12 is an example of using a large target
size for clickable areas.
Figure 7.12: An example of how the third guideline can be applied where the
action to start the e-service is connected to a big button ’Starta e-tjänsten’ instead
of a link or similar design elements.
7.2.2 Language
The category describes how to use terminology that fits the users’ mental models.
What? Users should be able to understand the information and functions on the
website regardless of the differences in language skills.
Why? Websites that are built with the organization’s words and structure rather
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7. Results
than following the users’ mental models often confuses users and makes it hard to
find the content (Horton et al., 2016). For instance, the authority separates pass-
ports and identity cards issued at the authority from other identity cards such as
driver’s licenses issued at another authority. However, in users’ mental models, these
are the same. To highlight the difference between them, an additional question was
added in the design concept so that it would align with users’ mental models but
also make it correct according to the authority’s structure (see figure 7.13).
Figure 7.13: An example of how the fourth guideline can be applied. An additional
question was added in the design concept to align with users’ mental models and
clarify the differences between passport/national identity card issues at the authority
from driver’s license/other identity cards issued at other authorities before making
an action
What? Users should be able to understand the overall information and available
actions by reading headings and subheadings.
Why? Clear headings and subheadings help users and screen reader users to scan
the information. The guideline is aligned with what Spool et al. (2004) describes as
the Information Scent, which explains how users can judge the likeliness to find the
wanted information on a specific web page by reading the titles, images, and content
on the site. This is also related to one of the guidelines presented by Farkas and
Farkas (2000, p. 356), namely ’Design the interface to readily reveal the underlying
information structure’, meaning that the interface should help the user build an
understanding of the content. To illustrate with an example, the user study showed
that the action icons did not provide a clear description explaining that it was pos-
sible to edit an existing report by pressing the button. This was solved by changing
the subheading shown in figure 7.14 (updated action icon to the left).
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7. Results
Figure 7.14: An example of how the fifth guideline can be applied where the left
image is the new action icon, explaining the possible actions (report or edit report),
while the right action icon only presents one of the possible actions (report).
7.2.3 Content
The category describes how to best display the information, function, or action to
be understandable and intuitive for the user.
What? Aim for short sections and sentences when providing information.
Figure 7.15: An example of how the sixth guideline can be applied where the
presented text is short and concise.
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7. Results
What? Guide the user to the function that is used to edit or remove previously
sent information. If they used the e-service a while ago, how should they edit or
delete information from it?
Why? The user study indicated that many of the users had troubles understanding
how and where they should navigate to undo or delete a submitted report. The
guideline is similar to one of the ten usability heuristics by Nielsen (2020), namely
to ’help users recognize, diagnose, and recover from errors’, which means that errors
and mistakes should be presented to users in plain language where the problem is
stated and a solution is suggested. To illustrate the guideline in the design concept,
the option ’I want to edit, supplement or delete a report’ has made it clear to the user
what to select to undo a previously submitted information (figure 7.16). However,
it is important to mention that once they select that option, they are provided with
information explaining that it is not possible to undo or delete a previous report
from the authority completely. In this case, the information text also suggests what
other actions they can do instead, which is to edit or supplement a previous report.
Figure 7.16: An example of how the seventh guideline can be applied on the
design concept. The option ’I want to edit, supplement or delete a report’ has
made it clear to the user what to select if they want to undo or delete a previously
submitted information. They are later presented with information that a previously
sent report cannot be completely deleted, but what they can do instead.
What? If the user needs to use other communication channels, e.g. call, send
e-mails, visit a police station or use e-services, there should be a soft transition be-
tween these channels. For instance, if no e-service matches the users’ case, do not
leave them there. Instead, provide other options such as a phone number.
Why? Different communication channels are suitable for different cases. Seam-
less transition between the communication channels avoids frustration and helps
the users to solve their cases. This is closely related to Nielsen’s usability principle
’Help users recognize, diagnose, and recover from errors’ (Nielsen, 2020) where the
design should prevent the system from leaving the users without any information
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7. Results
about how to proceed. An example in the design concept is the result view illus-
trated in 7.17. The user is provided with information about the next suitable action
together with a clickable icon that act as a direct button to call the number if used
by a suitable software on the device.
Figure 7.17: An example of how the eight guideline can be applied where the
information text explains why another service is needed, and the icon could act as
a direct button to call the number if used by the correct software.
What Put things that belong together, close together. Make use of visual elements
such as boxes, borders and frames to separate different groups of information.
Why? People with tunnel vision only view a limited area at the same time. Thus,
the users with this diagnosis can miss the overview and correlations between differ-
ent elements. For people with dyslexia, it is useful with frames that do not change
size or jump around. Moreover, the Principle of Proximity strengthens the fact that
placing elements near each other provides visual cues that these belong together
(Harley, 2020). In the guide, the questions are presented as ’cards’ with a border,
and the history is presented as folded cards. That is one example of how it could
be implemented. The distinct borders make it easy to determine which elements
belong together (figure 7.18).
Figure 7.18: An example of how the ninth guideline can be applied. The borders
indicate where one element end and the next one begin.
7.2.4 Structure
The category describes the arrangement of the user interface elements and pages.
What? Place important text that should be noticed for all readers before making
potential actions.
Why? The user study revealed that multiple users skipped information on the
94
7. Results
page. The ’Good Enough’ Gales only read just enough to be able to make a deci-
sion. By displaying all relevant information before the actions, the user will more
likely notice and read it. Furthermore, the Spotted Pattern describes a type of scan-
ning pattern where the user scans the information and skips big chunks of text until
the specific element they are looking for is found (Pernice, 2017). By displaying
the important text before the action, the user will be able to spot the important
text first. An example of this is the set-up of the question guide, where the user is
presented with all relevant information for each option they select. The guide helps
the user to filter out the information for them. Another example is the result view,
where the short information text is presented before the button (figure 7.19).
Figure 7.19: An example of how the tenth guideline can be applied where the text
is displayed before the action.
What? Use consistent navigation elements located in the same place in all views.
Why? Users with tunnel vision and screen magnification only view a limited part
of the website at the same time. Using consistent elements located in the same place
in all views allows the user to find the elements without wasting time looking for
them. This is also strengthened in WCAG level AA that points to the fact that
navigational mechanisms should occur in the place if they are repeated on multiple
web pages (Adams et al., 2021). A similar guideline is presented by Farkas and
Farkas (2000, p. 357) describing that a link to the home page should be provided
throughout the whole site. Examples from the design concept are the footer, the
header, and the ’avbryt’ that are all located in the same place throughout the whole
guide (see figure 7.20).
Figure 7.20: An example of how the eleventh guideline can be applied where the
footer, the header, and the ’avbryt’ that are all located in the same place throughout
the whole guide
95
7. Results
What? Involve real end-users in multiple methods during the whole process.
Why? The end-users are the people that will interact and be satisfied with the
experience of the product. This is also stated by Nielsen and Landauer (1993) who
means that one of the fundamental approaches to improve usability is to test it with
the end-users. Furthermore, it is an effective way to avoid ’designing for oneself’
and instead broaden the view and design for users different from you.
What? Use methods that help the designer to understand the users’ situation and
put them in the users’ position. An example of such a method is simulation exercises.
Why? Methods used in this thesis have helped the researchers to set aside their
assumptions and enabled them to understand the goals and frustrations from the
users perspective. Besides, empathy is the first stage of the design thinking process,
which aims to focus on understanding the users by imagining ourselves in the users’
world (Siang & Dam, 2021).
96
8
Discussion
This chapter outlines a discussion around the thesis. It will involve discussions about
the design guidelines, design concept, an extract of some methods, the transferability
of the thesis, ethics, and future work.
In addition, each project has different users, aims, and functionality. Following
these guidelines can not ensure that it would lead to the same design concept as the
deliverable in this study. Instead, the concept should be based on the same guidelines
but adapted to the specific circumstances. The guidelines need to be general enough
to suit all kinds of e-services and areas but specific enough to contribute value in a
design process. As mentioned in theory, it is a common fact that guidelines might
end up either too specific or too general (Pilgrim, 2012). Too strict guidelines might
hinder creativity and result in a standardized interface without any new or improved
elements. There is a balance between guiding and deciding, and it is essential to be
aware and reflect on this. These guidelines have only been tested in this project by
the researchers who wrote them. To ensure the value of the guidelines, it would be
interesting to see other people test and evaluate them in other projects.
97
8. Discussion
fulfills the guidelines and has been tested with real users and experts within the
authority, it is essential to understand that design is an ongoing process. It should
not end here. The design concept might lack specific functions or user needs that
should be further explored.
The design concept might be designed in other formats than a question guide. As
stated in section 1.1, the authority already had an unexplored idea of a guide that
would lead users to the correct e-service. The researchers took note of that idea
and conducted their own research, from start to finish, to open up for other possi-
ble solutions. However, even though the design concept was created based on the
conducted studies, the researchers eventually ended up on the same track as the
authority.
Given that a predetermined design system could be used, the guide had the same
’look and feel’ as the other e-services, which established a relation between them
while making the user feel safe and comfortable. As presented earlier in theory,
Cooper et al. (2014) states that the design language is a vocabulary of design ele-
ments in terms of shape, color, and typography, indicating that it is essential that
the design elements are coming from the same design system. Even if the researchers
would create an entirely new design system, it would differentiate from the design
profile and contribute to a feeling of insecurity for the user, leading their minds to
scam. That should always be avoided and is even more important, especially when
the service relates to reporting crimes. However, the researchers could sometimes
feel limited in exploring other solutions and work with the white spaces in the left
and right margins.
Furthermore, the question guide resulted in an effective way to filter out relevant
information for the user. Since the authority is a large organization with many e-
services, it quickly becomes much information and long texts if you have to inform
all users about everything. This is a heuristic highlighted in theory by Sternberg
et al. (2011) who means that using ’elimination by aspects’ will help people focusing
on one aspect at a time and effectively eliminate many options. The guide makes
it possible to only show the relevant information for the specific circumstance such
as ’The crime was related to a burglary’ and avoid information related to the other
crimes such as loss or damage. Thus, for an organization with many e-services, this
format might be suitable. Another valid format for similar organizations might be
an AI-based solution where users write (or speak to) a bot on the website and get
accurate answers. However, this concept was not further developed due to technical
aspects.
The structure of a question guide might not be suitable for smaller organizations
with fewer e-services. There is always this balance between too many and too few
questions in a guide, where the goal is to deliver a quick to use solution but helps the
user find the correct service. A question might feel irrelevant and time-consuming
during circumstances like that. Thus, for smaller organizations with only a few
services, it might be better to design short and concise information to support the
user’s decisions.
98
8. Discussion
Another aspect to consider is whether or not the design concept solves the main
problem. From one perspective, the user test of the design concept showed that
everyone who used it eventually found the correct e-service for their crime or loss.
However, it should not be forgotten that both the behavioral archetypes and user
tests of the design concept point to the fact that not all users prefer to use the guide
to find the e-service. From that point of view, the root problem might still exist for
the users who try to find an e-service without help from the guide.
To understand the root problem, it would be sufficient to review the structure and
hierarchy of the website and identify which of the navigational models presented by
Kalbach (2007) that is currently used and how to improve it. The user study in the
empathize phase revealed that many users faced challenges to navigate already from
the home page. For this case, many website guidelines can be used to improve the
design, for example the guideline by Pilgrim (2012) that implies that a useful search
function should be used for sites bigger than a few dozen pages, as stated in the
theory. At present, the search function on the authority’s website is dysfunctional,
which has led to frustrations for users. Unfortunately, the home page was not
within the scope of the dissertation, and therefore the researchers could not explore
it further. In conclusion, it is important to not rely solely on the guide and develop
a user-friendly experience for the entire user journey.
Additionally, the design concept has only been tested on users in a fake context
and not in a situation where they needed to find an e-service. Even if the users
provided many findings, the tests still lack in understanding how users in an actual
situation and context would perceive the guide. A user mentioned that the guide was
understandable but could be different if the user would be in a stressful situation.
This is an important insight to consider, not only for this thesis but also in general.
99
8. Discussion
On the negative side, it was limited to one minute, which was too short for the task.
In addition to that, the eye tracking was rich in quantitative data; however, it lacked
qualitative data. Even if the questionnaire was used to supplement the method and
provide qualitative insights, many challenges, thoughts, and opinions could not be
predicted. When analyzing the data, the researchers realized that the questionnaire
did not fill up all the gaps, so some data could not be interpreted. If having the
chance to redo this method, the researchers would use eye tracking and interview
questions to adjust the questions for each participant.
However, one weakness is that the presented archetypes lack a wide range of dis-
abilities. Considering that the presented archetypes are based on the data collection
and that only one user had a disability, they cannot be seen as contributors to the
inclusive design perspective. To balance this, the inclusiveness was covered by the
accessibility expert and the simulation exercise. Ideally, more users with disabilities
would have been included.
The behavioral archetype ’Good Enough’ Gale can be related to information forag-
100
8. Discussion
ing, where some people tend not to visit every single link or keep scrolling. That
is because they want to spend little time getting as much information as possible
to maximize the Rate of Gain (Budiu, 2019). This can be aligned with why users
with that behavior type usually avoided the guide in the usability tests. Moreover,
the archetype also aligns with scanning patterns (table 3.2) such as the ’Spotted
pattern’, meaning that the user scans for specific elements and skips big chunks of
texts. Another scanning pattern that can be applied to the archetype is the ’layer-
cake pattern’ where the eyes focus on the headings and subheadings but skips the
normal text, resulting in horizontal lines resembling a cake if plotted on a heat map.
Lastly, the archetype also relates to the ’satisficing heuristic’, meaning that the per-
son selects the first option that meets the minimum level of acceptability (Sternberg
et al., 2011). For the behavioral archetype ’Careful’ Charlie, the scanning pattern
(table 3.2) ’commitment pattern’ can be applied, that describes the action of reading
through the whole page, such as all paragraphs and contents.
Nielsen (2012) means that usability test is about three modules: (1) find represen-
tative users, (2) let the users perform representative tasks and (3) observe the users.
Looking in retrospect, the researchers followed the modules, which provided valu-
able insight to the work. However, Nielsen (2012) also means that the users should
perform the same tasks, which was not done in the test with our users. Instead, the
researchers changed the task after testing it with two users, which is hard to know
afterwards if it has affected the result.
101
8. Discussion
evaluation methods provided valuable data as they were used on different occasions
and at sufficient scales for the project. It is also worth mentioning that users only
had one minute to find the correct e-service in the eye tracking while they had
unlimited time to navigate in the think aloud. Therefore, it is hard to conclude
whether or not the guide was an improvement or not.
After all, the most important takeaway is that testing with users is essential and
especially to reflect on what Sternberg et al. (2011) means by the phenomenon called
hindsight bias. In general, this means that people rarely recognize the signs while
something is happening, thus not until afterwards feel that the result was obvious.
This was especially true when many of the users did not notice the action icons,
which surprised the researchers, stakeholders, and users when they were shown to
them.
The challenges have mainly been connected to the restriction of no physical meet-
ings. All data collection has been conducted online, meaning that the participants
themselves have been forced to set up the systems and make sure that everything
works. The eye tracking system was extra complicated for some users, which re-
sulted in unusable data. For example, one user had trouble entering the test since
the camera did not notice the eyes, resulting in the software recording a completely
black screen instead. However, these struggles were treated differently with retakes
and new connections, ensuring not losing the participants.
102
8. Discussion
Despite these challenges, the pandemic also opened up new possibilities. The nor-
malization of digital communication made it easy to schedule meetings with multiple
experts within the authority. For the participants, interacting with the current web-
site and the design concept in their contextual state has been more appropriate
and realistic than a physical setup in the school or police building, which would
have been the case if it had not been done remotely. Even though the recruitment
was challenging, the remote study made it possible to collect all user data from 22
participants in the empathize phase during one and a half weeks, which would be
extremely difficult if the user study would be organized physically. Furthermore,
the participants lived in different cities, which opened up to a broader target group
than otherwise.
8.4 Transferability
Transferability describes how the findings of qualitative data from a specific context
can be transferred and reused to similar contexts and projects.
The design concept could be adjusted and used by authorities and organizations
that aim to guide their users to the correct e-service, especially if there are many
e-services to choose between. However, the graphical elements and phrases used in
this design concept are specific for the authority and should be adjusted to others.
The most important parts to bring from the design concept are the guide’s overall
structure, the use of different types of elements for different situations, and infor-
mation flow. Moreover, the behavioral archetypes have been used together with the
design concept. Since the archetypes describe behaviors that are not specific to the
authority’s website, those could be used for other similar projects.
The guidelines have been created from the data and insights from the methods
in the design thinking process. The guidelines can be used on many occasions,
such as creating new navigation to e-services or improving an existing one. Despite
the fact that the guidelines are narrowed for this context, one can also insist that
some guidelines are general and can be applied in other areas, such as creating
or improving a website. In those cases, some guidelines that can be used are, for
instance, (3) Use large target size for clickable elements and (4) Use words that
match the users’ mental models (figure 7.1).
The thesis was performed with the approach of research through design which, as
stated in section 4.1, can be viewed as exploratory and speculative. From one point
of view, a repetition of the methods and the process could lead to rich insights,
as in this dissertation. However, as mentioned in wicked problems (section 4.1.1),
designers often deal with several variables that are impossible to control. Thus,
Design Thinking is used to re-frame the problem space and prioritize. In other
words, even though one has the same research question and follows the same process
103
8. Discussion
and methods, it can not be ensured that the outcome will be the same since every
project have their variables and limitations.
8.5 Ethics
All data has been collected from participants where consent forms have been used
to inform about anonymity and how the data will be collected, used and stored. To
ensure participants’ anonymity, the recordings and notes will be removed when the
thesis is finished. The researchers have also made sure that all the software used for
this project are fully compliant with GDPR.
On the subject of ethics related to the design concept, it is notable that the concept
supports a digital format of a service provided to all the citizens in Sweden. As
mentioned in the theory, Microsoft Design (n.d.) states that it is important to rec-
ognize exclusion to find opportunities for a broader range of people in the society.
As understood in the usability study with users, some users expressed that even
though the guide and e-service were effective to help them report a crime or loss,
they still wanted the human-to-human contact and therefore preferred the option to
call. Furthermore, as mentioned in section 2.4.1, some challenges with an increasing
amount of e-services are the privacy and security aspect (Rust & Kannan, 2002).
Some end-users might feel reluctant to fill in their private information on the inter-
net. At present, the authority offers several ways to report a crime or loss. It is
important that these alternatives remain and are improved on the same scale as the
digital alternatives.
104
8. Discussion
authority should reflect on this and rename it to something that matches the users’
mental models. All wording should be reviewed together with a linguist to ensure
quality in word choice for both users and authorities.
105
8. Discussion
106
9
Conclusion
The study aimed to conduct a user-centered design and create a concept of how to
improve the navigation to different e-services. The primary research question was:
4. Use words that match the users’ mental models, especially for headings, but-
tons, and icons
107
9. Conclusion
108
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116
Appendix
A
Conclusions, Simulation Exercise
Dyslexia
Illustrations, pictures, symbols, boxes, borders and icons don’t change size or shape, implying that it can
be effective to use these for guiding the user.
Capital letters in the beginning of each word (i.e. Title Case) makes it easier and faster to interpret the start.
Long sentences and sections of text become overwhelming. Avoid these and aim for shorter sections in
combination with bullet lists.
Vision
Good contrast makes it possible to distinguish elements for people with color blindness (color blindness).
Differentiate headings, subheadings and paragraphs so that people with blurry vision can distinguish them
(blurry vision).
For people with tunnel vision, it is important to not make the icons too big so that it is possible to grasp
the context when only seeing the circular or rectangular view (tunnel vision).
Make use of frames to indicate which elements belong to each other (tunnel vision).
Use the same margins in the left and right of the page. That will make it easier for people with tunnel
vision to understand where to find content (tunnel vision).
Use consistent navigation elements and put them in the same place if they are repeated in different
pages (tunnel vision).
Images and videos are easier to grasp than text (peripheral vision).
Separate elements (such as headers etc.) to make it easier to understand the layout (peripheral vision).
Use high contrast ratio (sunlight).
Use big hit areas such as buttons and links (older people).
Icons and symbols are preferred instead of links (older people).
Avoid using too long text (older people).
Cognition
Distractions will make people reach their goal by using the easiest path, i.e.just scanning through the page.
Avoid too much text - stick to keywords and short sentences.
Motor
It is very important with big hit areas. Make buttons big and avoid things that are hard to hit, for example
links.
The website provided feedback when hovering an item, which is a very useful feature when it is hard to
steer the mouse.
Table A.1: Table of conclusions from the Funkify plugin used in the simulation
exercise.
I
Appendix
B
Consent Form, User Study
Samtycke
Bakgrund
and Technologies) på Chalmers Tekniska högskola. Arbetet sker i samarbete med Polismyndigheten
och syftet med arbetet är att förbättra navigationen till deras olika e-tjänster vid anmälan av brott. Vårt
mål är att så många medborgare som möjligt ska kunna använda tjänsterna, och för att uppnå det vill vi
Är jag anonym?
Ja. Eye-tracking innebär mätning av ögonrörelser och kommer att ske via
din dators webbkamera. Resultatet kommer att presentera ögonrörelser samt
på resultatbild här till höger. Det kommer även gå att se rörelserna som en
video. Ingen personlig data på dig så som bild eller ljud från webbkameran
kommer därmed lagras. Realeye.io är ett företag som vistas i Europa, vilket
medföljer att de följer GDPR.
I enkäten kommer du att få fylla i ditt deltagarnummer istället för ditt namn .
Övrigt
Ditt deltagande är frivilligt och du har rätt att avbryta undersökningen när du vill utan att ge en
Samtycke
Jag samtycker härmed till att delta i studien genom att signera detta dokument. Studien har beskrivits
och jag känner till de förutsättningar som gäller. Jag är medveten om att data från mitt deltagande i
eye-trackinguppgiften och frågeformuläret kommer att samlas in och analyseras. Jag vet att jag när som
helst kan bestämma mig för att avsluta mitt deltagande i studien utan att ge någon förklaring.
Signering
Ladda ned och spara pdfen på datorn. Gå in på hemsidan https://signera.ebox.nu/ och följ beskrivningen
för att signera dokumentet med Bank-ID. Skicka sedan tillbaka det signerade exemplaret till oss i
vändande mail. Kontakta oss om du inte har Bank-ID eller önskar signera på ett annat sätt.
Ansvarig student
Ansvarig student
Ansvarig handledare
Caroline Xia
Maja Albrektson
Sara Ljungblad
[email protected]
[email protected]
[email protected]
0739 79 78 05 0737 36 41 38
Figure B.1: The consent form used for the eye tracking and questionnaire.
II
Appendix
C
Information Form, User Study
Informationsblad
Deltagarnummer
#
Användarstudie - Att hitta till Polisens e-tjänster
Har du inte gjort det än? Gör det och skicka det tills oss innan du fortsätter att läsa detta dokument.
I slutet av detta dokument finns det en grön knapp. Knappen länkar till en sida som heter realeye.io vilket är
sidan där eye-trackingen utförs. Sidan kommer att ge steg-för-steg instruktioner (på engelska) om hur du ska
gå tillväga för att påbörja uppgiften. Dessa steg involverar bland annat att man ger tillåtelse till att använda
webbkameran på datorn för att se ögonrörelserna. Skulle du få problem är det bara att kontakta oss så ska vi
göra vårt bästa att stötta dig via telefon. Studien avslutas med att du skickas vidare till en enkät där du fyller
• Internetuppkoppling
• Stäng alla andra sidor och länkar på datorn (annars kan det synas på inspelningen om man väljer fel fönster).
• Programmet kommer endast att spela in det valda fönstret och hur ditt fokus förflyttas på hemsidan (dina
ögons rörelsemönster) samt muspekarens förflyttning. Ingenting av dig, några ljud, hur du ser ut eller något
Viktig information
Starta bara eye-trackinguppgiften en gång. Uppstår det problem när du redan startat en omgång? Ring oss så
kan vi lösa det tillsammans. Då det är en betald tjänst så har vi bara ett visst antal tester, därför är det viktigt
Vill du göra enkäten vid ett senare tillfälle istället? Klicka här
Stäng av annonsblockerare (plugin)
Kom ihåg att detta är inte en bedömning av hur bra eller dålig Se till att inget annat program
du är på uppgiften. Det finns inget rätt eller fel sätt. Alla använder kameran samtidigt
Ansvarig student
Ansvarig student
Ansvarig handledare
Caroline Xia
Maja Albrektson
Sara Ljungblad
[email protected]
[email protected]
[email protected]
0739 79 78 05 0737 36 41 38
Figure C.2: The information document used for the eye tracking and questionnaire.
III
Appendix
D
Questionnaire Questions
Allmän information
Nedan kommer du svara på frågor om dig själv och dina preferenser.
• 46-55
• 56-65
• 65+
• Dyslexi
• Inget
• Annat
IV
Appendix
• Dyslexi
• Inget
• Annat
• Annat
• Besöka platsen
• E-tjänst
• Telefon
• Mail
• Vet ej
• Annat
Hur föredrar du att ta kontakt med polisen när du ska anmäla ett brott?
(Radioknappar)
E-tjänst är en internetbaserad tjänst som används för att t.ex. boka tid eller svara på formulär
via webben.
• Besöka platsen
• E-tjänst
• Telefon
• Mail
V
Appendix
• Vet ej
• Annat
Hur troligt är det att du skulle anmäla ett mindre brott via Polisens
e-tjänst (exempelvis stöld av hörlurar)? (Skala 1-5)
1=Inte alls troligt, 5=Väldigt troligt
Hur troligt är det att du skulle anmäla ett mindre brott via Polisens
telefontjänst (exempelvis stöld av hörlurar)? (Skala 1-5)
1=Inte alls troligt, 5=Väldigt troligt
Hur troligt är det att du skulle anmäla ett mindre brott via Polisens
e-tjänst? Välj max 2 alternativ ? (Kryssrutor)
• Ärendet prioriteras
• Vet ej
• Annat
Uppgiften (eye-trackingen)
Nedan kommer du att få svara på lite frågor om den uppgift som du utförde på
Polisens hemsida i samband med eye-trackingen. Svara så gott du kan på frågorna,
oavsett om du hann göra klart uppgiften eller inte. Tack!
Tror du att du hittade rätt e-tjänst när du utförde uppgiften? (Radiok-
nappar)
E-tjänst är en internetbaserad tjänst som används för att t.ex. boka tid eller svara på formulär
via webben.
• Ja
• Nej
• Kanske
• Ja
• Nej
• Kanske
VI
Appendix
Hur lätt/svårt var det att hitta e-tjänsten du sökte? (Skala 1-5)
1=Jättesvårt, 5=Jättelätt
Om det var någonting som förvirrade dig när du letade efter rätt e-tjänst,
vad var det? Svara gärna utförligt. (Svarstext)
Hur planerade du att lösa uppgiften när du först fick den? (Radioknap-
par)
• Vet ej
• Annat
• Vet ej
• Annat
Jag upplevde att det var tydligt vilka brott som kunde anmälas vid varje
e-tjänst (Skala 1-5)
1=Håller inte med, 5=Håller med
VII
Appendix
• Ja
• Nej
• Kanske
VIII
Appendix
E
Interview Guide, Accessibility Expert
Syftet med intervjun
Få en förståelse över (Polisens) tillgänglighetsarbete och hur vi kan använda den förståelsen för
att göra vårt arbete tillgängligt.
Övergripande
• Berätta om din arbetsroll - vad gör du och hur länge har du gjort det?
• Hur skiljer sig din roll från dina kollegors?
• Har du testad någon plug-in liknande Funkify (förklara), vad anser du om liknande pro-
gramvara i så fall? Är det något du tror kan hjälpa oss eller rekommenderar du någon
annan metod?
• Hur lång är processen från ett identifierat fel till åtgärd på ett ungefär? Hur upptäcks fel?
Rapportering? Input från annat håll?
• Vad för handlingar rekommenderar du/ni ofta att prioritera när man gör en tillgänglighets-
förändring i en organisation? Ex. färg/text.
• Finns det saker som inte ändrats ännu men som bör ändras?
Avslut
• Har du tips på några bra källor (hemsidor, böcker, föreläsare)?
• Finns det något annat du tycker att vi bör veta för att kunna genomföra vårt arbete?
IX
Appendix
F
Interview Guide, UX Design Expert
Syftet med intervjun
Få en förståelse över hemsidan och hur den fungerar idag, bakgrunden till designen, strukturen
och layouten samt eventuella svårigheter kring navigationen på den.
Introduktion
• Berätta om din arbetsroll - vad gör du och hur länge har du gjort det?
• Berätta om ett vanligt projekt och hur du brukar arbeta? Tillvägagångssätt.
Uppbyggnad/struktur på hemsidan
• Vad är tanken kring hur hemsidan är uppbyggd idag? Strukturen?
• Har man undersökt användarnas mentala modeller (ex. hur användaren tänker att de ska
hitta till olika e-tjänster)? Eller hur har besluten tagits?
• Vad har ni utgått ifrån när ni bestämde er för att använda de begrepp ni använder idag?
Ex. ”komplettera anmälan” istället för uppdatera/ändra/ta bort eller liknande.
• Vad gör ni för arbete idag för att göra sidan mer användbar/tillgänglig/enkel?
• Hur får ni in tankar och kommentarer från användare? Mail? Metoder? Tester?
• Vad har det kommit fram för information kring navigationen till e-tjänsterna under ert
arbete?
Avslut
• Har du tips på några bra källor (hemsidor, böcker, föreläsare)?
• Finns det något annat du tycker att vi bör veta för att kunna genomföra vårt arbete?
X
The 'Good Enough' Gale
This person aims to read just enough For this person, it's important to make a choice that most likely
Sometimes, the person might become
information to make an informed decision. The directs the user towards the goal. However, it must be time
'overconfident' and believe that they did something
user doesn't see any reason for reading more efficient thus they don't discover all possible actions and are
correct even though it was incorrect.
information than necessary. When reaching a therefore okey with the risk of missing the most perfect option.
Prefers to communicate with companies via e-
button, link or service that suits the goal, the
services.
user clicks it without scrolling further.
Företagskontakt: Företagskontakt:
Prefers to communicate with the police via
Företagskontakt:
mail (2) e-tjänst (9)
telefon (1)
Figure G.3: The filled in template for creating the behavioral archetype ’Good
XI
Appendix
XII
Appendix
without drawing any drastic conclusions. Before from the beginning. To be able to do this, the person usually
making a decision, it is important to double- considers all information that is presented before it takes action. Företagskontakt: Företagskontakt:
e-tjänst (5) telefon (4)
check all the information. Even though the (7) Mer benägen (1) Samma (1) Mer benägen
benägenhet att
att anmäla att anmäla
använda telefon
mindre brott via mindre brott via
och e-tjänst vid
answer is right in front of the person, there is a e-tjänst än anmälan av telefon än e-
telefon mindre brott tjänst
huge need to inspect all the other options
before feeling satisfied and settling with the
Figure H.4: The filled in template for creating the behavioral archetype ’Careful’
Appendix
I
Flowchart
Figure I.5: The first question, determining if the user can use the e-services.
XIII
Appendix
XVIII
Appendix
XIX
Appendix
J
Usability Test with Experts from Contact Center
Scenarion
1. Pelle har tappat bort sitt körkort och ska anmäla detta till polisen
2. Elsa har gjort en förlustanmälan på sin bortsprungna hund Harry. Hon har nu hittat Harry
och ska meddela detta till polisen.
3. Alfred har förlorat sin cykel och misstänker stöld. Han ska nu göra en polisanmälan.
Diskussionsfrågor
• Vad har ni för arbetsuppgifter och hur ser ert arbetssätt ut?
• Vad ställer ni för frågor till medborgarna idag för att förstå vilket brott det handlar om?
Vilka inledande frågor? Vilka frågor är avgörande för att hamna på rätt område?
• Vilka brott brukar medborgarna oftast ta fel på eller blanda ihop enligt er (ex. stöld istället
för förlust)? Tror ni att vår lösning idag hjälper till med det? Upplever ni att dessa frågor
kommer att guida medborgarna till rätt tjänst?
• Finns det någonstans i guiden/processen där ni tror att medborgarna kommer att ha svårt
att komma vidare? Vilka frågor använder ni för att komma vidare i liknande fall?
• Hur fungerar prioriteringen av kontrollfrågorna? Ex. person som har skyddad identitet men
också varit med om ett brott utomlands.
• När vi gjorde användarstudien såg vi att medborgarna hade svårt att hitta till komplet-
tera/ändra anmälan. Är det något ni har märkt också? Har ni några tankar kring placerin-
gen av den frågan? Bra eller dåligt att ha “komplettera anmälan” redan i tidigt stadie?
XX
Appendix
K
Think Aloud & Interviews with Users
Inledning (Scenario)
Föreställ dig att du har varit med om ett brott och behöver ta kontakt med Polisen. Du väljer att
använda deras hemsida. Vi kommer nu att läsa upp ett scenario på vad som har hänt.
Uppgift 1: Du har åkt buss och tappat bort ditt körkort. Du har även varit i kontakt med
resebolagets hittegods och de har inte funnit något där. Nu ska du anmäla ditt borttappade
körkort via polisens hemsida. Stressa inte. Lycka till! Uppdaterad fråga: Någon har stulit ditt
körkort. Nu ska du anmäla detta via polisen hemsida. Stressa inte. Lycka till!
Uppdaterad fråga: Någon har stulit ditt körkort. Nu ska du anmäla detta via polisen hemsida.
Stressa inte. Lycka till!
Observation
Extrauppgifter
Uppgift 2: Din hund Harry anmäldes försvunnen förra veckan. Du har nu hittat Harry och vill
ta bort din anmälan via polisens hemsida. Stressa inte. Lycka till!
Uppgift 3: Din kanin har sprungit bort och du ska anmäla detta via polisens hemsida.
Demografiska frågor
Frågor om guiden
XXI
Appendix
XXII