good practice in doing research with young ‘digital natives’

30
Dr Lukasz Piwek [email protected] lukaszpiwek.com Good practice in doing research with young ‘digital natives’ PSYCHOLOGY SENSOR LAB

Upload: lukasz-piwek

Post on 15-Apr-2017

28 views

Category:

Science


2 download

TRANSCRIPT

Dr Lukasz Piwek [email protected] lukaszpiwek.com

Good practice in doing research with young ‘digital natives’

PSYCHOLOGYSENSOR LAB

PEOPLE CONNECTED TO INTERNET

3.4 billion(2016)

PEOPLE WITH SMARTPHONES GLOBALLY

2.1 billion(2016)

of 12-15 years old in UK own smartphoneOfcom, 2016

79%

average time spend weekly on the internetby 12-15 years oldOfcom, 2016

20 hours

2016

Age 3-4Age 5-7

Age 8-11Age 12-15

0 2 5 7 10 12 15 17 20 22

20.112.9

8.88.2

Estimated weekly hours of internet use by age (2016)Data source: Ofcom, 2016

20%

40%

60%

80%

Age 5 Age 6 Age 7 Age 8 Age 9 Age 10 Age 11 Age 12 Age 13 Age 14 Age 15

Mobile phone Tablet TV set

Device children would miss the most, by ageData source: Ofcom, 2016

Tablets and mobile phones are now the most popular devices for going online, knocking laptops into third place.

Ofcom, 2016

39% 33%

28%

Average heart rate increase when participants were prevented from answering their iPhones during the study

Clayton, Leshner & Almond (2015)

10 bpm

Average heart rate decrease after participants have been reunited with their iPhones

Clayton, Leshner & Almond (2015)

13 bpm

Andrews, Ellis, Shaw, Piwek (2015) PLoS ONE 10(10): e0139004.

Average number of times participants actually checked their smartphoneper day85

Average number of times participants estimated they checked their smartphoneper day40

Good Practice 1

Everything has to be mobile device friendly.

Incidence of having a social media profile, by ageData source: Ofcom, 2016

25%

50%

75%

100%

Age 5 Age 6 Age 7 Age 8 Age 9 Age 10 Age 11 Age 12 Age 13 Age 14 Age 15

1 25

9

21 21

43

50

7477

89

Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367

Patterns of Snapchat use

Snapchat is primarily used to

send (and receive) selfies photos.

explicit

animal

coursework

location

do not remember

other people

message

object

other

food

screenshot

selfie

1%

2.9%

2.9%

3.4%

4.3%

4.3%

5.3%

6.2%

6.2%

6.7%

7.2%

49.8%

Photo Video

95% 5%

What did they Send?Participants

209 13970

Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367

Who did they send to?

person just-met online

date

work friend

distant friend

family member

partner

close friend

2%

2.6%

4.6%

9.2%

9.2%

17.6%

54.9%

distant friends

family

mix of random people

close friends

1.8%

7.1%

28.6%

62.5%

73%

27%

Snapchat is primarily used for

instant communication

with close friends as an ‘easier and

funnier’ alternative to other instant

messaging services Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367

Why did they send it?

other

bored

do not remember

sharing emotional

sharing other

sharing bragging

sharing funny

communication chat

communication reply

2.4%

4.8%

5.3%

5.3%

5.7%

12.4%

16.8%

21.5%

25.8%

Very Unhappy

Somewhat Unhappy

Neither Happy nor Unhappy

Happy

Very Happy

1.2%

4.4%

18.1%

63.8%

12.5%

What was their Mood?

Piwek & Joinson (2015) Computers in Human Behaviour: 54, 358–367

Snapchat is primarily used for

instant communication

with close friends as an ‘easier and

funnier’ alternative to other instant

messaging services

Good Practice 2Make things as non-invasive as possible for the user experience of mobile device.

Short survey length is a key to lower attrition rates - no more than 10-15 minutes - or break into chunks if possible. If not possible - embed most critical questions in the first 10 minutes of survey.

10

Good Practice 3

APPS USED ONLY ONCE*

25%APPS USED NO MORE THAN 10 TIMES*

68%*Localytics (2016)

Good Practice 4

Always look at the web and mobile analytics.

Good Practice 5

Visual and interactive more than textual and static.

your time?16th monday

traveledto campus?

why notcycling?

how?

?

==

Piwek, Joinson & Morvan (2015) Transportation Research Part A, 77:126 - 136

Gamification may be “the future key”.

Good Practice 6

DOWNLOADS Jul 2016 - Nov 2016

500 mlnACTIVE USERS

20-30 mlnBloomberg.com, 2016Bloomberg.com, 2016

Increase in average physical activity for users who played Pokémon Go across men and women of all ages, weight status, and prior activity levels.

25%Althoff, White, Horvitz (2016)

arXiv:1610.02085v1

Everything has to be mobile device friendly.

Make things as non-invasive as possible for the mobile device user experience.

Short survey length is a key to lower attrition rates - no more than 10-15 minutes - or break into chunks if possible. If not possible - embed most critical questions in the first 10 minutes of survey.

10

Always look at the web and mobile analytics.

Visual and interactive more than textual and static.

Gamification may be “the future key”.

Prof Adam JoinsonDr David EllisDr Fiona Spotswood Prof Alan TappDr Yvette Morey

THANK YOU!

[email protected]

@lukaszpiwek

THANK YOU!

lukaszpiwek.com