good practice in doing research with young ‘digital natives’
TRANSCRIPT
Dr Lukasz Piwek [email protected] lukaszpiwek.com
Good practice in doing research with young ‘digital natives’
PSYCHOLOGYSENSOR LAB
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
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
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
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
your time?16th monday
traveledto campus?
why notcycling?
how?
L¼
?
==
Piwek, Joinson & Morvan (2015) Transportation Research Part A, 77:126 - 136
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”.