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iPhone vs. Samsung Galaxy
A User Experience Case Study
The Study

                                                                                                            Set Up & Test
                                                                                                               phones
User Experience Evaluation using Eye Tracking, i² BrandREACT and an online survey.
Sample: N=20; Age: 25 – 45
• 10 ordinary mobile phone users (non smartphone users)
• 5 iOS (iPhone) users
• 5 Android users                                                                                             Eye Tracking



Test Design: Within Subject Design - each respondent evaluates both smart phones.
Simulation of a daily situation to compare the user experience of the iPhone 4 and the Samsung Galaxy S2.

       Task Scenario

                                                                                                            Apple iPhone 4

    You have received a missed call from an
              unknown number.

   Please save this number as a new contact,
              „Peter Schneider“.

                                                                                                            Samsung Galaxy S2
                                                                 Apple iPhone 4         Samsung Galaxy S2
                                                                                                                             2
 14/11/12
Key Takeaways




14/11/12                   3
Strong brand image of Apple distorts real product experience.
Samsung Galaxy definitely catches up with Apple.


    Consumer awareness of the iPhone’s success and its reputation for usability makes users explicitly state that the
    iPhone is easier to use and more attractive than the Samsung Galaxy S2.



    On an emotional, implicit level users are stimulated by a straight forward and powerful brand image. They associate
    positive items faster and more often with the iPhone than with Galaxy S2.




 But: Eye tracking data reveals that the real user experience is not always like users say or think it is!

    Eye tracking and interaction tracking show scattered attention on the display. Users do not focus on the correct
    icons/buttons to solve the task and perform more false interactions than with the Samsung Galaxy S2.

    Performance data pronounces a lower success rate for the iPhone.




14/11/12                                                                                                                  4
The Study




14/11/12               5
Toolset
                                   Methods:
                                     Ratings
                                   Interviews




                                    Explicit




            Methods:                                        Methods:
                                   ACTION                  BrandREACT
           Eye Tracking
            Behavioral
            Monitoring
               EEG        Signal                Implicit
               EDA
14/11/12                                                                6
Explicit: Evaluating user experience through Interviews,
Thinking Aloud and System Acceptance Ratings

                          Interview = Opinions, problems and needs of the target group are analyzed. Users are addressed
                          on an individual level.




Thinking Aloud = Users directly or retrospectively (retrospective thinking aloud) comment on their
own usage behavior. This way the user’s thoughts become more comprehensible and usage
behavior can be reflected and understood easily.




                          System Acceptance Ratings = Evaluation of the acceptance of product features using semantic
                          differentials and rating scales.




14/11/12                                                                                                                   7
Implicit: Measuring the unconscious using the i² BrandREACT.
Stimulation / Power / Balance

                        i² BrandREACT = Reaction time based tool

                        Respondents are asked to associate certain adjectives (based on 3 emotional need dimensions)
                        with a product/brand.
                        Compliance rate and reaction time are measured.


                                                                                 The need for STIMULATION
       entertaining                                             dominant
          playful                                                powerful
                                                                  superior       The need for joy & curiosity.
       young
     modern                                                        convincing    Willing to discover and to learn.
    exciting                                                        strong


                                                                                 The need for BALANCE

                                                                                 The need for stability & safety.
                                                                                 Avoiding risks.


                                 BALANCE                                         The need for POWER

                                                                                 The need for distinction & superiority.
                                                                                 Striving for status and autonomy.
14/11/12              cautious, robust, tidy, correct, formal                                                              8
Signal: Assessing attention and interaction behavior with
Eye Tracking

                     Gaze heatmap &                         Reach attention
                     interactions
                                                            To find out…
                     To find out…
                                                            • What percentage of the
                     • if attention is focused                target group have
                       on the correct areas                   actually seen the
                                                              area/button/icon
                     • To find out where users
                       interacted and how                   • What are the dominant
                       (tap, slide, hold, etc.)               mental models in the
                                                              users minds




                     Interaction shares                     Time to first contact

                     To find out…                           To find out…

                     • How many interactions                • How early a certain
                       were there with a                      area/icon/button is
                       certain area/icon/button               perceived

                     • Which interaction type               • If an icon is intuitively
                       is mostly expected                     designed and easily
14/11/12                                                      accessible              9
Results




14/11/12             10
Explicit: iPhone strong in all categories, especially aesthetics

Please rate the smart phone you just used for the following dimensions on a scale from 1 to 5. „1“ means
„not at all“ and „5“ means „very much“.


                                          SystemAcceptance                                                                  The iPhone is considered to be especially...
                                                                                                                                         •         Aesthetically attractive
                                                                                                                                         •         Comprehensible
                                                                                            4,2
Aesthetical quality
                                                                         3,4


                                                                                                                            Users show high acceptance levels and state
                                                                                     3,8                                    their willingness to re-use the iPhone.
            Utility
                                                                               3,6




                                                                                     3,8
Comprehensibility
                                                                                                                                                     Re-use & Recommendation
                                                                             3,5

                                                                                                                                                                           48%
                                                                                                                 Recommendation
                                                                                                                                                                           48%
                                                                               3,6
       Acceptance
                                                                       3,3                                                                                                    54%
                                                                                                                           Re-use
                                                                                                                                                                       45%

                      1,0     1,5       2,0        2,5        3,0       3,5           4,0     4,5          5,0                      0%       10%     20%   30%   40%    50%      60%   70%   80%   90%   100%
                                       iPhone      Samsung Galaxy S2                                                                                   iPhone    Samsung Galaxy S2


N=20                                                                                                             „How likely is it that you would recommend/reuse this smart phone on a scale from 0 –
   14/11/12                                                                                                      100 %?“                                                                          11
Implicit: Faster & more positive associations with the iPhone.
Samsung not convincing.

                            14,12
                                                                                                                         The iPhone performs better than the Galaxy
            12,71                                                                                                        in all 3 categories.
                                                                                                                         Respondents associate more positive
                                                                                                                         adjectives faster with the iPhone.

                                     9,24
                                                                                                                         •      The iPhone is especially strong in the
                                                                                                                                power dimension: It is convincing, strong
                                                                                                                                and secures social status.

                                                                                           5,00
                                                                                                                         •      The Galaxy S2 mostly fulfills the need for
                                                                                                                                balance: associated adjectives are:
              STIMULATION




                                                                               3,09                                             cautious, robust and correct.
                                                                   2,66
                                      BALANCE




                                                                                            BALANCE
                             POWER




                                                                                POWER
                                                                   LATION
                                                                   STIMU-




                            iPhone                                        Samsung Galaxy




14/11/12                                                                                                                                                                  12
  The higher the value, the more positive associations have been selected and the faster the reaction time. Negative values show negative associations.            N=20
Signal: iPhone not intuitive

 Correct interaction:
 Tap small arrow




                        • Attention is rather scattered   • Users mostly accidentally      • Correct Icon is perceived
N=20                                                                                         rather late (after 12.6s)
                          No clear focus on arrow..         call the number.

                        • Many users fail/struggle        • Only 18 correct interactions
  14/11/12                because of tapping the                                                                   13
                          number
Signal: Samsung Galaxy convinces with user-friendly interface

 Correct interaction:
 Tap the number of missed call




                                 • User attention is           • Users intuitively perform the   • Correct screen element
N=20                               concentrated on the phone     adequate interaction. They        (phone number) spotted
                                   number.                       choose the phone number.          instantaneously (after 0.6s)

  14/11/12                                                                                                                  14
Signal: Greater overall success rate with Galaxy

                              Success Rate
                                                                              iPhone:
100%                                              0%
                                                                              More than the half of the users struggle or fail.
                 10%
90%                                                                           40% succeed.

                                                  35%
80%                                                                           Galaxy:
                                                                              Android seems to be easier to use:
70%
                 50%
                                                                              65% succeed, nobody fails totally.
60%

                                                               Fail/Timeout
50%
                                                               Struggle
                                                               Success
40%

                                                  65%
30%


20%              40%


10%


 0%
            Task 1 - iPhone                  Task 1 - Galaxy

N=20


 14/11/12                                                                                                                         15
Signal: Galaxy S2’s Android interface easier to use for all user groups

                                                                             Galaxy:
 iPhone:
 • Common cell phone users often struggle.                                   •   Feature phone users show greater success rate.
 • iPhone users succeed.                                                     •   iPhone users mainly succeed.
 • Android users tend to face problems as well.                              •   All Android users directly succeed.




N=20


        All smartphone users succeed with the type of interface they already know!
        iPhone users are better in handling the Android phone than Android users are with iOS.
 14/11/12                                                                                                                         16
Your contact:

Carina Lehne
UNIT LEAD | Senior Research Consultant
+49 30 69 81 44 28
lehne@eye-square.com



eye square GmbH
Schlesische Straße 29 – 30 (Aufgang F)
D – 10997 Berlin
Fon +49 - 30 - 698144-0 | Fax +49 - 30 - 698144-10
E-Mail eye@eye-square.com | www.eye-square.com

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iPhone vs. Samsung Galaxy S II - User Experience Case Study (English)

  • 1. iPhone vs. Samsung Galaxy A User Experience Case Study
  • 2. The Study Set Up & Test phones User Experience Evaluation using Eye Tracking, i² BrandREACT and an online survey. Sample: N=20; Age: 25 – 45 • 10 ordinary mobile phone users (non smartphone users) • 5 iOS (iPhone) users • 5 Android users Eye Tracking Test Design: Within Subject Design - each respondent evaluates both smart phones. Simulation of a daily situation to compare the user experience of the iPhone 4 and the Samsung Galaxy S2. Task Scenario Apple iPhone 4 You have received a missed call from an unknown number. Please save this number as a new contact, „Peter Schneider“. Samsung Galaxy S2 Apple iPhone 4 Samsung Galaxy S2 2 14/11/12
  • 4. Strong brand image of Apple distorts real product experience. Samsung Galaxy definitely catches up with Apple. Consumer awareness of the iPhone’s success and its reputation for usability makes users explicitly state that the iPhone is easier to use and more attractive than the Samsung Galaxy S2. On an emotional, implicit level users are stimulated by a straight forward and powerful brand image. They associate positive items faster and more often with the iPhone than with Galaxy S2. But: Eye tracking data reveals that the real user experience is not always like users say or think it is! Eye tracking and interaction tracking show scattered attention on the display. Users do not focus on the correct icons/buttons to solve the task and perform more false interactions than with the Samsung Galaxy S2. Performance data pronounces a lower success rate for the iPhone. 14/11/12 4
  • 6. Toolset Methods: Ratings Interviews Explicit Methods: Methods: ACTION BrandREACT Eye Tracking Behavioral Monitoring EEG Signal Implicit EDA 14/11/12 6
  • 7. Explicit: Evaluating user experience through Interviews, Thinking Aloud and System Acceptance Ratings Interview = Opinions, problems and needs of the target group are analyzed. Users are addressed on an individual level. Thinking Aloud = Users directly or retrospectively (retrospective thinking aloud) comment on their own usage behavior. This way the user’s thoughts become more comprehensible and usage behavior can be reflected and understood easily. System Acceptance Ratings = Evaluation of the acceptance of product features using semantic differentials and rating scales. 14/11/12 7
  • 8. Implicit: Measuring the unconscious using the i² BrandREACT. Stimulation / Power / Balance i² BrandREACT = Reaction time based tool Respondents are asked to associate certain adjectives (based on 3 emotional need dimensions) with a product/brand. Compliance rate and reaction time are measured. The need for STIMULATION entertaining dominant playful powerful superior The need for joy & curiosity. young modern convincing Willing to discover and to learn. exciting strong The need for BALANCE The need for stability & safety. Avoiding risks. BALANCE The need for POWER The need for distinction & superiority. Striving for status and autonomy. 14/11/12 cautious, robust, tidy, correct, formal 8
  • 9. Signal: Assessing attention and interaction behavior with Eye Tracking Gaze heatmap & Reach attention interactions To find out… To find out… • What percentage of the • if attention is focused target group have on the correct areas actually seen the area/button/icon • To find out where users interacted and how • What are the dominant (tap, slide, hold, etc.) mental models in the users minds Interaction shares Time to first contact To find out… To find out… • How many interactions • How early a certain were there with a area/icon/button is certain area/icon/button perceived • Which interaction type • If an icon is intuitively is mostly expected designed and easily 14/11/12 accessible 9
  • 11. Explicit: iPhone strong in all categories, especially aesthetics Please rate the smart phone you just used for the following dimensions on a scale from 1 to 5. „1“ means „not at all“ and „5“ means „very much“. SystemAcceptance The iPhone is considered to be especially... • Aesthetically attractive • Comprehensible 4,2 Aesthetical quality 3,4 Users show high acceptance levels and state 3,8 their willingness to re-use the iPhone. Utility 3,6 3,8 Comprehensibility Re-use & Recommendation 3,5 48% Recommendation 48% 3,6 Acceptance 3,3 54% Re-use 45% 1,0 1,5 2,0 2,5 3,0 3,5 4,0 4,5 5,0 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% iPhone Samsung Galaxy S2 iPhone Samsung Galaxy S2 N=20 „How likely is it that you would recommend/reuse this smart phone on a scale from 0 – 14/11/12 100 %?“ 11
  • 12. Implicit: Faster & more positive associations with the iPhone. Samsung not convincing. 14,12 The iPhone performs better than the Galaxy 12,71 in all 3 categories. Respondents associate more positive adjectives faster with the iPhone. 9,24 • The iPhone is especially strong in the power dimension: It is convincing, strong and secures social status. 5,00 • The Galaxy S2 mostly fulfills the need for balance: associated adjectives are: STIMULATION 3,09 cautious, robust and correct. 2,66 BALANCE BALANCE POWER POWER LATION STIMU- iPhone Samsung Galaxy 14/11/12 12 The higher the value, the more positive associations have been selected and the faster the reaction time. Negative values show negative associations. N=20
  • 13. Signal: iPhone not intuitive Correct interaction: Tap small arrow • Attention is rather scattered • Users mostly accidentally • Correct Icon is perceived N=20 rather late (after 12.6s) No clear focus on arrow.. call the number. • Many users fail/struggle • Only 18 correct interactions 14/11/12 because of tapping the 13 number
  • 14. Signal: Samsung Galaxy convinces with user-friendly interface Correct interaction: Tap the number of missed call • User attention is • Users intuitively perform the • Correct screen element N=20 concentrated on the phone adequate interaction. They (phone number) spotted number. choose the phone number. instantaneously (after 0.6s) 14/11/12 14
  • 15. Signal: Greater overall success rate with Galaxy Success Rate iPhone: 100% 0% More than the half of the users struggle or fail. 10% 90% 40% succeed. 35% 80% Galaxy: Android seems to be easier to use: 70% 50% 65% succeed, nobody fails totally. 60% Fail/Timeout 50% Struggle Success 40% 65% 30% 20% 40% 10% 0% Task 1 - iPhone Task 1 - Galaxy N=20 14/11/12 15
  • 16. Signal: Galaxy S2’s Android interface easier to use for all user groups Galaxy: iPhone: • Common cell phone users often struggle. • Feature phone users show greater success rate. • iPhone users succeed. • iPhone users mainly succeed. • Android users tend to face problems as well. • All Android users directly succeed. N=20 All smartphone users succeed with the type of interface they already know! iPhone users are better in handling the Android phone than Android users are with iOS. 14/11/12 16
  • 17. Your contact: Carina Lehne UNIT LEAD | Senior Research Consultant +49 30 69 81 44 28 lehne@eye-square.com eye square GmbH Schlesische Straße 29 – 30 (Aufgang F) D – 10997 Berlin Fon +49 - 30 - 698144-0 | Fax +49 - 30 - 698144-10 E-Mail eye@eye-square.com | www.eye-square.com