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CHAPTER 6. CONCLUSIONS! !

6.3. Future Directions!

! The very first step of future work, based on the data collected from the study,

should be to perform another interface design iteration to correct major usability

issues (see Table 6.1) This would include redesigning the Check-In screen and

implementing new functionalities, including badges and timeline, followed by a re- test. The assumption is that, after another iteration, the application user interface should be more appealing and intuitive when distributed to a larger population of

smartphone users.!

!

Table 6.1. Major Usability Issues!

# Issue Fix

1 Visual similarities of buttons and titles designs.

Differentiating font size and color, and making buttons look more clickable. 2 Inputs not auto capitalizing Debugging the application

3 Inputs not clearing default value on focus Debugging the application

4 Inputs’ content too grey and hard to read Make the input content color brighter 5 Check In screen A complete redesign. Differentiating title

and button, making the map smaller and the discount offer more prominent. 6 Finish challenge icon Using a text “Finish” instead of an icon. 7 “Suggest a Starter” button Change the title to “Conversation Starter”

! Second, we should create a nobile movement to raise awareness of the

potential negative outcomes resulting from lack of social interaction and face-to-face conversation. Such a movement would be based on commonly used social media channels, specifically Instagram and Facebook. The basic premise is “If you see that a smartphone is disrupting communication between people, take a picture and share it with the hashtag: #benobile.” The movement would have another purpose in

addition to raising awareness, i.e., marketing to give nobile more public exposure

and attract more users. Gaining exposure and additional users could directly

translate into more face-to-face interaction and meaningful conversations, ultimately

leading to a widespread beneficial impact on society.!

! Third, although this research study revolved around excessive smartphone

use as a detractor to face-to-face conversation among people, the additional aspects of family life and dynamics were not addressed. I am interested in doing further research with respect to how smartphones affect family life and family dynamics

when members are equipped with smartphones.!

! Last, but not least, the application presented in this research study, nobile, is

the very first of various possible persuasive applications, all designed with the purpose of positively changing human behavior and encouraging people to put their smartphones down. Potential future design and development variations include,!

nobile Drive, an application designed to reduce distracted driving, encouraging

people to drive without looking at the smartphones, !

nobile Education, designed to encourage students not to use smartphone during

classes or when they are studying, !

nobile Workplace, allows colleagues to challenge each other to not use

smartphones during working hours, !

nobile Self Challenge where one can initiate a self-challenge to not use

smartphones, !

nobile Sleep, designed to challenge people to go to sleep without fidgeting with

their smartphones.!

Moreover, further developing the “Suggest a Starter” feature, and designing an application for facilitating small talk is also a possibility. I would like to do further research regarding all these variations and concepts because they have potential to

be implemented, distributed, and used.!

! The biggest lesson learned (or more accurately, re-learned) from the research

study was the importance of teamwork. Iteratively designing, prototyping, and developing a native Android application, as well as designing a usability test to assess the application, pilot a methodology, conduct the study, moderate the study sessions, analyze the data, and write a report in just a few months was an

future research and development phases, I plan to involve more people, work as part of a team, and thereby move forward together faster and better toward social

!

REFERENCES!

!

!

!

Adler, E. (2014, January 5). Social Media Engagement: The Surprising Facts About How

! Much Time People Spend On The Major Social Networks. Retrieved April 20, !

! 2014, from http://www.businessinsider.com/social-media-engagement-!

! statistics-2013-12!

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Altmann, J. (1974). Observational study of behavior: sampling methods. Behaviour,

! 227-267.!

!

Augemberg, K. (2012, October 8). Building that perfect quantified self app: Notes to !

! developers, part 1. Retrieved from http://measuredme.com/2012/10/!

! building-that-perfect-quantified-self-app-notes-to-developers-and-qs-!

! community-html/!

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Baym, N. (2010). Personal connections in the digital age. Cambridge, UK: Polity Press.!

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Beard, K. W., & Wolf, E. M. (2001). Modification in the proposed diagnostic criteria

! for Internet addiction. CyberPsychology & Behavior, 4(3), 377-383.!

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Beer mode. an app that lets you go offline for a beer. (2013). Retrieved from http://

! www.thinkwithgoogle.com/campaigns/new-belgium-beer-mode.html!

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Birren, F. (1961). Color psychology and color therapy. Citadel press.!

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Brandom, R. (2012, January 05). The phone stacking game changes everything. Retrieved

! from http://www.getkempt.com/the-code/the-phone-stack.php!

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Brooke, J. (1996). SUS-A quick and dirty usability scale. Usability evaluation in !

! industry, 189, 194.!

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Brown, T. (2014, March 04). Oscars 2014: The complete list of nominees and winners. !

! Retrieved from http://www.latimes.com/entertainment/envelope/!

! moviesnow/la-et-mn-oscars-2014-nominations-winners-list,0,6878721.story!

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Bugeja, M. (2005). Interpersonal divide. New York, NY: Oxford University Press.!

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