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Designing Mobile Services: 2 Innovative Case Studies from UC San Diego

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Presentation on theme: "Designing Mobile Services: 2 Innovative Case Studies from UC San Diego"— Presentation transcript:

1 Designing Mobile Services: 2 Innovative Case Studies from UC San Diego
SuHui Ho Marlo Young

2 Presentation Overview
Two Mobile Case Studies: Mobile library website Mobile library orientation


4 Mobile Landscape 80% of consumers own a mobile device
53% college age students own smartphones 93% expected by 2015 Higher education homepage visits: 2.4% May/2010 4% May/2011 9.8% May/2012



7 Case Study #1 Designing a Mobile Website
Released September 22, 2010 2 months 55,171 hits 1st year 119,914 hits 2nd year Total: 175,085

8 Used Rapid Development and Testing Cycles
Project Management Two Teams IT Web Development Team (IT) Mobile Advisory Group (MAG) 1 project manager 4 representatives from public services 1 Web Technical Manager Decision-making power Used Rapid Development and Testing Cycles

9 IT created a mobile module
MAG test and feedback IT made changes MAG/IT Mtg.

10 User Experience Considerations
Goals Speed Design considerations

11 Top Tasks Environmental scan of 25 ARL university libraries

12 Design Considerations
Limited scrolling Few and compressed images Consistent navigation Brief

13 Brevity is the soul of wit. Regular Website Mobile Website

14 Research Tools

15 Technical Considerations
Used CMS Reach as many users as possible Easy to update No additional training necessary Not an app. Use available widgets/web apps. Mobile browser detection script

16 Widgets/APIs Catalog – WorldCat Mobile QuestionPoint Chat Widget: Qwidget

17 Widgets/APIs PC Availability Widget from Google Map – Google

18 Conclusion

19 Case Study #2

20 Goals before Tools

21 User-Centric Goals Apply Millennials’ learning preferences in order to establish a digital orientation Interactive & engaging Technology Social, blended learning Competitive & fun







28 Development Cycle Ad Hoc Pilot Project Team (3) Pilot Phases 1 & 2 over 12 month period Student, Campus, Librarian input Campus Awareness, Marketing, Promotion Monitor, Evaluate, Assess Phase 1 & 2

29 Findings Phase 1 Phase 2 42 players (vs. 35 paper) - 110 players
139 activity challenges completed Plus 91 social activities Findings Phase 2 - 110 players - 861 activity challenges completed -Plus 370 social activities completed



32 Additional Findings Experimentation and evaluation of applied technology Bridged two library buildings & 5 subject libraries digitally Increased efficiency & engagement Non-linear learning opportunity Campus connections, leadership Evolution, Innovation

33 Questions ? Thank You!

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