Description
A mobile application is a software application designed to run on smartphones, tablet computers and other mobile devices. They are usually available through application distribution platforms, which are typically operated by the owner of the mobile operating system, such as the Apple App Store, Google Play, Windows Phone Store, and BlackBerry App World.
Consumer
behaviour
in
Apple’s
App
Store
Romel
Ayalew
Master’s
Thesis
in
Human
Computer
Interaction
(30
ECTS
credit)
Human
Computer
Interaction
Programme
Uppsala
University
Fall
2011
1
Abstract
Mobile
applications
stores
such
as
Apple’s
App
Store
and
Google’s
Android
Market
revolutionized
the
distribution
of
applications
for
mobile
devices.
However,
with
thousands
of
application
submissions,
limited
testing
resources
and
the
lack
of
an
effective
filtering
mechanism,
application
stores
suffer
from
information
overload
and
a
risk
of
releasing
poor
quality
applications
that
could
create
confusion
to
consumers
and
may
seriously
affect
the
App
store
markets.
Thus
concern
has
been
raised
whether
applications
have
been
developed
according
to
the
need
and
interest
of
consumers.
Therefore,
the
purpose
of
this
study
was
mainly
to
identify
and
get
insight
into
the
main
factors
that
mobile
application
consumer
takes
into
consideration
when
purchasing
mobile
applications
from
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices:
iPhone,
iPad
and
iPod
Touch.
In
this
study
both
qualitative
and
quantitative
case
study
approach
was
used.
Accordingly
twelve
participants
were
selected
from
Stockholm
and
Uppsala
area
and
their
behaviour
in
the
Apple’s
App
Store
from
the
desktop
iTunes
and
the
mobile
App
Store
on
iOS
devices
was
observed
and
recorded.
Additionally
questionnaires
were
administered
to
all
participants
in
order
to
gather
the
necessary
information.
Consumers
on
the
App
Store
behave
differently
depending
on
the
unit
they
are
using.
This
is
because
applications
on
the
App
Store
are
presented
differently
in
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices.
The
study
shows
that
young
consumers
with
lower
income
purchase
apps
more
frequently
than
the
consumers
with
higher
income.
It
also
shows
that
consumers
often
consider
the
description,
the
screenshots,
and
the
ratings
when
they
are
interested
in
buying
applications.
Furthermore
consumers
take
a
look
more
on
ratings
in
the
list
on
the
iPhone
and
iPad
App
Store
because
the
ratings
are
not
shown
in
the
list
on
the
iTunes
App
Store.
Similarly
consumers
tend
to
read
the
customer
reviews
more
on
the
iTunes
and
iPad
App
Store
as
the
customer
reviews
on
the
iPhone
App
Store
is
displayed
in
another
page.
Consumers
were
found
to
be
more
attracted
by
visual
elements
that
they
are
already
familiarized
with,
apps
with
famous
logos
and
known
fonts
and
styles
but
also
to
coherent
and
descriptive
app
names
and
strong
colors
(i.e.
red,
green,
yellow,
black
and
blue,
respectively).
The
majority
of
the
participants
found
the
iTunes
App
Store
messy
and
cumbersome
to
use.
They
preferred
using
the
iPad
App
Store
because
they
found
it
to
be
a
good
mixture
of
both
iTunes
and
iPhone
App
Store
but
also
because
it
has
more
options
to
consider.
Although
consumers
behave
differently
depending
on
the
unit
they
are
using,
the
visual
element
of
the
apps,
prior
knowledge
of
consumers
about
the
name
of
the
apps,
ratings,
easy
accessibility
of
screenshots
and
customer
reviews
of
the
apps
were
found
to
be
the
main
factors
to
be
considered
by
consumers
when
they
visit
app
stores
for
purchase.
Thus
application
developers
and
digital
magazine
publishers
should
consider
these
consumer
behaviours
in
order
to
influence
more
downloads
and
successfully
sell
apps
on
the
app
stores.
Keywords:
Apps,
Apple’s
App
Store,
Consumer
behaviour,
iPhone,
iPad,
iTunes.
2
Acknowledgements
This
is
a
Master’s
thesis,
which
completes
my
Human
Computer
Interaction
study
at
Uppsala
University.
The
thesis
is
supported
by,
the
Sweden’s
leading
magazine
publisher
Bonnier
Tidskifter
AB.
First
of
all
I
would
like
to
thank
my
supervisor
professor
Mikael
Wiberg
at
the
Uppsala
University,
Professor
Mats
Lind,
Stanislaw
Zabramski
and
Solomon
Wondimkun
for
all
feedback
and
great
discussion
regarding
my
thesis.
Then
I
would
like
to
thank
Minna
Räsänen
(senior
lecturer
in
Media
Technology
at
Södertörn
University)
who
helped
me
find
this
thesis
project.
Finally
I
would
like
to
thank
all
the
people
at
Bonnier
Tidskrifter
AB
especially
Peder
Bonnier
who
provided
me
this
remarkable
study
project
and
also
all
the
participants
who
participated
in
this
study.
Thank
you
all
I
could
have
never
made
this
thesis
without
you.
Romel
Ayalew
Uppsala,
December
2011
3
Table
of
Contents
INTRODUCTION
..............................................................................................
6
1.1
BACKGROUND
................................................................................................................................................
6
1.2
PROBLEM
DESCRIPTION
..............................................................................................................................
7
1.3
RESEARCH
PURPOSE
.....................................................................................................................................
8
1.4
LIMITATIONS
..................................................................................................................................................
8
2.1
ONLINE
CONSUMER
BEHAVIOR
..................................................................................................................
9
2.2
INFORMATION-?FORAGING
THEORY
........................................................................................................
10
2.3
HCI
AND
USABILITY
..................................................................................................................................
11
2.4
STUDY
OF
USER
EXPERIENCE
IN
MOBILE
APP
STORES
.......................................................................
12
3.1
APPLE
...........................................................................................................................................................
13
3.2
APP
STORE
..................................................................................................................................................
14
3.2.1
iTunes
App
Store
................................................................................................................................
14
3.2.2
iPhone
App
Store
................................................................................................................................
16
3.2.3
iPad
App
Store
.....................................................................................................................................
17
3.2.4
Apple
App
Store’s
Growth
...............................................................................................................
19
3.3
CONSUMERS
................................................................................................................................................
20
3.4
DEVELOPER
.................................................................................................................................................
21
4.1
RESEARCH
APPROACH
...............................................................................................................................
22
4.2
OBSERVATION
AND
RECORDING
METHODS
...........................................................................................
23
4.3
PARTICIPANTS
RECRUITMENT
.................................................................................................................
23
4.3.1
Compensation
......................................................................................................................................
24
4.4
TEST
PLAN
...................................................................................................................................................
24
4.4.1
The
Test
Lab
.........................................................................................................................................
24
4.5
THE
TEST
PLAN
PROCESS
..........................................................................................................................
24
4.5.1
Scenarios
and
Tasks
.........................................................................................................................
25
4.5.2
The
warm
up
task
..............................................................................................................................
26
4.5.3
Navigation
on
the
iTunes
App
Store
..........................................................................................
26
4.6
THE
SCENARIOS
..........................................................................................................................................
27
4.6.1
Block
1
of
Scenarios
(Find
categories
in
the
App
Store)
...................................................
27
4.6.2
Block
2
of
Scenarios
(Search
for
apps
in
the
App
Store)
..................................................
29
4.7
VISUAL
ELEMENTS
IN
THE
APP
STORE
...................................................................................................
31
4.7.1
Visual
elements
in
the
iTunes
App
Store
..................................................................................
33
4.7.2
Visual
elements
in
the
iPad
App
Store
......................................................................................
33
4.7.3
Visual
elements
in
iPhone
App
Store
.........................................................................................
33
4.8
RELIABILITY
AND
VALIDITY
.....................................................................................................................
34
4.9
POSSIBLE
CRETIC
........................................................................................................................................
34
5.1
RESULT
OF
THE
PRE
TEST-?QUESTIONNAIRES
.......................................................................................
35
5.1.1.
Participant’s
demography
............................................................................................................
35
5.1.1a
Summary
of
consumer
demographics
....................................................................................
36
5.1.2.
Participants
usage
of
the
iOS
devices
.......................................................................................
37
5.1.3.
Participant’s
frequency
of
visit
and
usage
of
the
App
store.
..........................................
39
5.1.3a
Summary
of
consumer’s
prior
experience
of
the
App
store.
.........................................
42
5.2
RESULT
OF
TASK
ANALYSIS
.......................................................................................................................
42
2.
THEORY
........................................................................................................
9
3.
ECOSYSTEM
...............................................................................................
13
4.
METHOD
.....................................................................................................
22
5.
RESULTS
.....................................................................................................
35
4
5.2.1
Result
from
the
warm
up
task
......................................................................................................
43
5.2.2
Result
from
the
task
scenarios
.....................................................................................................
46
5.2.3
Result
from
the
visual
elements
quiz
questions
....................................................................
54
5.3
RESULT
OF
POST
TEST-?QUESTIONNAIRES
.............................................................................................
63
5.3.1.
Participant’s
feedback
on
use
of
the
App
Store
...................................................................
63
5.3.2.
Participant’s
comparison
of
the
App
Store
............................................................................
70
6.
DISCUSSION
...............................................................................................
74
6.1
DISCUSSION
OF
FINDINGS
FROM
PRE-?TEST
QUESTIONNAIRES
.........................................................
74
6.2
DISCUSSION
OF
FINDINGS
FROM
THE
TASK
ANALYSIS
........................................................................
75
6.2a
What
do
users
do
when
they
visit
the
App
Store?
.................................................................
75
6.2b
What
obstacles
do
users
encounter
on
the
way
to
purchase
application
from
the
App
Store?
........................................................................................................................................................
78
6.2c
What
do
users
think
of
digital
magazine
subscription
on
the
App
Store?
.................
79
6.2d
What
visual
elements
did
participants
remember
from
the
App
Store?
....................
79
6.3
DISCUSSION
OF
FINDINGS
FROM
POST
TEST
QUESTIONNAIRES
.........................................................
81
7.1
RECOMMENDATIONS
.................................................................................................................................
83
7.2
FUTURE
RESEARCH
....................................................................................................................................
84
7.
CONCLUSIONS
...........................................................................................
82
8.
REFERENCE
................................................................................................
85
APPENDIX
.......................................................................................................
89
APPENDIX
I.
LOOKING
FOR
PARTICIPANTS
..................................................................................................
89
APPENDIX
II
INTRODUCTION
TO
THE
STUDY
................................................................................................
90
APPENDIX
III.
THE
CONSENT
FORM
..............................................................................................................
91
APPENDIX
IV.
PRE
TEST
QUESTIONNAIRE
....................................................................................................
92
APPENDIX
V.
QUESTIONS
ABOUT
THE
USE
OF
APP
STORE
........................................................................
96
APPENDIX
VI.
COMPARISON
QUESTIONS
ABOUT
THE
APP
STORE
........................................................
101
5
Introduction
This
chapter
describes
the
purpose
of
the
research,
the
research
questions,
limitations
and
background
of
the
study.
1.1
Background
In
recent
years
the
use
of
smartphones
and
computer
tablets
has
increased
dramatically
and
mobile
applications
has
become
the
newest
topic
in
the
mobile
industry.
Mobile
applications
stores
such
as
Apple’s
App
Store
and
Google’s
Android
Market
revolutionized
the
distribution
of
applications
for
mobile
devices
and
they
have
become
an
extremely
visible
and
potentially
profitable
part
of
smartphone
environment.
According
to
[Strategy
Analytics,
2011]
the
total
number
of
mobile
applications
download
is
set
to
exceed
21
billion
in
2016
with
a
global
market
revenue
reaching
$32.6
billion.
Henceforth
there
will
be
many
new
key
players
struggling
for
a
share
of
both
downloads
and
revenue.
This
is
mainly
due
to
Apple’s
App
Store
that
allows
developers
to
sell
third-?party
applications
for
the
iPhone,
iPod
Touch
and
iPad
and
allow
users
to
download
applications
directly
to
their
device
or
onto
their
computer
via
iTunes.
Because
of
this,
the
App
Store’s
growth
rate
has
been
accelerating
ever
since
it
was
launched
in
July
2008
[Gartner,
2011].
Because
Apple
has
built
in
its
digital
distribution
model
through
iTunes
and
its
iOS
devises
such
as
the
iPhone,
iPod
Touch,
and
the
iPad
they
are
now
the
key
player
in
their
field.
Apple
has
informed
registered
Mac
and
iOS
developers
that
the
App
Stores
for
both
platforms
are
now
available
in
33
more
countries.
As
of
the
latest
additions,
the
iOS
and
Mac
App
Stores
can
now
be
accessed
in
123
nations
around
the
world
[Macworld,
2011].
Driven
by
Apple’s
success
with
the
App
Store,
selling
applications
for
its
devices,
other
device
manufacturers
have
opened
their
own
stores.
For
instance
Google
opened
the
Android
Market,
which
is
on
its
way
to
become
the
second-?largest
application
store,
Research
in
Motion
(RIM)
opened
App
World
for
Blackberry
users
and
Nokia
the
Ovi
Store
[ABI
research,
2011].
6
1.2
Problem
Description
Although
application
distribution
has
become
increasingly
simple
due
to
the
rise
of
App
Stores,
evaluation
and
research
methods
have
to
be
adapted
to
this
new
context
to
get
the
best
data
and
feedback
from
wide
audience.
In
order
to
do
that
app
store
platform
characteristics,
devices,
reaching
target
users,
various
usage
contexts
have
to
be
dealt
with.
With
thousands
of
application
submissions,
limited
testing
resources
and
the
lack
of
an
effective
filtering
mechanism,
application
stores
suffer
from
information
overload.
Additionally,
since
application
stores
do
not
have
the
resources
to
test
every
submission
properly,
they
experience
an
increase
risk
of
releasing
poor
quality
applications
to
their
customers.
This
is
a
huge
problem
that
hinders
the
ability
to
bring
useful
and
attractive
applications
to
market
furthermore
if
the
consumers
cannot
find
useful
and
attractive
applications
in
the
App
Store
they
may
not
visit
the
store
again.
Hence
it
is
up
to
application
developers
to
attract
their
consumers,
by
organizing
content
and
engaging
users
in
order
to
make
a
profit.
In
order
to
achieve
this
goal,
the
developers
have
to
know
more
about
the
users
and
their
behavior
in
these
applications
store.
One
way
to
conduct
a
user
study
that
has
become
available
to
the
typical
Human
Computer
Interaction
(HCI)
researcher
is
to
use
the
application
stores
to
publish
research
prototypes
to
a
wide
audience.
This
distribution
channel
can
be
used
to
conduct
studies
with
participants
from
all
over
the
world.
Recently
researches
discovered
this
opportunity
and
began
to
publish
research
prototypes
via
mobile
application
stores
to
a
wide
audience.
By
doing
this
researchers
benefits
from
a
worldwide
audience
and
gain
access
to
participants
with
various
cultural
background
and
different
context.
By
developing
“Apps”
with
the
aim
to
answer
specific
research
questions
and
logging
user’s
behavior
it
is
possible
to
harvest
a
large
amount
of
data
samples.
For
instance
[Gilbertson
et
al.,
2008]
released
a
mobile
game
to
gather
feedback
for
future
publications
but
have
not
published
any
results
yet.
[Pielot
et
al,
2010]
reported
that
they
started
the
evaluation
of
a
tactile
navigation
system
by
publishing
the
system
in
the
Android
market.
However,
a
problem
with
these
approaches
is
that
feedback
is
mainly
gathered
to
understand
the
nature
of
the
respective
prototype
and
not
the
actual
users.
But
In
the
tradition
of
psychology,
Human
Factors
and
Human
Computer
Interaction
research
in
contrast
focus
on
understanding
the
human
rather
than
understanding
the
prototype.
By
conducting
different
experiments
such
as
quasi-? experiments
and
observations
we
can
study
the
user
and
their
behavior
in
depth
to
derive
general
findings.
Consequently,
this
study
aims
to
identify
and
evaluate
the
variables
influencing
the
use
and
purchase
behavior
of
customers,
in
the
Apples
App
Store
through
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
iOS
devices,
that
is
the
iPhone,
iPod
Touch
and
iPad.
7
1.3
Research
purpose
App
discoverability
is
not
only
an
issue
for
application
developers
but
also
for
consumers.
Consumers
on
the
App
Store
should
be
able
to
find
the
app
they
are
looking
without
any
problem.
However
since
there
are
various
kinds
of
apps
and
different
ways
of
finding
them
on
the
App
Store
consumers
may
not
choose
one
single
path
to
find
these
apps.
Therefore
it
is
important
that
application
developers
should
know
where
and
how
consumers
search
for
apps
on
the
App
Store
but
also
which
platform
they
use
when
they
visit
the
App
Store.
In
general
application
developers
should
understand
how
consumers
behaves
on
the
App
Store
not
only
on
the
desktop
App
Store
but
also
on
the
mobile
App
Store.
The
purpose
of
this
study
is
mainly
to
identify
and
get
insight
into
the
main
factors
that
mobile
application
consumer
takes
into
consideration
when
purchasing
mobile
applications
from
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices.
In
order
to
challenge
the
main
research
problem
this
study
will
also
try
to
answer
the
following
specific
research
questions.
1. What
do
users
do
when
they
visit
the
App
Store?
2. Where
do
users
look
for
apps
on
the
App
Store?
3. What
obstacles
do
users
encounter
on
the
way
to
purchase
application
from
the
App
Store?
4. What
visual
elements
trigger
the
user
on
the
App
Store?
5. Which
unit
do
users
prefer
to
use
to
visit
the
App
Store?
1.4
Limitations
There
are
many
application
stores
in
the
market,
selling
anything
from
applications
to
media
content.
However
due
to
time
constraint
this
study
only
focus
on
the
major
application
store
Apples
App
Store.
Moreover
since
the
field
of
consumer
behavior
is
large
there
are
several
theories
and
models
that
identify
the
consumer,
nevertheless
this
study
will
limit
itself
to
identifying
the
consumer
through
their
consumer
characteristics
and
the
online
consumer
behavior
buying
process.
8
2.
Theory
This
chapter
deals
with
the
theories
that
have
been
done
in
this
field
of
study
and
to
identify
the
research
gaps
that
the
present
study
has
attempted
to
address.
2.1
Online
Consumer
Behavior
The
study
of
online
consumer
behaviour
in
the
context
of
the
Internet
mainly
focused
on
two
key
aspects
of
intention
to
return
to
a
web
site
and
purchase
intention
[Koufaris
2002;
Li
and
Zhang
2002].
To
a
very
large
degree,
online
consumer
behaviour
can
be
studied
using
basis
from
offline
or
tradition
consumer
behaviour.
There
are
a
number
of
general
frameworks
in
consumer
behaviour
that
capture
the
decision-?making
processes
of
consumers
[Engel
et
al.,
1995,
Schiffman
&
Kanuk,
2000].
These
Frameworks
distinguish
a
number
of
stages
typically
including
four
sequences:
need
recognition,
information
search,
evaluation
of
alternatives
and
the
actual
purchases.
[O’Keef
&
McEachern,
1998]
had
argued
that
these
stages
are
relatively
abstract
and
do
not
consider
the
medium
through
which
the
consumer
buys.
A
key
difference
between
online
and
offline
or
tradition
consumer
behaviour
is
that
online
consumers
have
to
interact
with
technology
to
purchase
the
goods
and
services
they
need.
The
physical
shop
environment
is
replaced
by
an
electronic
shopping
environment
or
by
an
information
system
(IS).
This
gives
rise
to
technical
issues
that
have
traditionally
been
the
area
of
information
system
and
human
computer
interaction
(HCI)
researchers
[O’Keefe
et
al.,
2000].
Past
research
examining
online
purchase
behaviour
has
approached
the
problem
from
several
various
perspectives.
Drawing
from
technology
acceptance
theories,
some
researchers
have
focused
on
using
individual
beliefs
such
as
usefulness
and
ease
of
predicting
the
extent
to
which
consumers
will
buy
online
[Chen,
Gillenson,
&
Sherell,
2002].
Others
have
posited
and
empirically
confirmed
that
consumer
attitudes
towards
online
shopping
and
intention
to
buy
online
are
influenced
by
product
perceptions,
the
attributes
of
the
shopping
experience,
customer
service,
and
consumer
risk
[Jarvenpaa
&
Todd,
1996-?1997].
Furthermore,
the
effects
of
various
demographics
such
as
income,
educational
level,
Internet
use,
and
Internet
search,
and
perceptions
of
web
vendor’s
sales
processes
on
retail
purchasing
behaviour
have
been
studied
[Burroughs
&
Sabherwal,
2002].
Given
these
differences,
research
in
online
consumer
behaviour
can
benefit
from
models
and
theories
that
have
been
developed
in
field
of
Human
Computer
Interaction.
To
further
understand
of
online
store
use
and
online
purchase
behaviour,
I
will
examine
the
contribution
of
important
theories
in
more
detail
in
the
following
sections.
9
2.2
Information-?Foraging
Theory
An
important
stage
in
the
decision-?making
process
is
information
search
or
information
seeking
and
one
part
of
theory
that
addresses
information-?seeking
behaviour
by
individuals
is
information
foraging
theory.
Information
foraging
theory
is
being
developed
in
order
to
understand
and
improve
human-? information
interaction.
The
framework
assumes
that
humans
adapt
to
the
world
by
seeking
and
using
information.
Information-?seeking
behaviour
by
consumers
is
characterised
by
a
trade–off,
between
the
cost
of
searching
and
evaluating
more
alternative
products
and
the
benefit
of
a
better
decision
when
more
alternatives
are
taken
into
account
[Hauser
&
Trifts,
2000].
Today
most
tasks
on
the
web
include
information
seeking,
not
just
textual
information
but
also
graphical
information.
By
understanding
how
our
visual
attention
and
pattern
perception
work
we
can
begin
to
develop
graphical
design
that
will
help
the
consumers
to
make
a
better
decision
when
more
alternatives
are
presented
to
them.
To
achieve
this
goal
it
is
important
to
understand
the
sense
of
visual
thinking.
According
to
[Ware,
2008]
“Visual
thinking
consist
of
a
series
of
acts
of
attention,
driving
eye
movements
and
tuning
our
pattern-?finding
circuits”
These
acts
of
attention
are
called
visual
queries,
and
understanding
how
visual
queries
work
can
make
us
better
designers.
When
we
interact
with
an
information
display,
such
as
diagram,
icons,
graph,
or
poster
on
the
wall,
we
are
usually
trying
to
solve
some
kind
of
cognitive
problem.
In
our
case
it
is
about
finding
an
appropriate
app
on
the
App
Store
by
looking
at
the
different
icons.
Figure
2.2
below
is
an
application
buyer’s
decision
progression
in
the
iTunes
App
Store.
The
diagram
is
taken
from
[Hughes,
2010]
it
shows
that
the
process
starts
with
the
visual
and
then
goes
to
the
textual
part.
According
to
[Hughes,
2010]
most
visitors
on
the
iTunes
App
Store
are
first
attracted
to
colourful
icons.
Figure
2.2
The
decision
process
of
a
visitor
on
the
App
Store
[Hughes,
2010]
10
2.3
HCI
and
Usability
As
described
by
[Olson,
2003],
“Human
computer
interaction
(HCI)
is
the
study
of
how
people
interact
with
computing
technology”.
The
HCI-?field
is
a
multi-?disciplinary
research
field
with
roots
in
several
different
disciplines
including
computer
science,
cognitive
psychology,
sociology,
anthropology,
design
and
ergonomics
[SIGCHI,
1992].
The
goal
of
HCI
research
is
to
understand
how
to
design
engineer
more
usable
artifices.
A
major
concept
of
HCI
field
is
usability.
As
defined
by
ISO
9241
standard,
part
11
[9241-?11,1998],
usability
is
defined
as
the
“Extended
to
which
a
product
can
be
used
by
specified
users
to
achieve
specified
goals
with
effectiveness,
efficiency
and
satisfaction
in
a
specified
context
of
use
”[9241-?11,1998].
The
importance
of
usability
in
the
study
of
online
consumer
behaviour
has
been
noted
in
human-?computer
interaction
(HCI)
and
information
systems
(IS).
For
example,
extensive
research
in
HCI
has
claimed
that
the
use
of
a
website
is
influenced
by
its
usability
[Neilsen,
2000].
Both
HCI
and
IS
researchers
argue
that
usability
is
a
key
metric
for
assessing
a
range
of
different
systems,
including
online
store
websites
[Neilsen,
et.al
2000].
Existing
literature
for
instance
[Fishbein
and
Ajzen
1975]
on
information
technology
adoption
and
usage
along
the
line
of
the
theory
of
reasoned
action
provides
sufficient
empirical
support
that
user’s
positive
attitude
toward
a
technology
will
increase
their
intention
to
use
or
reuse
the
technology.
Other
research
has
future
affirmed
that
these
findings
are
also
applicable
to
mobile
technologies
and
services
[Perdersen
2003].
Because
the
consumer’s
attitude
toward
the
usability
of
the
technology
and
service
is
directly
related
to
intention
to
reuse
the
technology
and
services
it
is
significant
to
find
out
whether
consumer’s
attitude
toward
the
usability
of
the
technology
and
services
is
positive
or
negative.
There
are
many
factors
affecting
the
online
consumer
behaviour
including
usability.
Usability
is
context
dependent
and
will
be
influenced
by
a
variety
of
factors.
As
highlighted
in
the
ISO
definition
of
usability,
it
is
important
to
note
that
usability
is
inherently
a
subjective
phenomenon,
and
its
nature
and
assessment
is
highly
dependent
on
the
user’s
goals.
For
example
user
may
simply
visit
one
online
store
website
for
a
brief
period
of
time
and
then
move
on
to
another
online
store
website,
they
may
spend
time
browsing
a
web
site
and
exploring
its
capabilities,
or
they
may
visit
the
website
to
make
a
purchase.
Usability
is
also
dependent
on
different
context
many
HCI
researchers
are
interested
in
modelling
context–specific
as
opposed
to
general,
behaviours
with
technological
artefacts
[Olson
G
&
Olson
J,
2003].
Such
context
dependence
has
been
introduced
to
the
area
of
consumer
behaviour.
11
At
the
same
time
researches
acknowledged
that
evaluative
criteria
differ
in
type,
number,
and
importance
and
much
like
consumer
behaviour
in
general,
criteria
are
dependent
on
the
consumer,
the
product,
and
the
situation
[Hawkins,
Best,
and
Coney,
1995].
Hence,
marketers
are
concerned
with
not
only
identifying
the
specific
evaluative
criteria
but
also
the
relative
importance
(weights)
each
individual
consumer
assigns
to
these
criteria.
Such
information
is
also
critical
for
information
system
designers,
since
it
helps
isolate
specific
features
that
different
types
of
individuals
in
different
situations
would
desire
in
a
technological
artefact.
Apart
from
the
user’s
goals,
the
effect
of
usability
on
use
behaviour
and
context
dependent
it
is
also
important
to
control
for
other
significant
factors
that
may
influence
use.
Prior
technology
use
or
prior
experience,
a
reflection
of
a
consumer’s
familiarity
with
the
product,
has
been
shown
to
strongly
influence
subsequent
behaviour
[Celci
and
Olso,
1988;
Hoch
and
Deignto,
1989].
Normally
referred
to
as
“learning”
the
key
notation
here
is
that
with
great
experience,
consumers
can
perform
product
related
tasks
more
effectively
and
have
a
richer
store
of
prior
knowledge
to
draw
upon.
2.4
Study
of
User
Experience
in
Mobile
App
Stores
There
are
many
perspectives
to
user
experience.
According
to
[Norman
&
Jordan,
2003]
the
goal
of
a
successful
product
is
to
engage
users
on
behavioural,
intuitive
and
reflective
level
or
provide
users
functionality,
usability,
pleasure,
and
pride.
In
order
to
understand
how
to
create
a
greater
application
store
user
experience
[Strategy
Analytics,
2011]
has
recently
presented
best
practice
guidelines
for
providing
a
superior
mobile
application
store
experience
based
on
user
evaluations
of
six
leading
mobile
application
stores
including
Android
Market,
Apple
App
Store,
BlackBerry
App
World,
Amazon
Appstore,
Nokia
Ovi
Store
(UK
only)
and
Windows
Market
Place.
The
user
evaluation
of
Amazon
Appstore
showed
that
all
participants
in
the
study
found
the
application
store
easy
to
navigate
through,
and
perceived
the
content
discovery
methods
useful
and
compelling,
especially
Amazon’s
well
known
recommendations,
which
provides
a
more
personalized
experience.
However,
the
study
showed
that
the
lack
of
a
confirmation
step
or
security
feature
when
purchasing
applications
was
the
major
cause
for
concern.
Although
these
user
evaluations
of
App
Store
covers
most
of
the
user
experience
they
do
not
consider
the
users
behaviour
or
experience
between
the
different
units
in
the
same
store
e.g.
the
user
experience
on
the
desktop
App
Store
VS
the
mobile
App
Store.
12
3.
Ecosystem
This
chapter
goes
through
the
different
actors
that
I
have
identified
in
the
Apple
ecosystem.
The
actors
are
illustrated
in
figure
3.1
and
they
are
discussed
in
more
detail
below.
Developer
- Develops content - Takes Risks - Makes pro?t
Apple
- Creates market - Monetizes - Sets rules
App Store
- Gives scope - Driving commutation - Optimize sales
Consumer
- Pays - Demands - Follow the herd
Figure
3.1
The
players
in
the
Apple
ecosystem
3.1
Apple
This
review
starts
with
the
company
that
started
everything
namely
Apple.
Apple
was
established
in
1976
by
Steve
Jobs
and
Steve
Wozniak.
It
is
international
corporation
that
designs
and
markets
consumer
electronics,
computers
software,
and
personal
computers.
[Business
Insider,
2011].
The
company’s
best
know
hardware
products
include
the
Macintosh
series
of
computers,
the
iPod,
the
iPhone
and
the
iPad.
Apple
has
been
building
up
a
very
big
reputation
and
a
very
strong
brand.
Apple
is
known
for
their
product
integration
and
it
is
the
only
computer
company
that
creates
all
of
its
own
hardware
and
software.
Apple
handles
each
device
with
care,
emphasizing
the
little
details
like
font
choice,
icon
design,
and
thinks
about
how
it
all
fits
together.
Each
device
Apple
creates
plays
a
part
in
the
overall
ecosystem.
Today
Apple
is
the
world’s
most
admired
company
[CNNMoney,
2011]
and
the
leader
of
phone
market
in
revenue
[InformationWeek,
2011].
In
total,
Apple
sold
23,24
million
mobile
computing
products
this
year.
The
iPhone
alone
was
responsible
for
$
12.3
billion
of
Apple’s
$24.67
billion
in
quarterly
revenue.
That
is
just
a
pinch
over
half
of
Apple’s
business.
Add
in
the
iPad,
and
its
iOS
devices
represent
about
$15
billion,
or
60
%,
of
Apple’s
earnings.
This
means
that
Apple
has
become
the
world’s
largest
phone
vendor
by
revenue
in
January-?March,
overtaking
Nokia
for
the
first
time
ever
[Retuters,
2011].
Analysts
believe
that
the
reason
for
these
massive
revenues
is
the
so-?called
Hallo-? effect.
The
basic
term
of
the
Halo-?effect
is
that
consumers
who
buy
an
iPod
for
instance
become
hooked
on
Apples
products
and
their
ease
of
use,
and
then
buy
a
Macintosh
as
their
primary
or
secondary
computer.
Analysts
also
believe
that
the
Hallo-?effect
has
been
synonymous
with
Apple
since
2004
and
that
Apple
has
done
much
to
push
the
idea
of
such
effect,
but
there
has
been
little
evidence
to
prove
it
for
example
survey
results
or
consumer
demographic
data.
13
3.2
App
Store
The
App
Store
is
accessible
from
the
iTunes,
iPhone,
iPod
Touch
and
the
iPad
via
an
iOS
application.
Below
are
brief
description
of
both
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iPhone
and
iPad.
3.2.1
iTunes
App
Store
The
iTunes
App
Store
is
fully
integrated
into
iTunes
and
functions
practically
the
same
as
downloading
music.
Figure
3.2.1a
shows
a
screenshot
of
the
desktop
iTunes
App
Store’s
home
page.
As
shown
in
the
figure
users
can
either
search
or
browse
for
iPad
or
iPhone
apps
by
selecting
their
devices.
They
can
search
for
apps
using
the
search
bar
or
browse
the
apps
by
selecting
a
category
(either
from
the
main
App
Store
link
or
App
Store
quick
link)
or
even
browse
through
the
lists
of
the
top
10
apps
which
includes
Paid
apps,
Free
apps
and
Grossing
apps
(not
shown
in
the
figure).
Users
can
also
get
a
quick
look
at
the
front
page
and
browse
in
the
“New
and
Noteworthy”,
or
“What’s
Hot”
sections.
Set on iPhone
Search
Categories Banner
"New and Noteworthy"
Top Chart Ranking Paid apps
Games
"What's Hot" Free apps
Figure
3.2.1a
Screenshot
of
the
desktop
iTunes
App
Store
14
Once
users
clicks
on
an
icon
they
are
interesed
in
they
get
to
the
app
description
page.
This
inlduces
a
description
of
the
app,
the
developers
name,
the
app
price,
realse
date,
file
size
and
some
screenshonts.
Users
can
also
see
more
apps
developed
by
the
same
developer
as
ilustrated
in
Figure
3.2.1b
below.
Figure
3.2.1b
Screenshot
of
the
desktop
App
Store
in
iTunes
The
app
descrioption
page
also
included
Curstomer
Ratings
and
Customer
Reviews.
Moreover
user
can
see
what
other
apps
the
customers
have
bought
as
shown
in
figure
3.2.1c
below.
Figure
3.2.1
Screenshot
of
Angry
Birds
in
the
Store
in
iTunes
App
Store
Figure
3.2.1c
Customer
Rating,
Customer
Reviews
and
other
apps
bought
by
customers
displayed
in
the
iTunes
App
Store
15
3.2.2
iPhone
App
Store
The
apps
on
the
iPhone’s
App
Store
are
displayed
in
a
list
with
up
to
5-?stars
ratings
and
price
as
illustrated
in
the
left
screenshot
in
figure
3.2.2a.
Along
the
bottom
users
can
find
tabs
for
Featured,
Categories,
Top
25,
Search
and
Updates.
The
left
screenshot
shows
the
list
of
Top
25
paid
apps.
Here
users
can
scroll
down
to
view
25
top
apps.
A
similar
view
with
different
price
will
be
displayed
if
users
select
the
Top
Free
or
Top
Grossing
buttons
at
the
top.
Users
may
also
tab
on
one
of
the
tabs
at
the
bottom.
The
right
screenshot
shows
the
detail
view
of
the
second
app
in
the
list
“Rat
On
A
Snow”.
In
the
detail
view
users
can
read
the
description
of
the
app
and
also
download
or
purchase
the
app.
The
small
white
plus
sign
on
the
price
indicates
that
the
app
is
designed
for
both
iPhone
and
iPad.
Users
have
to
scroll
down
to
see
more
information
in
the
app
description
page.
Figure
3.2.2a
List
of
top
25
paid
apps
and
the
description
page
in
the
iPhone
App
Store
Further
down,
after
the
text
description
users
can
see
several
screenshot
of
the
app
and
if
they
scroll
down
even
further
they
can
find
more
detail
information
about
the
app
such
as
the
company
or
the
person
that
developed
the
app,
the
number
of
ratings,
the
size
of
the
app,
the
version
and
the
released
date.
At
this
stage
users
can
also
tell
a
friend
or
gift
the
app
to
someone
else.
16
What
differ
the
iPhone
App
Store
from
the
iTunes
and
the
iPad
App
Store,
apart
from
the
diversity
of
apps
is
that
in
the
description
page
on
the
iPhone
App
Store
users
have
to
tab
on
the
ratings
to
read
the
Customer
Reviews
on
the
next
page.
Moreover
the
feature
that
allow
users
to
see
more
apps
developed
by
the
same
developer
and
see
what
other
apps
the
customers
have
bought
is
missing
in
the
iPhone
App
Store.
Figure
3.2.2b
List
of
top
25
paid
apps
and
the
description
page
in
the
iPhone
App
Store
3.2.3
iPad
App
Store
Just
like
in
the
iPhone
App
Store
the
apps
on
the
iPad
App
Store
are
displayed
in
a
list
with
up
to
5-?stars
ratings
and
price,
however
there
is
also
additional
information
in
the
list
such
as
category
and
release
date.
The
view
of
the
top
chart
in
the
iPad
App
Store
is
also
different
from
the
iPhone
App
Store.
As
shown
in
figure
3.2.3a
below,
both
Top
Free
and
Top
Paid
apps
are
displayed
on
the
same
page.
If
users
scroll
down
they
may
also
find
the
Top
Grossing
section
and
the
option
to
display
iPhone
Apps.
17
Figure
3.2.3a
Top
Chart
list
of
both
Free
and
Paid
apps
in
the
iPad
App
Store
We
also
see
that
the
search
tab
at
the
bottom
has
been
removed
and
been
replaced
by
the
purchased
tab.
Instead
there
is
search
bar
on
the
top
right
corner.
Finally
we
see
that
there
is
an
additional
category
button
at
the
top
left
corner
in
this
case
the
category
is
set
to
Games.
This
means
that
the
apps
that
are
displayed
are
only
Top
Paid
and
Free
Game
apps.
When
it
comes
to
the
app
description
page
on
the
iPad
App
Store
it
looks
almost
like
the
iTunes
App
Store.
As
shown
in
the
below
figure
3.2.3b
all
the
information
that
is
displayed
on
the
iTunes
App
Store
is
also
displayed
in
the
iPad
App
Store.
The
customer
ratings
and
reviews
are
shown
on
the
same
page
and
if
user
scroll
down
they
will
also
find
apps
that
other
customer
have
bought.
18
Figure
3.2.3b
The
app
description
page
on
the
iPad
App
Store
The
iPad
launched
in
April
2010
with
over
3000
applications
designed
for
the
iPad.
As
of
July
2011,
16
months
after
the
iPad
launched,
there
were
over
100,000
apps
available
at
the
App
Store
designed
specifically
for
the
device
[Review
Roster,
2011]
3.2.4
Apple
App
Store’s
Growth
The
App
Store
has
exploded
since
its
introduction
in
2008
and
downloads
from
the
App
Store
have
grown
at
an
exponential
rate.
By
end
of
2009,
the
number
of
application
available
for
download
topped
100,
000,
and
in
January
this
year,
Apple
reached
10
billion
downloads
of
software
from
the
App
Store,
[Apple
Insider,
2011].
19
As
the
App
Store
grows,
it
has
required
reconfiguration
several
times
to
future
segment
the
apps
into
logical
groups
where
buyers
can
more
easily
connect
with
sellers.
Apple
has
improved
the
search
capabilities
of
the
store,
added
sub
categories
and
added
Top
Paid
Apps
and
Top
Free
Apps
columns
to
search
to
each
of
the
individual
categories.
No
matter
what
is
done
to
improve
the
App
Store,
the
challenge
for
developers
and
consumers
will
always
be
the
same,
the
app
developers
concern
is
how
to
get
their
app
noticed,
while
the
consumers
concern
is
how
to
find
a
good
app
among
all
the
apps
on
the
App
Store.
It
is
clear
that
many
iOS
developers
struggle
at
what
price
to
sell
their
app.
A
free
app
can
bring
downloads
but
might
not
give
them
much
profit.
Another
technique
that
app
developers
are
using
is
known
as
the
in-?app
purchase.
This
can
either
be
used
from
a
free
app
to
drive
sales
to
a
selling
version
of
apps,
or
developers
can
create
add
on-?options
into
their
paid
apps
to
help
drive
app
sale.
A
report
from
[Distimo,
2011]
suggests
that
in-?app
purchase
is
the
way
to
go
if
you
want
to
make
money
in
the
App
Store.
The
report
showed
that
freemium
apps,
that
is,
a
free
app
to
drive
sales
to
a
selling
version
of
the
apps
have
increased
by
34%
since
2010
while
paid
downloads
only
grew
7%
in
the
same
time
frame.
Although
Distimo’s
research
only
covered
the
Top
200
in
each
category,
it
is
still
a
strong
selection
of
the
App
Store’s
money
makers.
The
report
also
showed
that
it
is
freemium
games
that
take
up
several
sports,
but
comic
apps
and
Magazines
are
also
taking
advantage
of
the
freemium-?pricing
model.
3.3
Consumers
Because
of
the
huge
completion
in
the
App
Store,
it
is
critical
for
the
developers
to
understand
how
the
consumers
behave
in
the
App
Store.
By
understanding
their
behaviour
they
can
target
their
market
and
focus
on
their
message
to
the
right
audience.
If
we
use
the
four
buying
decision
process
theory
that
is
need
recognition,
information
search,
evaluation
of
alternatives
and
the
actual
purchases
and
apply
it
on
the
app
consumers
we
get
framework
to
describe
the
marketing
place
from
the
consumer’s
perspective.
A
consumer
who
uses
the
App
Store
has
several
options
to
search
and
find
apps
before
a
purchase.
The
consumer
can
either
use
none
personal
source
that
is,
searching
on
different
websites
or
use
the
App
Store
it
self
to
find
what
he/she
is
looking
for
or
use
the
personal
source
such
as
asking
friends
or
experts.
Consumers
in
the
App
Store,
can
search
for
apps
and
evaluate
them
before
purchase
by
read
what
other
customers
have
written
about
the
app
in
the
customer
reviews,
see
the
ratings
of
the
app
and
even
see
what
other
customers
have
bought.
20
This
is
a
contradiction
to
what
[Zeithaml,
2007]
stated,
about
consumer’s
evaluation
of
services.
He
stated
that
consumers
evaluate
services
less
than
they
evaluate
goods
before
purchase.
However
when
a
consumer
purchases
an
app
from
the
App
Store
it
is
the
service
that
is
used
during
the
consumption
phase.
After
the
purchase
the
app
can
be
assessed
whether
it
met
the
customers
expected
experience
or
not.
Nevertheless
since
the
free
alternatives
in
the
App
Store
are
presented
beside
the
paid
apps,
it
is
difficult
to
say
whether
consumers
would
actually
choose
to
pay
for
the
apps.
3.4
Developer
The
iPhone
SDK
(Software
Development
Kit)
for
iPhone
OS
allows
developers
running
Mac
OS
X
on
an
Intel
Mac
to
create
applications
using
Xcode
that
will
natively
run
on
the
iPhone,
iPod
Touch
and
iPad.
Developers
who
publish
their
applications
on
the
App
Store
will
receive
70
%
of
sale
revenue,
and
will
avoid
paying
the
distribution
costs
for
the
application.
However,
an
annual
fee
is
required
to
use
the
iPhone
SDK
and
upload
application
to
the
store
[Apple,
Inc,
2011].
In
February
2011
Apple
launched
a
new
subscription
service
for
magazines,
newspapers,
videos
and
music.
Previously,
new
magazine
or
news
releases
would
be
sold
on
a
pre
release
basis.
This
new
service
allows
publishers
to
sell
their
content
through
their
apps
allowing
users
to
revive
a
new
content
over
specified
period
of
time.
More
interesting
is
that
Apple
will
allow
publishers
not
only
to
sell
from
iTunes
where
revenue
will
be
share
(70%
for
the
publisher,
30
%
for
Apple),
but
they
also
allow
publisher
to
distribute
their
subscriptions
directly
from
their
websites
where
no
revenue
will
be
share
with
Apple
[New
York-?Reuters,
2011].
21
4.
Method
This
chapter
describes
the
method
used
to
explore
the
study.
It
also
describes
how
I
have
recruited
the
participants,
made
the
observations
and
collected
the
necessary
data.
4.1
Research
Approach
After
reviewing
a
couple
of
studies
in
the
field,
I
decided
that
the
most
appropriate
approach
for
this
study
would
be
an
exploratory
case
study.
This
is
because
the
case
is
limited
to
Apple’s
three
units
iTunes,
iPhone
and
iPad.
The
study
consisted
of
12
participants
where
I
observed
and
recorded
the
participant’s
behavior
when
exploring
the
App
Store
using
these
three
different
units.
One
of
the
main
parts
of
any
research
project
is
either
the
observation
or
data-? gathering
part.
Since
this
study
is
a
low-?constraint
research
I
choose
to
use
qualitative
research
approach
to
observe
the
initial
consumer’s
behavior
in
the
App
Store
in
all
three
units.
I
did
this
in
order
to
find
answers
to
the
research
questions
and
design
a
new
study
based
on
these
observations.
Additionally
I
used
quantitative
research
to
collect
background
information
about
the
participants,
such
as
frequently
use
of
Apple’s
device
and
the
App
Store.
Making
detailed
plans
of
how
to
gather
data
and
analyze
the
data
before
making
the
observation
is
not
essential.
Instead
of
planning
the
data
gathering
process
in
detail
I
want
to
be
free
to
change
hypotheses
and
modify
procedures
during
the
observations.
Even
though
case
studies
establish
low-?constraint
research,
the
observational
methods
might
however
include
highly
sophisticated
instrumentation.
I
began
the
study
by
making
my
own
heuristic
evaluation
of
each
App
Store
using
some
of
the
Nielsen’s
principles
for
user
interface
design
to
see
if
there
were
some
objective
differences
between
them.
Then
I
planned
the
study
in
accordance
with
the
different
steps
in
the
human
centered
design
processes
for
interactive
systems
(ISO
13407)
and
decided
to
have
activities
with
participants
to
understand
their
needs
and
requirements
of
each
App
Store.
I
did
this
by
giving
the
participants
different
tasks
with
scenarios.
22
4.2
Observation
and
recording
methods
There
are
several
ways
of
observing
and
recording
consumer’s
behavior.
One
way
to
observe
and
record
the
user’s
behavior
from
the
desktop
iTunes
App
Store
and
from
the
mobile
App
Store
on
the
two
iOS
devices
is
by
using
recording
camera.
Another
way
to
record
the
user’s
behavior
and
the
screen
activates
from
the
iOS
devices
is
to
develop
a
small
application,
which
could
be
used
to
record
and
store
consumers
behavior
when
they
are
exploring
the
App
Store
from
the
mobile
devices
or
use
eye
tracking
technology
to
measure
the
consumer’s
eye
positions
and
eye
movement
to
see
where
they
are
looking
at
the
most
in
the
app
store.
In
that
way
we
can
even
find
out
what
visual
elements
the
consumers
are
looking
at
most.
However,
due
to
my
experience,
time
constraint
and
availability
of
hardware
and
software
I
used
two
different
cameras
to
record
the
participants’
behavior
directly
when
they
explored
the
App
Store
from
the
three
different
units.
To
record
the
App
Store
from
the
desktop
iTunes
the
participants
used
a
Windows
PC,
which
had
Morae
recorder
installed
on
it.
This
software
was
used
to
collect
data
about
which
links
or
icons
the
user
clicked
on,
how
long
it
took
for
the
user
to
compete
a
task
and
event
sequences
for
example
mouse
clicks,
keyboard
strokes
etc.
Furthermore
the
PC
had
a
web
camera,
which
captured
the
participant’s
face
when
they
performed
the
tasks.
Moreover
I
used
two
other
cameras
to
record
the
participant’s
behaviour
when
they
used
the
App
Store
from
the
iOS
devices.
One
HD
camera
that
was
aimed
straight
down
on
the
iOS
device,
and
another
camcorder
that
was
aimed
at
the
participants
face
from
the
front.
The
HD
camera
recorded
the
screen
activity
from
the
iOS
device
while
the
camcorder
captured
the
participant’s
face
and
reaction.
4.3
Participants
recruitment
To
find
potential
participants
who
could
participate
in
my
study
I
created
an
event
about
the
study
and
posted
it
on
Facebook
and
Linkedin.
The
first
thirteen
participants
who
met
the
qualification
standards
were
selected
for
the
study.
The
content
of
the
form
that
was
uploaded
on
Facebook
and
Linkedin
is
available
in
Appendix
I.
The
criterion
all
participants
had
to
fulfill
in
order
to
participate
in
the
study
was
that
they
had
to
own
at
least
one
iOS
device
and
have
visited
the
App
Store
more
than
once,
either
from
the
desktop
iTunes
or
the
mobile
iOS
devices.
Moreover
the
participants
were
asked
to
bring
their
own
iPhone
or
iPod
Touch
to
the
study.
In
total
I
had
13
participants
were
one
of
them
did
the
pilot
test
prior
to
the
study
sessions.
23
4.3.1
Compensation
Each
participant
was
rewarded
with
an
annual
subscription
of
any
choice
of
magazine
from
Bonnier
Tidskrifter.
The
participants
wrote
their
address
and
choice
of
magazine
before
the
study
session
and
the
magazine
they
chose
were
later
sent
to
the
participant’s
home
address.
4.4
Test
Plan
First
I
did
an
expert
evaluation
of
each
App
Store
to
find
major
problems
and
to
see
the
main
difference
between
the
desktop
and
iOS
App
Store.
Then
I
developed
a
test
plan
according
to
the
different
steps
in
ISO
13407
and
did
a
pilot
tested
with
one
of
the
participants
prior
to
the
test
sessions.
This
was
necessary
in
order
to
find
out
possible
problems
before
the
actual
test
began.
4.4.1
The
Test
Lab
The
study
took
place
in
the
usability
lab
at
the
Ekonomikum
building
of
Uppsala
University.
The
lab
consists
of
a
test
room
and
a
control
room
with
several
recording
devices.
The
test
session
was
conducted
in
the
test
room,
where
the
participant
performed
tasks
on
the
App
Store
from
all
the
three
units
that
is
from
the
iTunes
through
the
computer,
from
their
own
iPhone
and
iPod
Touch
and
from
the
iPad
that
Bonnier
Tidskrifter
had
provided
me.
4.5
The
test
plan
process
I
used
within
subject
design
for
this
study.
Each
participant
preformed
four
main
tasks
on
the
App
Store
from
all
three
units.
One
of
the
tasks
was
a
warm
up
task
and
it
was
always
the
first
task
on
all
three
units.
Performing
the
tasks
on
each
unit
took
about
10
minute
and
after
each
performance
on
a
unit
a
small
questionnaire
form
was
given
to
the
participants.
The
participants
also
received
a
comparative
questionnaire
at
the
end
of
the
session.
This
was
used
to
enquiring
the
participants’
perceptions
about
the
usage
of
the
App
Store
from
the
respective
units
and
find
out
on
which
unit
the
participants
liked
to
use
the
App
Store
most.
The
whole
test
session
took
about
1
hour.
The
participants
were
first
introduced
about
the
study
and
the
test
session.
The
introduction
to
the
study
can
be
found
in
Appendix
II.
After
the
introduction
I
gave
the
participant
the
consent
form
and
the
pre-?test
questionnaire,
which
was
used
to
gather
background
information
about
the
participants.
The
consent
form
the
pre-?test
questionnaire
can
be
found
in
Appendix
III
and
IV.
Furthermore
after
each
performance
on
a
unit
the
participants
received
questionnaire
form
about
the
App
Store
on
each
unit,
this
form
can
be
seen
in
Appendix
V.
Finally
a
comparative
questionnaire
was
given
to
the
participants
at
the
end
of
the
session,
this
can
be
found
in
Appendix
VI.
24
4.5.1
Scenarios
and
Tasks
As
stated
in
the
introduction
chapter
the
purpose
of
this
study
is
mainly
to
identify
and
get
insight
into
what
main
factors
the
mobile
application
consumers
takes
into
consideration
when
purchasing
mobile
applications
from
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices
and
also
find
out
whether
consumers
behave
differently
on
the
mobile
App
Store
on
the
iOS
devices
than
the
App
Store
in
the
desktop
iTunes.
In
addition
to
this
the
study
will
also
try
to
find
out
what
visual
elements
that
trigger
the
consumers
on
the
App
Store.
To
achieve
this
goal
I
introduced
five
main
tasks
and
subtasks
to
the
participants
to
perform
on
the
App
Store
on
each
unit.
The
tasks
consisted
of
a
warm
up
task
where
the
participants
were
allowed
to
freely
browse
through
the
App
Store
and
genuinely
show
how
they
use
it
and
explain
what
they
actually
think
of
it.
Two
scenario-?based
tasks
one
concerning
the
search
of
apps
and
another
one
concerning
the
categories
on
the
App
Store.
The
final
task
was
concerned
with
the
visual
elements
on
the
App
Store
from
all
three
units.
During
each
performance
the
participants
were
required
to
think
out
loud.
Think
aloud
is
method
used
to
gather
data
in
many
areas
e.g.
in
usability
testing
in
product
design
and
development,
in
psychology
and
a
range
of
other
social
sciences.
It
involves
participants
thinking
aloud
as
they
are
performing
a
set
of
specified
tasks.
All
tasks
in
the
study
had
a
maximum
time
limit
except
the
last
task
concerning
the
visual
element.
The
warm
up
task
was
preformed
during
5
minutes,
where
as
two
scenarios
had
to
be
completed
before
1
and
2
minutes.
If
the
time
was
up
and
the
participant
was
heading
in
the
wrong
direction
I
showed
the
participant
the
correct
way
and
ask
them
to
continue
with
the
next
task.
I
did
not
have
any
starting
point
for
this
study
because
I
wanted
to
make
the
study
as
natural
as
possible
and
make
the
participants
comfortable.
As
there
are
many
different
paths
a
participant
can
take
to
achieve
a
task
I
decided
prior
to
the
test
that
three
of
the
tasks
should
be
given
a
list
of
the
most
common
possible
ways
the
user
could
choose
from
to
accomplish
the
task.
This
was
intended
for
the
two
scenario-?based
tasks,
the
tasks
concerning
the
search
and
categories
and
the
sub-?task
concerning
the
navigation
in
the
warm
up
task.
This
gave
me
a
more
clear
and
structured
pattern
when
I
later
analyzed
the
data.
One
problem
with
having
the
same
tasks
repeatedly
on
different
devices
might
be
that
the
user
may
remember
the
tasks
after
a
while;
the
same
problem
happens
when
measuring
navigation,
the
user
can
get
familiar
with
the
navigation
after
a
while
and
therefore
produce
invalid
data.
To
counter
this
sequence
effect,
the
order
of
the
tasks
was
randomized.
Another
issue
was
to
figure
out
which
participant
should
start,
from
which
device
and
in
which
order
she
should
continue.
To
solve
this
problem
and
avoid
any
drawbacks
of
repeated
measures
the
participants
order
was
counterbalanced.
A
third
of
the
participants
started
with
iTunes
from
the
computer,
a
third
started
with
iPhone
and
a
third
with
the
iPad.
25
4.5.2
The
warm
up
task
The
goal
of
the
warm
up
task
was
to
get
the
participant
feel
comfortable
to
browse
through
the
App
Store
on
all
three
units
but
also
to
record
their
general
behavior
and
find
out
what
they
are
attracted
to
and
how
they
find
apps
they
like
on
the
App
Store.
To
accomplish
this
I
sat
with
the
participants
and
observed
their
behavior
and
asked
them
to
show
me
what
they
normally
do
when
they
visit
the
App
Store.
To
simplify
the
work
I
also
had
a
list
of
questions
that
I
had
prepare
prior
to
the
test.
The
questions
I
had
prepared
are
listed
below.
1. What
is
the
first
thing
you
do
when
you
visit
the
App
Store?
2. What
kind
of
apps
are
you
interested
in?
3. What
is
the
first
item
you
look
at
there?
4. What
is
the
first
thing
you
look
at
in
the
app
product
page?
Although
I
had
prepared
these
questions,
I
also
asked
other
questions
that
came
into
my
mind.
For
instance
if
the
participants
did
something
that
I
found
interesting
or
seemed
different
from
the
others
I
asked
them
why
they
acted
that
way.
A
description
of
the
warm
up
task
is
shown
in
the
table
below.
Table
4.5.2
Warm
up
task
Task
goal
Record
and
observe
general
behavior
in
the
App
Store
and
find
out
how
users
behave
when
visiting
the
App
Store
from
all
three
units.
Task
description
Browse
the
App
Store
and
show
me
how
you
normally
use
it.
Think
aloud
please.
Scenario
Bläddra
igenom
App
Store
och
visa
mig
vad
du
normalt
burkar
göra.
Tänk
högt.
Time
limit
5
minutes
Measure
Possible
ways
user
take
to
find
what
they
are
looking
for
4.5.3
Navigation
on
the
iTunes
App
Store
During
the
warm
up
task
navigation
in
the
App
Store
was
also
observed.
However
since
most
of
the
participants
are
used
to
the
navigation
in
the
iPhone
App
Store
and
the
navigation
on
the
iPad
is
similar
to
the
iPhone,
more
observation
was
made
on
how
users
navigate
in
the
iTunes
App
Store.
Navigation
in
the
iTunes
can
be
confusing,
especially
for
first
time
users.
One
reason
is
because
there
is
various
different
ways
users
can
take
to
get
to
a
page
from
the
iTunes
App
Store.
Thus
I
wanted
to
see
how
users
navigate
back
to
a
page
and
also
how
they
go
back
to
the
App
Stores
main
page.
26
To
make
it
easier
for
my
self
I
decided
prior
to
the
test
to
list
the
most
common
path
users
can
take
to
navigate
on
the
iTunes
App
Store.
The
following
two
tables
show
the
paths
I
have
chosen
users
may
take
when
navigating
in
the
iTunes
App
Store.
Table
4.5.3a
Sub-?task
navigation
to
previous
page
in
iTunes
App
Store
Task
goal
Task
description
Time
limit
Measure
Possible
ways
To
see
how
users
navigate
back
to
the
previous
page
in
the
iTunes
App
Store
Go
back
to
the
previous
page.
1
minute
Path
1. Use
the
small
back
button
in
the
iTunes
2. Use
the
backspace
button
keyboard
Table
4.5.3b
Sub-?task
navigation
to
main
page
in
iTunes
App
Store
Task
goal
Task
description
Time
limit
Measure
Possible
ways
To
see
how
users
go
back
to
the
Apps
Stores
main
page
in
the
in
iTunes
App
Store
Go
back
to
the
main
page.
1
minute
Path
1. Use
the
top
App
Store
link
2. Use
the
breadcrumb
4.6
The
scenarios
The
two
scenario-?based
tasks
were
divided
into
two
blocks
called
block
1
and
block
2
and
they
were
randomly
used
on
all
three
units.
Both
blocks
consisted
of
a
task
and
sub-?tasks.
4.6.1
Block
1
of
Scenarios
(Find
categories
in
the
App
Store)
The
first
block
was
used
to
see
how
users
find
categories
on
the
App
Store
and
filter
the
category
by
their
device.
Since
the
App
Store
on
the
iTunes
and
iPad
have
both
iPhone
and
iPad
apps,
participants
were
asked
to
find
a
category
for
both
devices.
To
minimize
the
learning
curve,
I
selected
three
different
categories
where
each
one
of
them
was
randomly
used
on
each
unit
in
every
session.
The
selected
categories
were
Lifestyle
for
the
iTunes,
News
for
the
iPad
and
Games,
which
was
used
on
all
three
units.
The
Games
category
was
included
on
all
three
units
because
it
has
a
sub
category
that
may
be
hard
to
find
on
one
device
than
the
other.
27
Table
4.6a
Scenario
1A
App
Store:
Find
the
Lifestyle
category
for
both
iPhone
and
iPad.
Task
goal
To
see
if
users
can
find
the
Lifestyle
category
for
both
iPhone
and
iPad
on
the
iTunes
App
Store.
Task
description
Find
all
Lifestyle
apps
first
for
the
iPhone
and
then
for
the
iPad
Scenario
1A
Säg
att
du
är
intresserad
av
livsstil
och
du
vill
se
alla
livsstils
appar
först
till
din
iPhone
och
sedan
till
din
iPad.
Limit
time
1
minute
Measure
Path
and
time
Possible
ways
? First
select
iPhone
or
iPad
from
the
main
page
? Then
use
the
“App
Store”
menu
and
click
on
Lifestyle
? Or
click
on
the
“All
Categories”
drop
down
menu
under
“APP
STORE
QUICK
LINKS”
and
than
choose
Lifestyle
? Search
Table
4.6b
Scenario
1B
iPad
App
Store:
Find
the
News
category
for
both
iPhone
and
iPad.
Task
goal
To
see
if
users
can
find
the
News
category
for
both
iPhone
and
iPad
using
the
iPad
App
Store.
Task
Find
all
News
apps
for
the
iPhone
and
iPad
description
Scenario
1A
Säg
att
du
är
intresserad
av
nyhets
appar
och
du
vill
se
alla
nyhets-?appar
först
till
din
iPhone
och
sedan
till
din
iPad.
Limit
time
1
minute
Measure
Path
and
time
Possible
ways
? First
select
iPhone
or
iPad
from
the
main
page
? Then
use
the
“App
Store”
menu
and
click
on
Lifestyle
? Or
click
on
the
“All
Categories”
drop
down
menu
under
“APP
STORE
QUICK
LINKS”
and
than
choose
Lifestyle
? Search
28
Table
4.6c
Scenario
1C
From
all
units:
Find
the
sub-?category
puzzle
on
the
App
Store
from
respective
units
Task
goal
To
see
if
users
can
find
the
sub
category
puzzle
from
the
Game
category
from
all
three
units.
Task
description
Find
all
puzzle
games
Scenario
1B
Limit
time
Measure
Possible
ways
Säg
att
du
är
intresserad
av
pusselspel.
Hitta
alla
pusselspel
till
din
enhet.
1
minute
Path
and
time
? Coose
the
Category
Games,
? Than
look
for
the
sub-?category
puzzle.
? Search
for
puzzle
games
4.6.2
Block
2
of
Scenarios
(Search
for
apps
in
the
App
Store)
This
second
block
was
used
to
see
how
users
search
for
apps
in
the
App
Store.
Since
there
are
both
iPhone
and
iPad
apps
available
in
both
iTunes
and
iPad
App
Store
user
can
filter
and
sort
apps
using
the
advance
search.
The
goal
with
this
task
was
to
see
if
the
participants
would
use
the
advance
search
functions
to
filter
and
find
apps
from
these
two
units.
In
order
to
ensure
that
the
participants
would
use
the
advance
search
that
is
the
Power
Search
in
the
iTunes
App
Store
I
asked
them
to
find
specific
apps
that
were
developed
by
a
company.
In
this
case
in
was
about
finding
all
sports
apps
for
the
iPad,
which
were
developed
by
Bonnier
Corporation.
However
to
make
the
task
a
bit
challenging
I
only
told
the
participants
to
find
sports
apps
for
the
iPad
developed
by
Bonnier
and
not
Bonnier
Corporation.
I
choose
this
because
I
wanted
to
see
if
the
participants
could
find
all
apps
by
a
category
for
a
specific
device
from
a
specific
company
and
since
Bonnier
Corporation
had
many
sports
apps
for
iPad
I
decided
to
employ
that.
On
mobile
App
Store
the
participants
were
asked
to
find
all
apps
developed
by
Bonnier
Tidskrifter.
On
the
iPad
App
Store
both
iPhone
and
iPad
apps
are
displayed
thus
I
also
asked
the
participants
to
sort
the
apps
by
their
device
and
only
show
the
iPad
apps
that
were
developed
by
Bonnier
Tidskrifrer.
Once
the
participants
found
all
apps
developed
by
Bonnier
Tidskrifter,
I
asked
their
opinion
about
the
apps
in
terms
of
design,
price
and
content.
29
Table
4.6.2a
Scenario
2A
Find
all
sports
apps
for
iPad
developed
by
Bonnier
(only
from
the
iTunes
App
store)
Task
goal
To
see
if
users
can
use
the
Power
search
in
the
iTunes
App
Store
to
find
only
sports
magazine
apps
for
the
iPad,
which
are
developed
by
Bonnier.
Task
description
Find
all
sports
magazine
apps
developed
by
Bonnier.
Scenario
Du
vill
veta
om
Bonnier
har
gjort
några
sport
magazine
appar
till
iPad.
Hur
skulle
du
göra
för
att
hitta
dessa
appar?
Limit
time
2
minutes?
Measure
Path,
time
Possible
ways
1. Use
the
Power
Search
and
choose
apps
from
the
all
results
drop
down
menu
then
type
in
Bonnier
in
the
Developer
Name
field
and
select
sport
from
the
Category
also
mark
Search
for
show
iPad
Apps
only.
Table
4.6.2b
Scenario
2B
Find
all
iPhone
apps
that
Bonnier
Tidskrifter
has
developed.
Task
goal
Task
description
Scenario
Limit
time
Measure
Possible
ways
Table
4.6.2c
Scenario
2C
Find
all
iPad
apps
by
Bonnier
Tidskrifter
.
Task
goal
Task
description
Scenario
Limit
time
Measure
Possible
ways
To
see
if
users
can
find
all
iPad
apps
from
Bonnier
Tidskrifter.
Find
all
iPhone
apps
that
Bonnier
Tidskrifter
has
developed
and
show
which
of
the
apps
that
attract
you.
Nu
är
du
istället
intresserad
av
att
veta
vilka
iPad
appar
som
Bonnier
Tidskrifter
har
gjort.
Hitta
alla
iPad
appar
som
Bonnier
Tidskrifter
har
gjort.
2
minutes
Path,
time
1. Search
for
Bonnier
Tidskrifter
To
see
if
users
can
find
all
iPhone
apps
from
Bonnier
Tidskrifter.
Find
all
iPhone
apps
that
Bonnier
Tidskrifter
has
developed
and
show
which
of
the
apps
that
attract
you.
Du
vill
se
vilka
iPhone
appar
som
Bonnier
Tidskrifter
har
gjort.
Hitta
alla
iPhone
appar
från
Bonnier
Tidskrifter
och
visa
vilka
appar
som
lockar
dig.
2
minutes
Path,
time
1. Search
for
Bonnier
Tidskrifter
2. Filter
them
to
show
only
iPad
apps.
30
4.7
Visual
elements
in
the
App
Store
Since
the
App
Store
is
full
of
visual
elements
such
as
text,
lines,
shapes
colors
and
icons
it
is
important
to
understand
what
visual
elements
that
trigger
the
consumers.
To
achieve
this
goal
I
prepared
nine
quiz
questions
that
tested
the
participant’s
memory
retention
of
the
visual
elements
on
the
App
Store.
This
was
made
by
letting
the
participants
look
at
a
number
of
apps
on
the
App
Store
for
a
very
short
time
and
immediately
after
that
give
them
the
nine
quiz
questions
to
find
out
what
they
remember.
By
using
method
we
can
obtain
the
visual
elements
that
were
stored
in
the
participants
short-?term
memory.
As
there
are
various
kinds
of
visual
elements
on
the
App
Store
I
only
tested
the
most
essential
elements
namely
the
icons.
The
quiz
questions
consisted
of
two
parts
and
they
are
described
as
follows:
Part
1
The
first
part
consisted
of
four
questions
where
the
first
three
questions
were
used
to
test
the
participant’s
memory
retention
“what”
pathway.
This
was
used
to
identify
an
icon
from
a
list
of
apps
that
the
participants
had
previously
seen
for
a
very
short
time.
The
last
question
(Q
No.
4)
in
this
part
was
used
to
understand
why
the
participants
remembered
that
particular
app.
The
four
quiz
questions
are
listed
below.
1. Do
you
remember
an
app
from
the
previous
Top
list?
(NOT
the
app
you
just
visited)
2. What
was
on
the
icon
and
what
color
did
it
have?
3. Where
was
the
app
located
in
list?
4. Why
do
you
think
you
remember
this
app?
Since
the
participants
may
remember
different
visual
elements
from
one
and
the
same
icon,
it
will
be
very
difficult
to
analyze
and
assess
the
participant’s
responds.
Hence
I
divided
the
results
of
each
memory
retention
quiz
questions
described
above,
in
the
following
three
groups,
yes,
no
and
partly.
The
following
points
describe
where
a
respond
from
a
participant
should
fit
in.
? The
answer
is
yes
to
the
first
question,
if
the
participant
remembers
the
first
name
of
the
app,
and
the
answer
is
partly
if
the
participant
remembers
a
word
from
the
name
or
a
part
of
the
name.
?
The
answer
is
yes
to
the
second
question,
if
the
participant
remembers
the
item
that
was
one
the
icon
and
also
remembers
at
least
one
color
from
the
icon,
and
the
answer
is
partly
if
the
participant
remembers
either
a
color
or
the
item
on
the
icon.
? The
answer
is
yes
to
the
third
question,
if
the
participant
remembers
the
exact
position
number
of
the
app
or
almost
the
exact
position,
and
the
answer
is
partly
if
the
participant
remembers
the
location
area
of
the
app
i.e.
the
app
was
located
around
the
top
area,
or
in
the
middle
area.
31
Part
2
The
second
part
consisted
of
the
remaining
five
questions.
They
were
used
to
test
the
participant’s
memory
retention
what
and
immediacy
of
understanding
of
an
application
that
participants
recently
had
visited
from
the
list.
The
first
two
questions
in
this
part
(Q
No.
5
and
6)
are
practically
the
same
as
the
first
two
questions
in
part
1.
They
were
used
to
see
if
the
participants
remember
the
name
and
the
visual
elements
of
the
app
they
visited
from
the
Top
Grossing
and
Top
Education
list.
The
other
two
questions
(Q.
No.
7
and
8)
were
used
to
see
if
participants
remember
the
price
of
the
app
and
also
the
compatibility
of
the
app
meaning
whether
it
works
for
both
iOS
devices
or
not.
The
last
question
was
used
to
see
if
the
participants
understand
what
the
app
they
visited
is
about.
The
quiz
questions
are
listed
below.
5. What
was
the
name
of
the
app
you
just
visited?
6. What
icon
and
what
color
did
it
have?
7. How
much
did
it
cost?
8. Is
the
app
compatible
with
the
other
iOS
devices?
9. What
do
you
think
the
app
does?
And
do
you
remember
which
category
it
belonged
to?
This
task
aimed
to
test
the
participant’s
memory
retention
and
not
how
fast
they
can
remember
an
element
from
the
App
Store.
Hence
there
was
no
limited
time,
however
the
participants
were
not
allowed
to
spend
too
much
time
on
a
question,
if
the
participants
didn’t
remember
what
they
saw
they
were
allowed
to
guess
or
write
down
what
they
think
they
remember.
By
allowing
participants
to
freely
write
down
whatever
they
remember
about
a
question
I
would
get
more
information
regarding
the
elements
they
remembered.
Nevertheless
there
is
a
weakness
with
this
approach.
If
participants
are
not
remembering
anything
quickly
they
may
go
to
the
next
question
with
out
thinking
too
much,
they
might
also
write
down
very
few
things
or
detail
things
and
forgets
to
write
down
the
bigger
visual
elements.
To
prevent
this
kind
of
threats
to
validity
I
told
the
participants
before
giving
them
the
questions
to
think
carefully
and
try
to
remember
as
much
as
possible
regarding
each
quiz
questions.
Moreover
I
included
two
general
questions
in
each
part
to
understand
why
the
participants
think
they
remembered
that
particular
app
and
what
they
think
the
app
they
remembered
does.
The
quiz
questions
were
given
to
the
participants
on
each
unit
immediately
after
the
participants
had
seen
a
list
of
apps
from
the
Top
Grossing
and
Top
Education
category.
The
reason
why
these
two
categories
were
chosen
on
each
unit
is
described
in
the
following
sections.
32
4.7.1
Visual
elements
in
the
iTunes
App
Store
On
the
iTunes
App
Store
the
participants
were
asked
to
go
to
the
Top
Grossing
section
and
quickly
go
to
the
app
number
25.
The
Top
Grossing
section
was
chosen
because
the
apps
are
numbered
and
it
includes
both
free
and
paid
apps.
The
reason
for
choosing
the
25th
app
was
because
there
are
25
apps
displayed
in
the
Top
Grossing
section
in
the
iPhone
App
Store
and
I
wanted
the
participants
to
look
at
the
same
amount
of
apps
in
the
iTunes
App
Store
before
they
could
select
the
app.
Since
the
Top
apps
in
App
Store
changes
all
the
time
all
participants
was
not
seeing
the
same
apps
in
the
same
position
all
the
time.
Once
the
participants
entered
the
25th
app
in
the
Top
Grossing
section
I
asked
them
to
go
down
to
the
bottom
of
the
page
and
point
at
the
last
app
that
other
customers
have
bought
and
immediately
after
that
I
gave
them
the
quiz
questions.
All
this
was
used
to
distract
the
participants
from
remembering
what
they
just
have
seen.
4.7.2
Visual
elements
in
the
iPad
App
Store
On
the
iPad
App
Store,
on
the
other
hand
the
list
of
free
and
paid
apps
in
the
Top
Charts
are
displayed
simultaneously,
thus
I
asked
half
of
the
participants
to
select
the
10th
(the
last
app)
from
the
Top
Free
column
on
the
right
side
and
the
other
half
participants
to
select
the
other
10th
(last
app)
from
the
Top
paid
column
on
the
left
side.
Both
were
selected
from
Top
Education
category.
I
chose
the
Education
category
because
there
were
several
apps
that
appeared
on
both
free
and
paid
sides
at
the
same
time
i.e.
apps
that
had
lite
version
and
paid
version
and
I
wanted
to
see
if
the
participants
would
remember
these
apps.
Once
participants
selected
the
app
I
used
the
same
procedure
as
I
used
in
the
iTunes
App
Store
meaning
I
asked
the
participants
to
go
to
the
bottom
of
the
page
and
point
at
the
last
app
that
other
customer
has
bought
and
gave
them
the
quiz
questions
immediately
after
that.
4.7.3
Visual
elements
in
iPhone
App
Store
On
the
iPhone
App
Store
I
asked
the
participants
to
go
to
the
Top
Grossing
section
and
select
the
last
25th
app.
Since
the
App
Store
view
is
different
on
the
iPhone
I
asked
the
participants
to
scroll
down
to
the
bottom
of
the
page
and
say
out
loud
the
size
of
the
app,
just
as
they
entered
the
app,
and
then
immediately
gave
them
the
quiz
questions.
33
4.8
Reliability
and
validity
A
major
concern
in
any
research
is
the
validity
of
the
procedures
and
conclusions.
The
term
“Validity”
has
several
meanings
and
there
are
many
types
of
validity,
however
in
most
cases,
they
all
refer
to
the
quality
of
precision
of
a
study,
a
procedure,
or
measure
–
to
“how
well”
each
does
what
it
is
supposed
to
do.
There
are
many
potential
threats
to
the
validity
of
a
research
study,
and
therefore
it
is
important
that
the
researcher
create
procedure
to
eliminate
or
reduce
them.
During
my
pre
study
I
read
several
literature
and
related
research
on
the
subject
in
order
to
have
a
better
understanding
of
the
problem
and
create
a
good
study.
I
also
discussed
about
my
research
with
experts
in
the
area,
which
helped
me
to
select
relevant
research
questions
and
methods.
During
the
actual
study
I
tried
to
avoid
and
reduce
the
threats
by
preparing
the
whole
study
in
advance
and
making
the
study
as
realistic
as
possible.
I
prepared
the
laboratory
in
advanced
used
reliable
instruments
and
tested
them
beforehand.
Moreover
I
used
counterbalancing
to
solve
potential
order
issues
and
randomized
the
tasks
to
counter
the
sequence
effect.
I
also
did
a
pilot
test
in
order
to
find
possible
problems
before
the
actual
test
began.
Finally,
I
treated
the
participants
well,
offered
them
coffee
so
they
could
feel
comfortable
and
relaxed,
explained
about
the
session
in
advance
and
tried
to
make
the
whole
procedure
as
natural
as
possible.
4.9
Possible
cretic
The
major
problem
that
was
difficult
to
control
in
this
study
was
the
different
conditions
that
changed
constantly,
particularly
the
order
of
the
apps.
Since
the
participants
performed
most
of
the
tasks
in
the
top
charts
sections
the
order
of
the
apps
may
have
changed
at
different
times.
This
order
change
in
the
App
Store
may
have
affected
the
result.
To
avoid
this
I
always
looked
for
changes
of
the
apps
prior
to
each
study
session.
Another
state
that
may
have
been
confounding
is
the
App
Store
language.
Both
the
desktop
iTunes
App
Store
and
the
mobile
iPad
App
Store
were
set
to
Swedish,
however
participants
had
set
English
language
on
their
iPhone
App
Store.
Furthermore
since
the
participants
were
allowed
to
freely
browse
the
App
Store,
e.g.
in
the
warm
up
task
they
constantly
changed
from
one
place
to
another
and
frequently
clicked
at
different
items.
This
could
have
affected
the
result
because
it
was
not
always
the
case
that
participants
knew
why
they
looked
or
clicked
on
a
certain
item.
As
Martin
Lindstrom
states
in
his
book
[Buyology,
2010]
people
have
the
tendency
to
say
things
that
their
actions
are
opposed.
This
is
because
according
to
Lindstrom
people
most
of
the
time
acts
unconscious
and
therefore
cannot
tell
why
they
behaved
in
a
specific
way.
Although
video
recordings
and
think
aloud
method
was
used
in
this
study
it
was
still
difficult
to
understand
why
participants
choose
to
click
on
a
certain
item
because
sometimes
participant’s
behavior
contradicted
on
what
they
were
actually
say.
34
5.
Results
In
this
chapter
the
results
from
the
quantitative
data
pre-?test
questionnaires
(the
study
participants),
the
qualitative
data
from
the
Task
analysis
and
post-?test
questionnaires
(the
study
App
Store)
is
presented.
5.1
Result
of
the
Pre
test-?questionnaires
Primary
data
on
participant’s
basic
information
such
as
demographics,
participant’s
experience
of
using
the
Apples
devices
and
the
Apples
App
Store
were
collected
using
a
pre-?test
questionnaire.
The
pre
test
questionnaires
had
three
parts
and
they
are
presented
as
follows.
5.1.1.
Participant’s
demography
About
12
participants
living
in
Stockholm
and
Uppsala
with
different
professions
including
students
were
included
in
the
study.
The
age
of
participants
ranged
from
20
to
47
years
and
their
monthly
income
is
depicted
in
table
5.1.1
Table
5.1.1.
Demographic
characteristics
of
the
study
participants,
Uppsala,
Fall2011
Participants
1
2
3
4
5
6
7
8
9
10
11
12
Gender
M
M
M
M
F
M
M
M
M
M
M
M
Age
20
24
23
23
25
28
29
38
26
47
25
29
Profession
Student
Student
Student
Student
Student
IT
consult
Construction
Engineer
Accounting
assistant
Civil
Engineer
PhD
in
Language
Lawyer
Programmer
Income
after
tax
5000
-?
6
999
kr
7000
-?
8
999
kr
7000
-?
8
999
kr
<
5000
kr
<
5000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
35
5.1.1a
Summary
of
consumer
demographics
Table
5.1.1a
A
summary
of
consumer
demographics
factors
Factory
Type
Demographics
Individual
The
study
Factors
Participants
Gender
The
participants
consisted
of
eleven
men
and
one
female.
Major
Findings
The
female
participant
had
never
purchased
an
app
from
the
App
Store
before
and
she
was
also
the
only
one
who
did
not
download
games
from
the
App
Store.
Age
The
participant’s
The
younger
participants
age
range
was
had
more
experience
of
20–
47
years
old.
using
the
App
Store
from
Median (25) both
iTunes
and
iPad,
they
were
also
more
willing
to
pay
for
an
app
than
the
older
participants.
Profession
The
participants
The
majority
of
the
student
consisted
of
five
had
a
good
experience
of
students
and
using
the
App
Store
from
other
educated
both
iTunes
and
iPad.
Two
professions
i.e.
of
the
students
also
owned
Programmer
an
iPad.
Most
of
the
students
also
purchased
apps
from
the
App
Store.
Income
The
students
had
The
income
did
not
affect
an
income
the
buying
tendency
of
between
5000
–
apps
on
the
App
Store.
8999
kr
after
tax
Most
of
the
participants
whereas
the
rest
who
purchased
apps
on
the
had
an
income
of
App
Store
were
students
50
000
?
13
000
and
had
an
income
kr
between
5000-?
8999kr
36
5.1.2.
Participants
usage
of
the
iOS
devices
Table
5.1.2.1
Participants
experience
for
iOS
devices
(iPhone,
iPod
Touch,
iPad
and
Android
Smartphone
and
Tablet).
#
iPhone
Have
had
the
(Pod
device
for
Touch)
iPod
Touch,
2
years,
both
devices
iPhone
3GS
1,5
years
iPhone
4,
5
month
(iPhone)
&
7
month
(iPad)
iPhone
3GS
2
years
Time
spent
on
the
Have
used
and
device
per
day
iPad
30
min
–
3h(iPod
Touch)
30
min
–
3
h
4
–
7
h
(iPhone),
30
min
-?
3h(iPad)
>7
h
Yes,
have
used
it
7-?10
times
No
Yes,
owns
an
iPad
Yes,
have
used
it
2-?6
times
Have
used
Android
Phone/tablet
Yes,
own
an
Android
Phone
No
Yes,
have
used
an
Android
Phone
(2-?6
times)
Yes,
have
used
an
Android
Phone
(2-?6
times)
No
No
Yes,
owned
Android
tablet
(for
6
month)
Yes,
have
used
an
Android
Phone
(2-?6
times)
No
No
Yes,
Have
used
an
Android
Phone
(2-?6
times)
No
1
2
3
4
5
6
7
8
iPhone
3G,
iPhone
iPhone
4
iPhone
4
2
years
(iPhone),
4
–
7
h
(iPhone),
Yes,
owns
an
8
month
(iPad)
30
min
-?
3h(iPad)
iPad
3
years
<
30
min
Yes,
have
used
it
one
time
1
years
>7
h
(iPhone)
Yes,
have
used
it
2-?6
times
7
month
>7
h
Yes,
have
used
it
2-?6
times
Yes,
have
used
it
one
time
Yes,
have
used
it
one
time
No
9
iPhone
3G
3
years
6
month
2
years
4
–
7
h
4
–
7
h
4
–
7
h
10
iPhone
4
11
iPhone
3G
12
iPhone
4
6
month
4
–
7
h
No
Among
the
participants,
eleven
of
them
have
had
iPhone
of
different
models
i.e.
five
of
them
had
iPhone
4,
the
other
five
had
iPhone
3GS
and
one
participant
had
the
earliest
model.
Only
one
participant
had
iPod
touch
however,
this
participant
has
performed
the
task
that
was
set
for
iPhone
App
Store.
There
were
also
two
participants
in
the
study
who
owned
an
iPad
(Table
5.1.2.1).
Regarding
participants
experience
for
Android
Phone
or
tablet,
almost
half
of
the
participants
have
been
using
the
phone
including
the
Android
smartphone
except
37
one
who
used
it
before.
Still
more
than
half
of
the
participants
have
the
experience
of
using
iPad
though
it
was
for
short
period
(not
for
more
than
10
minutes)
see
table
5.1.2.1
What
did
the
participants
use
their
iOS
devices
for?
Most
of
the
participants
used
their
phone
device
primarily
to
call
or
send
SMS/MMS
depends
up
on
the
type
of
the
device
they
are
using.
For
instance,
the
participant
who
used
the
iPod
Touch
was
not
included
in
this
group
since
he
cannot
call
or
send
SMS
directly
from
an
iPod
touch
(Table
5.1.2.2)
According
to
participants
response
illustrated
in
Table
5.1.2.3,
four
of
the
participants
primarily
used
the
iPad
for
surfing
the
web
with
Safari
and
the
same
number
of
participants
also
used
the
device
to
play
games
as
a
second
priority.
However,
most
of
the
participants
did
not
download
applications
as
frequently
as
other
activities
by
iPad
users
and
only
three
participants
considered
downloading
applications
using
iPad
as
their
fifth
priority.
The
stars
in
table
5.1.2.3
indicate
the
two
owners
of
the
iPad.
Table
5.1.2.2
List
of
Participant’s
priority
usage
of
the
iPhone
in
rank.
iPhone
usage
1st
2nd
3rd
4th
5th
Priority
Priority
Priority
Priority
Priority
Call/SMS/MMS
8
2
-?
1
-?
E-?mail
1
3
3
4
-?
Search
information
-?
2
2
4
4
Play
games
1
3
2
1
-?
Listen
to
music
2
2
4
1
-?
Watch
video
clips
-?
-?
1
-?
2
Download
apps
-?
-?
-?
1
6
Total
12
12
12
12
12
Table
5.1.2.3
List
of
Participant’s
priority
usage
of
the
iPad
in
rank
iPad
usage
1st
2nd
3rd
4th
5th
Priority
Priority
Priority
Priority
Priorit y
Read
news/magazines
2(**)
1
2
2
1
Played
games
1
4(**)(***)
3
1
-?
Watched
video
clips
1
2
1
3(**)
2(**)
Surfed
the
web
with
Safari
4(***)
2
-?
2(***)
1
Downloaded
apps
-?
-?
-?
-?
3(***)
Listened
to
music
-?
-?
-?
1
-?
E-?mail
1
-?
3(**)(***)
-?
2
Total
9
9
9
9
9
**
The
first
participant
who
owned
an
iPad
***The
second
participant
who
owned
an
iPad
38
How
many
apps
have
the
participants
downloaded
on
their
device?
Participants
were
asked
whether
they
have
downloaded
applications
on
their
device
and
whether
the
applications
are
for
paid
or
free
of
charge.
All
participants
downloaded
free
applications
and
the
number
of
free
applications
downloaded
were
relatively
larger
compared
to
paid
applications.
Even
some
participants
who
downloaded
the
maximum
number
of
free
applications
did
not
download
a
single
of
paid
applications
(see
table
5.1.2.4).
Table
5.1.2.4
Number
of
free
and
paid
Apps
downloaded
into
participant’s
iOS
device
Participants
Number
of
free
apps
Number
of
paid
apps
1
2
3
4
5
6
7
8
9
10
11
12
21
–
50
21
–
50
>100
(iPhone
&
iPad)
81
–
100
21 –
50
(iPhone
&
iPad)
21
–
50
>100
21
–
50
51
–
80
20
>
21
–
50
51
–
80
1
–
5
1
–
5
>10
(iPhone
&
iPad)
>10
1
–
5,
(iPad
6
-?
10)
None
None
6
–
10
>10
None
>10
6
–
10
5.1.3.
Participant’s
frequency
of
visit
and
usage
of
the
App
store.
The
last
part
in
this
section
was
used
to
find
out
how
often
the
participants
visit
the
App
Store
and
from
which
device
they
visit
it.
It
was
also
used
to
find
what
they
do
when
they
visit
the
App
Store.
Most
of
the
participants
visit
the
iPhone
App
Store
seldom.
One
participant
who
has
the
earliest
version
of
iPhone
has
never
visited
the
App
Store
from
his
iPhone;
because
the
iPhone
does
not
have
a
3G
network.
However
this
participant
uses
iTunes
to
download
and
sync
apps
into
his
iPhone.
Half
of
the
participants
have
never
used
the
iTunes
App
Store
and
the
other
half
used
it
only
few
times.
Only
three
participants
have
visited
the
iPad
App
Store
two
of
these
were
the
owners
of
the
iPa
(see
table
5.1.3.1).
39
Table.
5.1.3.1
Frequency
of
visits
of
participants
on
the
App
store
from
the
iOS
devices
and
the
desktop
iTunes.
Frequency
of
visit
#
Of
Participantswho
#
Of
Participants
#
Of
Participants
of
App
Store
used
iPhone/iPod
who
used
the
iPad
who
used
iTunes
Touch
Never
1
9
6
Seldom
8
2
-?
Every
other
day
1
-?
-?
Once
a
day
1
-?
-?
Several
times
a
day
1
-?
-?
Few
times
-?
-?
5
Very
few
times
-?
1
1
Total
12
12
12
Table
5.1.3.2
Participant’s
usage
of
the
App
Store
from
the
iPhone
in
rank
Usage
of
App
Store
From
1st
2nd
3rd
4th
5th
iPhone
Priority
Priority
Priority
Priority
Priority
Browse
Top
Charts
8
-?
-?
2
1
Browse
by
Category
-?
2
1
1
2
Browse
by
Feature
-?
-?
2
2
1
Search
for
apps
3
3
1
3
1
Purchase
apps
-?
-?
1
1
2
Download
free
apps
-?
5
4
1
1
Read
app
description
-?
1
2
1
3
Total
11
11
11
11
11
Eight
of
the
participants
used
the
App
Store
to
primarily
browse
through
the
Top
Charts.
Secondly
five
participants
used
the
App
Store
to
download
free
apps.
Since
the
participant
with
the
first
iPhone
had
never
visited
the
App
Store
from
his
iPhone,
he
was
not
included
in
this
table.
The
next
table
5.1.3.3
shows
which
of
the
seven
participants
how
have
used
an
iPad
also
have
visited
the
App
Store.
Since
the
two
participants
who
owned
an
iPad
had
visited
the
App
Store
more
then
the
other
they
are
not
included
in
the
table.
40
Table
5.1.3.3
Participant’s
usage
of
the
App
Store
from
the
iPad
in
rank
Usage
of
App
Store
1st
2nd
3rd
4th
5th
from
the
iPad
Priority
Priority
Priority
Priority
Priority
Browsed
Top
Charts
4(**)(***)
-?
-?
-?
-?
Browsed
by
Category
-?
1
-?
-?
1
Browsed
by
Feature
-?
-?
1
-?
2(**)(***)
Searched
for
apps
-?
-?
2(**)(***)
1
-?
Purchased
apps
-?
-?
-?
2(**)(***)
1
Downloaded
free
apps
-?
2(**)(***)
1
1
-?
Read
app
description
-?
1
-?
-?
-?
Total
2
2
2
2
2
**
The
first
participant
who
owned
an
iPad
***The
second
participant
who
owned
an
iPad
As
can
be
seen
from
the
table
above
all
four
participants
used
the
iPad
App
Store
primarily
to
browse
the
Top
Charts.
Moreover,
both
participants
who
owned
the
iPad
used
the
App
Store
in
the
same
way.
The
next
table
5.1.3.4
shows
what
the
six
participants
who
had
visited
the
App
Store
from
the
iTunes
did.
Table
5.1.3.4
Participant’s
usage
of
the
App
Store
from
the
iTunes
in
rank
Usage
of
App
Store
in
iTunes
1st
2nd
3rd
4th
5th
Priority
Priority
Priority
Priority
Priority
Browse
Top
Charts
2
-?
1
1
1
Browse
by
Category
-?
-?
1
1
-?
Browse
by
Feature
-?
1
-?
-?
2
Search
for
apps
3
3
-?
-?
-?
Purchase
apps
-?
-?
1
2
1
Download
free
apps
1
1
3
-?
1
Read
app
description
-?
1
-?
2
1
Total
6
6
6
6
6
Half
of
these
six
participants
used
the
iTunes
App
Store
to
primarily
search
for
apps
or
download
free
apps.
The
final
table
5.1.3.5
shows
the
number
of
the
participants
who
have
visited
Google’s
Android
Market
and
from
which
unite
they
visited
it
from.
Table
5.1.3.5
Number
of
participant
who
used
the
Googel’s
Android
Market
Visited
Google’s
Android
Market
Participants
No
7
Yes,
from
an
Android
Phone
3
Yes,
both
from
the
webb
and
Android
Phone
1
Yes,
both
from
Android
Phone
&
Andorid
Tablet
1
Total
12
41
5.1.3a
Summary
of
consumer’s
prior
experience
of
the
App
store.
Table
5.1.3
a
A
summary
of
consumer’s
prior
experience
and
usage
of
the
App
Store
Factory
Type
App
Store
Experience
Individual
The
study
Factors
Participants
Frequency
of
All
participants
visit
on
iPhone
except
one
had
App
Store
used
the
iPhone
App
Store
before.
Frequency
of
4
out
of
9
visit
on
iPad
participants
had
App
Store
used
the
iPad
App
Store
before
including
the
two
participants
who
owned
an
iPad.
Frequency
of
Six
participants
visit
on
iTunes
had
used
the
App
Store
iTunes
App
Store
before.
Major
Findings
Most
of
the
participants
visited
the
iPhone
App
Store
seldom
and
they
used
it
mainly
to
search
for
apps.
The
owners
of
the
iPad
and
the
participants
who
had
most
experience
of
the
iPad
App
Store
succeeded
with
the
tasks
that
were
given
to
them.
The
participants
who
had
never
used
the
iTunes
App
Store
failed
the
tasks
that
were
given
to
them.
5.2
Result
of
task
analysis
The
aim
of
using
the
pre-?test
questionnaire
information
about
participant’s
prior
experience
for
the
Apple
devices
and
App
Store
was
presented
in
the
previous
section.
The
tasks
given
to
all
participants
and
their
outcomes
were
recorded
in
video
and
the
analyses
of
the
results
are
presented
in
this
section.
Before
presenting
the
results
there
is
an
important
factor
that
I
would
like
to
point
out
that
is
the
participants
prior
knowledge
about
using
the
App
Store.
As
we
saw
in
the
previous
section
half
of
the
participants
never
used
the
desktop
iTunes
App
Store,
thus
I
thought
it
would
be
interesting
to
see
how
long
it
would
take
for
the
participants
to
actually
open
the
App
Store
from
the
desktop
iTunes.
It
turned
out
that
opening
the
App
Store
from
the
iTunes
on
a
computer
was
much
more
difficult
then
I
thought.
Several
participants,
especially
those
who
had
never
used
it
before
had
hard
time
getting
to
the
App
Store
from
the
iTunes
App
Store.
Three
of
these
participants
struggled
to
open
the
App
Store
from
the
iTunes
all
because
they
didn’t
know
where
to
click.
After
having
successfully
entered
the
iTunes,
these
three
participants
spent
more
than
15
seconds
looking
for
the
App
Store
link
without
doing
anything.
All
three
participants
looked
for
the
App
Store
link
in
the
left
column
menu
of
iTunes.
42
An
interesting
notation
was
that
one
of
these
participants
had
actually
used
the
App
Store
before,
but
for
very
short
time.
The
time
distribution
among
all
participants
is
shown
in
figure
below.
Time
distribution
Time
(seconds)
25
20
15
10
5
0
P1
P2
P3
P4
P5
P6
P7
P8
Participants
P10
P11
P12
20,02
18,02
16,34
14,48
14,37
13,58
8,13
7,12
6,88
6,24
6,17
6,03
Value
Average
Table
5.2.
Time
taken
by
the
participants
top
open
the
App
store
in
the
iTunes
5.2.1
Result
from
the
warm
up
task
The
task
analysis
phase
started
with
a
warm
up
task
in
all
units.
The
participants
were
asked
the
questions
that
were
described
in
the
warm
up
task
section
in
the
method
part.
All
warm
up
tasks
began
with
asking
the
participants
to
show
and
tell
the
first
thing
they
do
when
they
visit
the
App
Store.
5.2.1.2
What
is
the
first
thing
users
do
when
they
visit
the
App
Store?
People
visit
the
App
Store
to
either
browse
or
search
for
a
specific
type
of
app.
They
might
also
visit
the
App
Store
to
update
their
existing
apps.
In
order
to
find
out
what
type
of
user
these
participants
are,
they
were
asked
to
show
and
state
what
they
do
in
first
hand
when
they
visit
the
App
Store.
The
same
question
was
given
to
the
participants
in
the
pre-?test
questionnaires
the
results
can
be
found
in
table
5.1.3.2
–
5.1.3.4.
In
this
part
however
they
were
asked
to
show
live
the
first
thing
they
do
when
they
visit
the
App
Store
from
the
three
units.
Table
5.2.1.2
below
shows
the
first
thing
that
participants
did
when
they
visited
the
App
Store
from
all
three
units.
43
Table
5.2.1.2
The
first
thing
participants’
did
when
they
visited
the
App
Store
Show
the
first
thing
you
do
when
you
visit
the
App
Store
iTunes
iPhone
iPad
Looked
at
the
New
and
Noteworthy
section
6
2
2
Looked
at
the
what’s
hot
section
on
the
first
page
1
Searched
for
an
app
in
first
hand
2
5
Checked
the
top
front
slideshow
on
the
first
page
1
Looked
at
App
of
the
week
on
the
first
page
1
Looked
at
the
Top
Charts/Top
25
1
2
9
Looked
at
Category
-?
1
Update
3
Total
12
12
12
The
overall
result
shows
that
more
than
half
of
the
participants
first
looked
at
the
apps
in
the
“New
and
Noteworthy”
and
“What’s
Hot”
section
in
the
iTunes
App
Stores.
Five
participants
searched
on
the
iPhone
App
Store
and
nine
participants
looked
at
the
Top
Chart
on
the
iPad
App
Store.
5.2.1.3.
What
is
the
first
item
users
look
at
on
the
App
Store
before
going
to
the
app
description
page?
Next,
in
order
to
see
which
visual
elements
the
participants
are
attracted
to
before
going
to
the
app
description
page
they
were
asked
to
show
and
explain
which
items
they
would
look
at
first
and
second
on
the
App
Store
from
all
three
units.
On
the
iTunes
App
Store
the
participants
demonstrated
this
task
on
the
apps
from
the
“New
and
Noteworthy”
and
“What’s
Hot”
section
whereas
on
the
iPad
and
iPhone
App
Store
participants
demonstrated
on
the
apps
from
the
Top
Chart
section.
Table
5.2.1.3
shows
that
all
participants
looked
at
the
icons
in
first
hand
in
all
three
units
and
the
name
of
the
app
in
second
hand
from
the
iTunes
App
Store.
From
the
iPad
on
the
other
hand
only
half
of
the
participants
looked
at
the
name
in
the
second
hand
the
other
half
looked
at
ratings.
Seven
participants
in
the
second
hand
also
looked
at
the
ratings
from
the
iPhone
App
Store.
Table
5.2.1.3
Participants
first
and
second
look
at
on
the
App
Store.
App
Store
First
look
Second
look
iTunes
Icon(12)
Name(12)
iPhone
Icon(12)
Name(5),
Ratings(7)
iPad
Icon(12)
Name(6),
Ratings(6)
44
5.2.1.4.
What
is
the
first
thing
users
look
at
in
the
app
description
page?
The
overall
result
shows
that
when
participants
visited
the
app
product
page
they
were
more
drawn
to
the
graphics
on
the
iTunes
and
iPad
App
store.
Table
5.2.1.4
shows
that
half
of
the
participants
on
the
iTunes
App
Store
looked
at
screenshots
first
and
only
three
participants
looked
at
the
Screenshots
in
the
iPad
App
Store.
None
of
the
participants
looked
at
the
screenshots
in
the
iPhone
App
Store
in
first
hand.
In
the
second
place
we
see
that
participants
on
the
iTunes
and
iPad
App
Store
looked
at
the
ratings
whereas
no
participants
looked
at
the
ratings
in
the
iPhone
App
Stores.
Table
5.2.1.4
Participants
first
and
second
hand
look
in
the
app
description
page.
App
Store
iTunes
iPhone
iPad
5.2.1.5
How
do
users
navigation
on
the
iTunes
App
Store
First
look
Description(6),
Screenshots(6)
Description(10),
Free
button(2)
Description(9)
,Screenshots(3)
Second
look
Screenshots(6),Ratings(6)
Screenshots(10)
Screenshots(9),
Ratings(3)
During
the
warm
up
tasks
navigation
in
the
App
Store
was
also
observed
especially
the
navigation
in
the
desktop
iTunes
App
Store.
This
is
because
there
are
various
paths
that
users
can
take
to
navigate
back
and
forward
to
a
page
in
the
iTunes
App
Store.
Hence
I
have
observed
the
most
common
path
users
take
to
navigate
in
iTunes
App
Store.
After
analysis
of
the
various
paths
that
the
participants
take
to
go
back
to
a
page,
and
the
home
page
I
found
that
there
are
typically
two
paths
users
take
to
navigate
back
to
a
page
and
another
two
different
path
to
go
back
to
the
home
page.
The
paths
are
described
as
follows:
To
navigate
back
to
a
page
on
the
iTunes
App
Store
11
participants
used
the
small
triangle
back
button
in
the
iTunes
whereas
one
participant
used
the
backspace
button
keyboard.
An
interesting
observation
made
was
that
four
participants
had
trouble
finding
the
back
button
in
the
iTunes
App
Store
at
first.
One
of
them
tried
to
use
the
iTunes
music
back
button
as
shown
in
the
left
picture
in
figure
5.2.1.6
and
two
participants
tried
to
click
on
the
iTunes
Store
link
to
go
back
as
shown
in
right
picture
in
figure
5.2.1.6
The
last
participant
who
had
trouble
finding
the
back
button
in
iTunes
App
Store
used
the
backspace
on
the
keyboard
to
navigate
back.
Although
this
participant
used
the
iTunes
App
Store
before
he
spent
more
than
20
seconds
finding
a
way
to
go
back
to
a
page
before
he
decided
to
use
the
backspace
button
on
the
keyboard.
45
Figure
5.2.1.6
Participants
tried
to
use
the
iTunes
Music
back
button
and
iTunes
Store
link
to
go
back
to
a
page
To
go
back
to
iTunes
App
Store
home
page
from
an
app
product
page
ten
participants
used
the
top
App
Store
link
while
two
participants
used
the
breadcrumb
as
illustrated
in
figure
5.2.1.7
below.
Figure
5.2.1.7
Participants
used
the
main
App
Store
link
and
breadcrumb
link
of
App
Store
to
go
back
to
the
iTunes
App
Store
home
page.
5.2.1.8
What
kind
of
apps
are
the
users
interested
in?
Since
there
was
no
question
about
what
kind
of
apps
the
participants
might
be
interested
in
in
the
pre-?test
questionnaires
they
were
asked
during
the
warm
up
task.
Ten
of
twelve
participants
were
in
interested
in
games
from
the
App
Store.
Two
of
these
participants
were
the
owners
of
the
iPod
Touch
and
the
iPhone
original.
Since
their
devices
are
limited
compared
to
the
other
devices
versions,
they
used
their
devices
to
mainly
downloaded
games.
Productivity,
utility,
social
networking,
fitness
and
health
care
and
weather
apps
were
also
popular
among
the
participants.
5.2.2
Result
from
the
task
scenarios
The
result
from
the
two
scenario-?based
task
is
presented
below.
As
stated
in
the
method
chapter
these
scenario-?based
tasks
are
concerned
with
finding
categories
and
searching
on
the
App
Store.
46
5.2.2.1
Block
1
of
Scenarios:
(Participant’s
attempt
to
find
categories
in
App
Store)
This
section
was
used
to
see
how
users
find
categories
on
the
App
Store
and
filter
the
categories
by
their
device.
Because
user
can
look
for
both
iPhone
and
iPad
apps
and
take
different
ways
to
find
a
category
for
both
devices
from
both
iTunes
and
iPad
App
Store
participants
were
divided
into
three
groups
to
see
which
way
they
take
to
find
a
categories
for
both
iOS
devices
using
the
iTunes
and
iPad
App
Store.
The
first
group
consisted
of
four
participants
and
they
were
asked
to
find
a
category
for
the
iPhone
from
both
units.
The
second
group
consisted
of
another
four
participants
who
were
asked
to
find
a
category
for
the
iPad
from
both
iTunes
and
iPad
App
Store.
The
last
four
participants
were
asked
to
find
a
sub-?category
from
all
three
units.
Since
the
goal
of
this
task
was
to
see
which
path
the
participants
take
to
find
a
category
I
did
not
focus
that
much
on
the
time
and
because
there
was
no
starting
point
for
each
task,
the
performance
time
may
vary
from
one
participant
to
another.
However
there
was
a
limit
time
for
each
task
and
if
the
participants
were
not
finished
within
the
given
time
the
task
was
considered
as
failed.
Scenario
1A.
Finding
category
for
the
iPhone
from
both
iTunes
and
iPad
App
Store
? Specific
concern:
To
see
which
way
the
users
take
to
find
the
Lifestyle
category
for
the
iPhone
from
the
iTunes
and
the
Top
News
category
for
the
iPhone
from
the
iPad
App
Store.
? Task:
Find
the
Lifestyle,
and
Top
News
category
for
the
iPhone.
? Time
Limit
1
minute
? Median
time
for
the
iTunes:
15s
(13s,
18s)
? Meadian
time
for
the
iPad:
56s
(,53s,
62s)
8
7
Participants
6
5
4
3
2
1
0
Succeeded
iTunes:
Top
App
Store
Menu
1
Failed
iTunes:
App
Store
Quick
links
1
2
1
Figure
5.2.2.1b
Scenario
1A
47
As
can
be
seen
from
the
above
figure
all
four
participants
in
the
first
group
succeeded
to
find
the
lifestyle
category
for
the
iPhone
from
the
iTunes
App
Store.
Three
of
these
participants
used
the
main
App
Store
Menu
link
and
one
participant
used
the
App
Store
Quick
links
drop
down
menu.
From
the
iPad
App
Store
only
three
participants
managed
to
find
the
Top
News
category
apps
for
the
iPhone.
Two
of
them
took
the
path
through
the
top
chart,
chose
the
category
news
for
from
there
and
finally
taped
on
the
Show
iPhone
Apps
tab
at
the
bottom
of
the
page,
one
of
them
actually
went
to
the
category
section
first
but
when
he
realized
there
was
no
way
to
sort
the
apps
by
their
devices
he
went
to
the
top
chart
and
found
the
category
from
there.
The
last
participant
who
succeeded
finding
the
iPhone
Top
News
Category
searched
for
News
and
filtered
the
iPhone
apps
from
there;
however
he
had
problem
sorting
the
apps
by
their
popularity
or
(showing
the
top
apps),
this
is
all
because
the
participant
had
difficult
time
to
find
the
sort
by
option
button.
One
participant
failed
trying
to
find
the
top
news
iPhone
apps
in
the
category
section.
Scenario
1B
Finding
category
for
the
iPad
from
both
iTunes
and
iPad
App
Store
? Specific
concern:
To
see
how
users
find
the
category
Lifestyle
for
the
iPad
from
the
iTunes
App
Store
and
the
News
category
for
the
iPad
from
the
iPad
App
Store
? Task:
Find
the
lifestyle
and
news
category
for
the
iPad.
? Time
Limit
1
minute
? Median
time
iTunes:
42s
(29s,
63s)
? Median
time
iPad:
39s
(31s,
51s)
8
7
Participants
6
5
4
3
2
1
0
Succeeded
iTunes:
Top
App
Store
Menu
iPad:
Category
tab
1
3
1
1
Failed
iTunes:
App
Store
Quick
links
iPad:
Searched
Figure
5.2.2.1b
Scenario
1B
The
participants
found
it
harder
to
find
the
Lifestyle
category
for
the
iPad
from
the
iTunes
App
Store;
this
was
because
the
participants
didn’t
set
the
option
to
iPad
at
the
beginning.
Nevertheless
three
participants
succeeded
whereas
one
participant
failed.
Two
of
the
participants
who
succeeded
used
the
Main
App
Store
link
whereas
one
of
them
used
the
App
Store
Quick
link
drop
down.
48
The
participant
who
failed
did
not
find
the
lifestyle
category
for
the
iPad,
because
this
participant
didn’t
know
how
to
set
the
option
to
iPad
first.
However
the
participant
found
the
category
for
the
iPhone
from
the
App
Store
Quick
links
drop
down
menu.
This
participant
had
never
used
the
iTunes
App
Store
before.
Finding
the
Top
news
category
for
the
iPad
from
the
iPad
App
Store
was
no
problem
for
the
participants.
All
four
of
them
succeeded
finding
the
category;
three
of
them
used
the
category
section
by
tapping
on
the
category
tab
at
the
bottom
and
then
selected
news
and
finally
sorted
the
apps
by
their
popularity.
The
other
participant
searched
for
news
and
sorted
the
top
news
from
there.
All
three
participants
who
took
the
path
through
the
category
were
confused
about
the
apps
displayed
there.
They
didn’t
understand
that
each
icon
belonged
to
a
particular
category
and
that
they
had
to
tap
on
it
to
get
to
that
category.
Scenario
1C
Find
a
game
sub-?category
from
the
App
Store
using
all
three
units.
? Specific
concern:
To
see
how
users
find
the
sub-?category
puzzle
for
the
iPhone
using
all
three
units.
? Task:
Find
the
sub-?category
puzzle
? Limited
time
1
minute
? Median
time
iTunes:
72s
(67s,
76s)
? Median
time
iPad:
92s
(82s,
109s)
? Median
time
iPhone:
28s
(21s,
37s)
9
8
7
Participants
6
5
4
3
2
1
0
Succeeded
iTunes:
Top
App
Store
Menu
iTunes:
Search
iPhone:
Category
Failed
iTunes:
App
Store
Quick
links
iPad:
Category
Tab
iPad:Search
4
1
3
1
1
Figure
5.2.2.1c
Scenario
1C
Finding
a
sub-?category
was
much
more
difficult
to
find
on
the
iTunes
and
iPad
App
Store.
As
can
be
seen
from
the
figure
above
all
participants
failed
to
find
the
puzzle
sub
category
from
the
iTunes
and
iPad
App
Store
whereas
all
participants
succeeded
with
the
task
from
the
iPhone
App
Store.
Almost
all
participants
who
used
the
iPad
App
Store
failed
trying
to
find
the
puzzle
sub
category
in
the
category
section.
One
participant
tried
to
search
for
puzzle
after
having
spent
more
than
one
minute
searching
for
it
in
the
category
section.
On
the
iTunes
App
49
Store
three
participants
actually
managed
to
find
the
puzzle
sub-?category
but
unfortunately
exceeded
the
time
limit.
Two
of
them
used
the
Top
App
Store
Menu
whereas
one
used
the
App
Store
Quick
links
drop
down.
The
last
participant
failed
searching
for
puzzle
games.
5.2.2.2
Block
2
of
scenarios
(Participant’s
attempt
to
search
for
apps
in
App
Store)
This
section
was
used
to
see
how
users
search
for
apps
in
the
App
Store.
The
first
scenario
was
used
to
see
if
users
would
use
the
Power
Search
in
the
iTunes
App
Store
to
find
specific
apps.
The
second
and
the
last
scenario
was
used
to
see
if
users
can
find
apps
developed
by
Bonnier
Tidskifter
for
both
iPhone
and
iPad
using
the
two
iOS
devices.
It
was
also
used
to
see
which
of
the
Bonnier
Tidskrifter
apps
that
attracted
the
participants.
Scenario
2A
Find
all
sports
magazine
apps
for
the
iPad
developed
by
Bonnier
? Specific
concern:
To
see
if
users
can
use
the
iTunes
Power
search
function
to
find
all
iPad
sports
magazine
apps
which
are
developed
by
Bonnier
? Task:
Find
all
iPad
sports
magazine
apps
developed
by
Bonnier
? Median
time:
72s
(67s,
76s)
12
11
10
9
8
7
6
5
4
3
2
1
0
Succeeded
Did
normal
search
1
Participants
11
Failed
Choosed
Sport
from
App
Store
Quick
Links
Figure
5.2.2.2a
Scenario
2A
As
we
can
see
from
the
above
figure
all
participants
failed
this
task.
Eleven
participants
failed
the
task
searching
for
the
apps
in
the
standard
search.
Nine
of
these
participants
searched
for
Bonnier
in
first
place
and
two
participants
searched
for
Bonnier
sports
and
one
participant
tried
to
go
through
the
sport
category
from
the
App
Store
Quick
Links
and
find
the
apps
from
there.
Eight
of
the
participants
who
searched
for
Bonnier
clicked
on
the
Bonnier
Corporation
link
and
showed
all
the
iPad
Apps
by
Bonnier
Corporation.
50
Then
they
pointed
at
the
sports
app
and
said
they
have
found
them.
However
even
though
there
was
the
big
title
saying
“iPad
Apps
By
Bonnier
Corporation”
all
participants
were
not
sure
whether
all
the
apps
were
really
from
Bonnier
Corporation.
This
was
because
the
developer
name
was
not
shown
under
the
icon.
Although
the
participants
managed
to
find
most
of
the
sports
apps
for
the
iPad
developed
by
Bonnier
Corporation
there
were
still
other
apps
from
other
categories
in
the
list.
None
of
the
participants
could
filter
the
apps
when
they
were
asked
but
able
to
show
only
the
sports
apps
from
the
list.
After
I
pointed
out
that
they
could
use
the
Power
search
to
filter
apps,
I
tried
to
see
if
they
could
actually
use
the
Power
Search
to
filter
the
apps
and
only
show
the
sport
iPad
apps
that.
It
turned
out
that
many
of
the
participants
had
difficulties
in
using
the
Power
search
especially
novice
once.
The
first
common
mistake
all
participants
did
was
forgetting
to
choose
Apps
from
the
drop
down
menu
below
the
Power
Search
as
illustrated
in
figure
5.2.2.2a1.
Five
participants
started
their
search
by
typing
in
Bonnier
in
the
title
field
whereas
the
other
three
typed
Bonnier
in
the
artist
field,
when
they
pressed
enter
they
were
presented
with
a
list
of
songs,
albums
and
movies
contain
the
keyword
Bonnier
as
a
result.
What
these
participants
didn’t
know
was
that
the
Power
Search
searches
for
everything
in
the
iTunes
including
music
and
movies
and
other
things
unless
you
specify
your
choose
at
the
beginning
as
shown
in
the
figure
below
Figure
5.2.2.2a1
The
Power
Search
in
iTunes
Another
problem
that
all
participants
faced
was
not
being
able
to
show
the
apps
only
for
the
iPad
in
the
Power
Search.
This
was
because
they
didn’t
select
the
Search
only
for
iPad
Apps
option
as
illustrated
in
figure
5.2.2.2a2.
All
participants
choose
iPad
from
the
Device
Compatibility
option
and
assumed
that
it
was
enough
to
show
all
iPad
apps,
which
in
this
case
were
not.
The
Device
Compatibility
option
is
only
used
for
showing
apps
that
are
compatible
with
each
other
devices.
Figure
5.2.2.2a2
Show
iPad
Apps
only
in
the
Power
Search
The
Power
Search
in
iTunes
51
Scenario
2B
Find
all
iPhone
apps
developed
by
Bonnier
Tidskrifter
? Specific
concern:
To
see
if
users
can
find
iPhone
apps
from
Bonnier
Tidskrifter
and
to
see
which
of
the
apps
that
attract
user’s
attention.
? Task:
Find
all
iPhone
apps
that
Bonnier
Tidskrifter
has
developed
and
show
which
of
the
apps
that
attract
you.
NOTE:
No
time
is
taken
for
this
task
since
the
task
is
only
focusing
on
the
participant’s
choice
of
app
from
Bonnier
Tidsktifter
in
the
iPhone
App
Store.
When
searching
for
Bonnier
Tidskrifter
in
the
iPhone
App
Store
you
get
two
search
results,
bonnier
tidskrifter
and
bonnier
tidskrifter
ab
as
illustrated
in
the
left
screenshot
in
figure
5.2.2.2b
Figure
5.2.2.2b
Searching
for
Bonnier
Tidskrifter
on
the
iPhone
App
Store
From
this
search
result
eight
participants
choose
the
first
option
bonnier
tidskrifter.
Six
of
them
were
drawn
to
the
second
app
Krysset
because
they
thought
Krysset
was
the
most
coherent
and
descriptive
app
of
them
all,
they
explained
that
one
could
immediately
understand
from
the
name
and
the
icon
what
the
app
does.
Since
two
of
these
participants
were
also
interested
in
puzzle
they
willing
to
download
it
and
maybe
buy
it
if
it
doesn’t
cost
much.
Two
participants
were
drawn
to
the
first
app
VinVin
because
they
both
thought
they
had
recently
downloaded
that
app.
For
participants
accidentally
choose
the
second
option
Bonnier
Tidskrifter
AB
and
ended
up
viewing
only
the
two
apps
from
Bonnier
Tidskrifter
AB,
Teknikens
Värld
–
Bilnyheter
and
Dagens
Sanakis.
All
four
participants
choose
to
look
at
Dagens
Snakis
at
first,
because
they
were
52
drawn
to
the
apps
high
ratings,
nevertheless
when
they
found
out
what
the
app
was
really
about
three
of
them
changed
to
Teknikens
Väld
–
Bilnyheter
because
they
were
not
interested
in
gossip.
The
participant
who
remained
in
the
Dagens
Snakis
app
was
a
female
and
she
explained
that
she
liked
the
app
because
of
its
distinctive
icon
but
also
because
she
was
more
interested
in
gossip
rather
than
technique.
Yet,
she
didn’t
think
she
would
download
the
app.
All
three
participants
who
switched
to
the
app
Teknikens
Värld
–
Bilnyheter
were
interested
in
technique
and
were
therefore
drawn
to
that
app
because
of
the
first
word
technique,
however
they
doubted
when
they
saw
the
two
cars
on
the
icon
because
none
of
them
were
interested
in
cars,
thus
they
were
not
interested
in
downloading
the
app.
Scenario
2C
Find
all
iPad
apps
developed
by
Bonnier
Tidskrifter
? Specific
concern:
To
see
if
users
can
find
iPad
apps
from
Bonnier
Tidskrifter
and
find
out
which
apps
that
attract
users’
attention.
? Task:
Find
all
iPad
apps
that
Bonnier
Tidskrifter
has
developed
and
show
which
of
the
apps
that
attract
you.
NOTE:
There
was
no
time
limitation
for
this
task
either
since
the
task
is
only
focusing
on
the
participant’s
choice
of
app
from
Bonnier
Tidsktifter
in
the
iPad
App
Store
When
participants
searching
for
bonnier
tidskrifter
on
the
iPad
they
got
the
six
apps
that
are
illustrated
in
figure
5.2.2.2c.
Figure
5.2.2.2c
Searching
for
Bonnier
Tidskrifter
on
the
iPad
Among
these
apps
the
participants
found
Allt
om
mat,
Krysset
and
Illustrerad
Vetenskap
to
be
the
most
attractive
apps.
Five
participants
found
the
app
Allt
om
mat
to
be
attractive,
one
of
them
said
it
was
because
of
it’s
large
font
on
the
word
mat
and
it’s
shiny
shading.
53
Four
participants
were
drawn
to
the
app
Illustrerar
Vetenskap
because
they
recognized
it
from
the
print
magazine;
one
of
them
indicated
that
it
has
the
same
font
as
the
print
magazine.
Two
of
the
participants
who
were
attracted
in
the
app
Krysset
on
the
iPhone
App
Store
were
also
attracted
to
it
on
the
iPad
App
Store;
one
of
them
even
liked
it
more
on
the
iPad.
One
participant
liked
the
app
Sköna
hem;
he
thought
it
had
an
attractive
pattern
and
color.
The
participants
were
also
asked
whether
they
would
buy
or
subscribe
to
the
magazine
app
they
have
chosen
to
be
attractive.
Table
5.2.2.2c1
shows
how
the
participants
responded
to
this
question.
Table
5.2.2.2c1
What
magazine
would
participants
subscribe
to?
Magazines
Subscription
Yes
No
Maybe
Illustrerad
V etenskap
1
3
Allt
om
mat
2
2
2
Sköna
hem
1
As
we
can
see
the
majority
of
the
participants
responded
maybe.
Most
of
them
said
maybe
because
they
thought
the
price
were
a
bit
expensive
especially
those
who
picked
Illustrerad
Vetenskap
which
cost
56kr
for
each
number,
however
all
of
them
said
they
can
imagine
buying
a
number
or
two
if
they
really
like
it
and
they
get
something
for
free.
The
three
participants
who
answered
“no”
also
thought
the
price
was
a
bit
expensive,
particularly
the
participant
who
picked
Illustrerad
Vetenskap,
he
would
rather
download
a
free
magazine
which
has
advertising
in
it.
The
other
two
who
picked
Allt
om
mat
felt
that
they
could
find
free
good
recipes
on
the
internet.
On
the
other
hand
two
other
participants
who
also
picked
Allt
om
mat
said
that
they
would
definitely
buy
it
if
it
is
the
same
magazine
as
you
get
from
the
physical
store.
5.2.3
Result
from
the
visual
elements
quiz
questions
In
this
section
the
result
of
the
nine
quiz
questions
described
in
the
method
part
will
be
presented.
As
noted,
the
quiz
questions
were
divided
into
two
parts
where
the
first
part
consisted
of
four
quiz
questions
used
to
test
the
participant’s
memory
retention
“what”
and
“where”
while
the
second
part
consisted
of
five
quiz
questions
used
to
test
the
participant’s
memory
retention
“what”
and
immediacy
of
understanding
of
the
application
that
the
participant
visited
from
the
list.
The
result
of
both
parts
from
all
units
is
presented
as
follows.
54
Part
1
(First
four-?quiz
questions)
The
first
four
quiz
questions
that
was
given
to
the
participants
immediately
after
they
had
seen
a
list
of
apps
and
visited
one
of
them
is
listed
below:
1. Do
you
remember
an
app
from
the
Top
Grossing/Education
category
list?
2. Do
you
remember
the
item
on
the
icon?
And
its
colors?
3. Do
you
remember
the
position
of
the
app?
4. Why
do
you
think
you
remember
this
app?
The
overall
result
from
the
first
part
shows
that
there
were
more
participants
who
remembered
an
app
from
the
Top
Grossing
list
on
the
iPhone
and
iTunes
App
Store
than
from
the
Top
Education
Category
list
on
the
iPad
App
Store.
Seven
participants
remembered
an
app
from
the
Top
Grossing
list
on
the
iPhone
App
Store
whereas
six
participants
remembered
an
app
from
the
Top
Grossing
list
in
the
iTunes
App
Store.
Only
four
participants
remembered
an
app
from
the
Top
Education
Category
list
on
the
iPad
App
Store.
When
it
comes
to
remembering
the
visual
elements
from
the
icon,
half
of
the
participants
remembered
both
the
item
and
color
from
the
icon
in
the
Top
Grossing
list
in
both
iPhone
and
iTunes
App
Store.
Only
three
participants
remembered
these
from
the
Top
Education
category
list
in
the
iPad
App
Store.
And
finally
five
participants
remembered
the
apps
position
from
the
Top
Grossing
list
in
both
iPhone
and
iTunes
App
Store
while
only
one
participant
remembered
that
from
the
Top
Education
category
list
in
the
iPad
App
Store.
The
following
three
sections
will
present
the
result
of
part
one
from
each
unit
in
more
detail.
Detail
result
from
the
iTunes
App
Store
(Part
1)
Only
half
of
the
participants
remembered
the
name
of
the
app
they
visited.
Five
participants
did
not
remember
the
apps
name
at
all.
One
participant
remembered
part
of
the
name.
Participants
remembered
the
name
of
the
following
five
apps
NAVIGON MobileNavi..
Pages
iKamastura - Sex Posi..
Aftonbladet
Army of Darkness Def..
Figure
5.2.3a1
Apps
participants
remembered
in
the
first
part
(From
the
Top
Grossing
section
in
the
iTunes
App
Store).
Three
participants
remembered
the
app
Navigon,
because
it
was
the
first
app
in
the
list
and
it
was
the
only
icon
that
was
shown
in
the
Top
Charts
Grossing
list,
moreover
one
of
the
participants
remembered
it
because
he
had
the
app
on
his
iPhone.
All
three
participants
remembered
the
orange
arrow
on
the
icon
and
its
correct
position.
55
One
participant
remembered
Pages
because
he
also
had
the
app
on
his
iPhone;
this
participant
also
remembered
the
item
and
the
color
blue.
This
participant
also
remembered
the
apps
correct
position.
Another
participant
remembered
Aftonbladet
because
he
recognized
the
logo.
This
participant
remembered
the
letters
and
the
yellow
color
he
also
remembered
the
apps
correct
position.
The
last
participant
remembered
the
app
iKamasutra.
This
participant
remembered
the
name
and
its
position
because
he
thought
it
was
funny
to
see
a
sex
app
become
so
popular
on
the
App
Store.
All
four
apps
were
positioned
among
the
top
10
apps
in
the
Top
Grossing
list.
The
participant
who
remembered
the
app
Army
of
Darkness
did
remember
the
name
War
of
Darkness
instead
of
Army
of
Darkness.
The
participant
remembered
the
skull
and
the
black
color,
from
the
icon,
the
participant
remembered
the
app
because
he
had
accidentally
clicked
on
it
by
mistake
earlier
and
therefore
could
also
remember
the
app
and
where
it
was
positioned.
Detail
result
from
the
iPhone
App
Store
(Part
1)
Seven
participants
remembered
the
name
of
the
app
they
visited,
whereas
five
participants
did
not
remember
anything.
Half
of
the
participants
also
remembered
the
visual
elements
that
were
on
the
icon.
The
participants
remembered
the
five
apps
illustrated
in
figure
5.2.3b1
below.
Once
more
three
participants
remembered
Navigon
however
they
were
not
the
same
participants
who
remembered
the
same
app
in
the
previous
unit.
Tower Defense Hipstamatic Angry Birds NAVIGON MobileNavi..
Figure
5.2.3b1
Apps
participants
remembered
in
the
first
part
(From
the
Top
Grossing
section
in
the
iPhone
App
Store).
Again
all
of
them
remembered
it
because
it
was
the
first
app
in
the
list.
Even
though
they
all
remembered
the
name,
its
correct
position
and
the
arrow
on
the
icon,
only
one
of
them
remembered
the
correct
color
(orange).
The
other
two
participants
thought
the
arrow
was
red.
Two
participants
remembered
Angry
Birds
because
they
recognized
it.
They
both
remembered
the
bird
and
the
color
red;
one
of
them
also
remembered
the
colors
blue,
white
and
purple.
Both
participants
remembered
where
the
app
was
located.
One
participant
remembered
Tower
Defense
because
he
had
seen
it
in
the
Top
Chart
on
the
other
units.
The
participant
remembered
a
tank
and
the
colors
bluish
and
black
he
also
remembered
where
the
he
app
was
located
in
the
list.
56
The
last
participant
remembered
the
app
Hipstamatic
because
he
knew
it
from
before.
This
participant
remembered
the
black
cameras
with
a
yellow
dote.
However
the
participant
didn’t
exactly
know
where
the
app
was
located.
This
app
was
located
among
the
top
five
apps
and
the
participant
thought
it
was
located
somewhere
further
down
in
the
middle.
All
the
other
apps
were
also
located
among
the
top
ten
except
the
Tower
Defense,
which
was,
located
further
down.
Detail
result
from
the
iPad
App
Store
(Part
1)
Only
four
participants
remembered
an
app
including
its
first
name.
One
participant
remembered
part
of
the
name
while
the
rest
of
the
participants
did
not
remember
any
name
at
all.
The
four
participants
who
remembered
the
correct
first
name
remembered
the
apps
TED
and
NASA
shown
in
the
figure
5.2.3c1.
Two
of
them
remembered
TED
and
the
other
two
remembered
NASA.
One
participant
remembered
the
app
Peka
&
Lär
ABC.
TED
Nasa App
Peka & Lär ABC
The
participant
who
remembered
Peka
&
Lär
ABC
remember
the
name
1-?2-?3
räkne
app
för
barn
and
for
this
reason
also
remembered
the
incorrect
elements
123
instead
of
ABC.
Despite
the
incorrect
name
and
elements
the
participant
remembered
almost
all
the
colors
and
where
the
app
was
located.
The
participant
reason
for
remembering
this
app
was
the
large
spelled
numbers
(letters
in
this
case)
in
different
colors
on
the
icon.
Both
participants
who
remembered
TED
owned
an
iPad.
They
both
remembered
the
app
because
they
have
it
on
their
iPad.
Both
remembered
the
correct
colors
and
the
element
on
the
icon.
However
only
one
of
them
remembered
roughly
where
the
app
was
located,
the
other
participant
did
not
remember
the
location
at
all.
The
other
two
participants
remembered
the
NASA
App
because
they
recognized
the
NASA
logo.
One
of
them
also
had
the
app
on
his
iPhone
because
he
was
very
interested
in
space.
This
participant
remembered
the
exact
item;
colors
and
position
of
the
app
while
the
other
one
did
only
remember
the
logo
and
it’s
approximate
located
57
Figure
5.2.3c1
Apps
participants
remembered
in
the
first
part
(From
the
Top
Education
section
in
the
iPad
App
Store).
Part
2
(Last
five-?quiz
questions)
The
last
five
quiz
questions
in
the
second
part
are
listed
below:
As
noted
these
quiz
question
questions
were
used
to
test
the
participant’s
memory
retention
“what”
and
immediacy
of
understanding
of
the
application
that
the
participant
selected
from
the
list.
5. Do
you
remember
the
name
of
the
app
you
visited?
6. Do
you
remember
the
item
on
the
icon
and
its
colors?
7. Do
you
remember
the
price
of
the
app?
8. Do
you
remember
if
the
app
works
for
both
devices?
9. Do
you
know
what
the
app
does
or
which
category
it
belongs
to?
The
overall
result
from
this
part
shows
that
the
majority
of
the
participants
remembered
the
app
they
visited
from
Top
Grossing
list
on
the
iPhone
App
Store
and
from
the
Top
Education
list
on
the
iPad
App
Store.
Five
participants
remembered
the
correct
name
of
the
app
they
visited
from
both
Top
Grossing
list
on
the
iPhone
App
Store
and
Top
Education
list
on
the
iPad
App
Store
whereas
only
three
participants
remembered
the
correct
name
of
the
app
they
visited
from
the
iTunes
App
Store.
It
also
shows
that
the
majority
of
the
participants
remembered
the
item,
the
color
and
the
correct
price
of
the
app
they
visited
in
the
Top
Education
list
from
the
iPad
App
Store.
Participants
also
understood
the
apps
function
or
its
category
more
from
the
Top
Grossing
list
on
the
iTunes
App
Store
and
from
the
Top
Education
list
on
the
iPad
App
Store.
Nine
participants
who
visited
an
app
from
these
two
units
knew
what
the
app
does
or
the
category
it
belongs
to.
When
it
comes
to
remembering
whether
the
app
the
participants
visited
works
for
both
iOS
devices
or
not
the
majority
of
the
participants
remembered
the
correct
answer
from
the
iPhone
App
Store.
The
following
three
sections
will
present
the
result
of
part
two
from
each
unit
in
more
detail.
Detail
result
from
the
iTunes
App
Store
(Part
2)
In
the
iTunes
App
Store
only
three
participants
remembered
the
correct
name
of
the
app
they
visited
five
participants
remembered
only
part
of
the
name
and
three
participants
did
not
remember
anything.
All
three
participants
who
remembered
the
name
of
the
app
they
visited
also
remembered
the
colors
and
the
element
that
was
on
the
icon.
The
apps
they
remembered
were
T3,
NOVA2
and
Flight
Control
HD
as
illustrated
in
figure
5.2.3a2
on
the
next
page
58
T3 Flight Control HD N.O.V.A. 2 - Near Orbi..
Figure
5.2.3a2
Apps
participants
visited
and
remembered
in
the
second
part
(From
the
Top
Grossing
section
in
iTunes
App
Store)
As
we
can
see
from
the
figure
above
T3
have
a
strong
color
and
big
character
on
the
icon,
which
is
the
same
as
its
name,
as
for
the
flight
control
I
should
mention
that
the
participant
who
visited
it
said
the
name
out
loud
before
he
clicked
on
it;
this
may
have
helped
him
to
remember
the
name,
nevertheless
the
participant
had
played
the
game
earlier
thus
could
have
remembered
it
anyway.
The
participant
who
visited
the
last
app
remembered
the
first
name
NOVA2;
this
participant
also
knew
the
game
from
before
and
this
maybe
the
reason
why
he
remembered
it
so
well.
The
participants
also
remembered
the
right
price
of
the
apps,
they
also
remembered
whether
the
app
works
for
both
iOS
devices
or
not
and
both
participants
who
visited
the
Flight
Control,
and
NOVA2
app
knew
the
category
of
the
app
while
the
participant
who
visited
the
T3
didn’t
have
any
clue
about
what
the
app
doses
or
which
category
it
belonged
to.
The
rest
of
the
participants
had
very
difficult
time
remembering
the
name
of
the
app
they
visited.
Five
participants
remembered
part
of
the
name
of
the
app
they
visited.
Three
of
them
remembered
part
of
the
first
word
and
one
remembered
the
middle
word.
There
were
also
participants
who
remembered
other
words
that
they
made
relation
to
the
name
for
example
one
participant
who
visited
the
app
“istart
Japanese”
remembered
the
name
“iLearn
Japanese”
instead.
Most
of
the
participants
did
not
remember
whether
the
app
they
visited
was
free
or
paid
or
how
much
it
costs,
only
two
participants
remembered
the
correct
cost
of
the
app
and
three
participants
tried
to
answer
but
failed
two
of
these
participants
remembered
7kr
when
the
app
was
actually
free,
one
participant
remembered
15kr
when
the
app
was
also
free
and
one
remembered
22kr
when
the
app
was
only
7
kr.
Even
though
many
of
the
participants
didn’t
remember
the
price
of
the
app,
the
majority
of
the
participants
remembered
what
the
app
does
or
at
least
remembered
which
category
it
belongs
to.
Detail
result
from
the
iPhone
App
Store
(Part
2)
On
the
iPhone
App
Store
eight
participants
remembered
the
name
of
the
app
they
visited,
but
only
five
of
them
remembered
the
correct
first
name
the
other
three
participants
only
remembered
only
part
of
the
name.
The
following
five
apps
are
the
apps
that
participants
remembered
the
correct
first
name
of.
59
MIG - Frågespelet du Kingdoms at War Angry Birds Överfallsskydd Feed Me Oil
Table
5.2.3b2
Apps
participants
visited
and
remembered
in
the
second
part
(From
the
Top
Grossing
section
in
the
iPhone
App
Store)
All
five
participants
who
remembered
the
name
of
these
apps
also
remembered
the
item
that
was
on
the
icon.
Almost
all
of
them
also
remembered
the
color
that
was
on
the
icon
except
the
participant
who
visited
the
app
Kingdom
at
War,
this
participant
didn’t
remember
any
colors
at
all.
All
five
participants
also
knew
what
the
app
was
about
or
at
least
knew
which
category
it
belonged
to
and
all
of
them
except
the
participant
who
visited
first
app
in
figure
5.2.3b2
MIG
–
Frågespelet
remembered
whether
the
app
worked
for
both
devises
or
not.
Three
participants
remembered
part
of
the
name
of
the
app
they
visited.
Two
of
them
visited
the
app
Kingdoms
at
War
but
remembered
only
the
first
word
Kingdom.
The
other
participant
visited
the
app
named
Akinator
but
only
remembered
the
first
four
letters
Akin
from
the
name
however
the
participant
remembered
the
item
that
was
on
the
icon.
Three
of
the
five
participants,
who
did
not
remember
the
name
of
the
app,
remembered
the
item
from
the
icon
and
the
screenshots.
One
of
these
participants
visited
the
app
MIG-?frågespelet
and
this
participant
remembered
an
iPhone
picture
from
the
screenshot
and
for
that
reason
the
participant
thought
the
app
was
an
accessory
app
for
the
iPhone,
when
it
was
actually
a
pop
quiz
app,
which
just
happened
to
have
a
screenshot
of
an
iPhone.
Another
participant
visited
the
app
WordCollapse
illustrated
in
the
in
left
side
figure
below.
This
participant
remembered
brown
flying
rectangle
elements
from
the
icon
and
associated
this
with
music;
the
participant
thought
it
was
a
music
instrument
app
that
will
teach
users
play
music
instrument.
This
was
incorrect
since
the
app
was
actually
a
word
puzzle
game.
Word Collapse Fashion Story
Figure
5.2.3b2.1
Apps
participants
visited
and
remembered
part
of
it
in
the
second
part
(From
the
Top
Grossing
section
in
the
iPhone
App
Store)
60
The
last
participant
visited
the
app
Fashion
Story
illustrated
in
right
side
in
the
above
figure.
This
participant
remembered
the
blond
girl
the
color
pink
from
the
icon
and
assumed
that
it
was
some
kind
of
gossip
social
network
app
for
girls
however
this
was
a
game
for
young
girls.
Although
these
participants
remembered
the
visual
elements
from
the
icon
they
did
not
remembered
the
price
of
the
app
or
knew
what
the
app
does
or
which
category
it
belonged
too.
Detail
result
from
the
iPad
App
Store
(Part
2)
On
the
iPad
App
Store
five
participants
remembered
the
first
name
of
the
app
they
visited,
another
five
participants
remembered
part
of
the
name
of
the
app
they
visited
and
two
did
not
remember
any
name
at
all.
Four
participants
had
visited
the
app
Ballon
Darts
Deluxe
illustrated
in
figure
5.2.3c2.
All
four
of
them
remembered
the
first
word
balloon,
two
of
them
remembered
the
name
balloon
darts
but
one
of
them
added
the
word
children
in
front
of
the
balloon
hence
it
became
children’s
balloon
darts.
Ballon Darts Deluxe
Figure
5.2.3c2
App
participants
visited
and
remembered
part
of
in
it
(From
the
Top
Education
section
in
the
iPad
App
Store)
From
the
icon
one
participant
remembered
balloons
and
darts,
one
remembered
only
the
darts
and
two
remembered
only
the
balloons.
Three
participants
remembered
the
color
yellow,
one
remembered
red
and
blue
and
another
one
remembered
the
color
green
and
pink.
Moreover
only
two
of
the
participants
remembered
the
price
of
the
app,
which
was
free.
One
participant
thought
it
costs
7kr
and
the
other
one
did
not
remember
at
all.
Furthermore
this
app
works
for
both
iOS
devices,
however
two
of
the
participants
could
not
tell
if
it
did
or
not.
The
other
two
assumed
it
was
either
for
iPhone
or
iPad
only.
And
finally
only
two
of
the
participants
understood
what
the
app
was
about.
Although
the
rest
of
the
participants
did
not
remember
the
name
of
the
app
they
visited
they
remembered
something
from
the
icon.
For
example
two
participants
remembered
the
visual
elements
from
the
following
two
apps.
61
Plex Hubble Top 100
Figure
5.2.3c3
Apps
participants
visited
and
remembered
part
of
in
it
(From
the
Top
Education
section
in
the
iPad
App
Store)
Both
participants
remembered
the
shape
of
the
element
that
was
on
the
icon,
the
participant
who
visited
Plex
remembered
an
arrow
and
the
other
participant
remembered
a
globe
from
the
icon.
None
of
them
did
remember
any
of
the
colors
but
both
understood
what
the
app
was
about.
The
participant
who
remembered
the
Hubble
Top
100
was
also
correct
about
the
price
of
the
app
but
did
not
remember
whether
the
app
worked
for
both
devices
or
not,
whereas
the
other
participant
did
remember
it
but
was
wrong
about
the
price.
Two
participants
had
visited
Finger
Doodle
and
Mina
Första
ord
HD
(shown
on
the
left
side
in
figure
5.2.3c2.1
below).
They
remembered
the
word
color
and
children
app
as
their
names,
color
for
the
Finger
Doodle
and
children
app
for
Mina
Första
ord
HD.
None
of
them
wrote
any
of
the
colors
but
they
both
understood
what
the
apps
did
and
both
were
right
about
the
plus
sign,
however
only
one
of
them
remembered
the
correct
cost
of
the
app.
Finger Doodle Mina Första ord HD
Stava djur Lite
Djurparken- En rolig
Phone for kids - All i
Table
5.2.3c2.1
More
apps
participants
visited
and
remembered
part
of
in
the
second
part
(From
the
Top
Education
section
in
the
iPad
App
Store)
Three
participants
remembered
almost
the
full
name
of
the
app
they
visited.
For
example
two
participants
remembered
the
fist
name
of
the
apps
“Djurparken”
and
“Phone
for
kids”
correctly
and
one
participant
remembered
the
name
“Stava
djur
lätt”
instead
of
“Stava
djur
Lite”,
(illustrated
in
the
middle
in
figure
5.2.3c2.1)
All
three
participants
also
remembered
something
from
the
icon.
The
participant
who
visited
the
app
“Djurparken”
remembered
a
blue
bird,
the
other
participant
who
visited
the
app
“Phone
for
kids”
remembered
the
colors
blue,
yellow,
red
and
green,
and
the
last
participant
remembered
blue
background
and
something
white,
from
the
app
“Stava
djur
Light”.
All
three
participants
understood
the
function
of
the
app.
Two
of
them
did
not
remembered
if
the
app
worked
for
both
devices
or
not,
where
as
one
of
them
wrote
that
he
saw
the
plus
sign,
which
was
wrong.
The
same
two
participants
were
also
right
about
the
price
whereas
the
other
participant
was
wrong.
62
5.3
Result
of
Post
test-?questionnaires
As
mentioned
in
the
method
section
participants
received
questionnaires
after
each
performance
on
all
three
units
and
also
a
comparative
questionnaire
at
the
end
of
the
session.
In
this
part
the
result
from
respective
questionnaires
is
presented.
5.3.1.
Participant’s
feedback
on
use
of
the
App
Store
In
this
section
the
participant’s
feedback
about
the
use
of
the
App
Store
on
respective
units
is
presented.
The
feedback
is
mainly
concerned
on
how
the
participants
felt
about
using
the
App
Store
to
perform
each
tasks
on
all
units.
Your
overall
impression
of
the
App
Store?
11
10
9
8
7
6
5
4
3
2
1
0
Excellent
Good
Satisfacory
Bad
Very
bad
iTunes
iPhone
iPad
Table
5.3.1
Participants
overall
impression
of
the
App
Store
Your
thoughts
about
biltering
apps
by
free/paid/grossing?
7
6
5
4
3
2
1
0
Excellent
Good
Satisfactory
Bad
Very
bad
iTunes
iPhone
iPad
63
Your
thoughts
about
bilering
apps
by
their
device
?
8
7
6
5
4
3
2
1
0
Excellent
Good
Satisfactory
Bad
Very
bad
Note:
This
question
was
only
designed
for
the
iTunes
and
the
iPad
App
Store
iTunes
iPad
Table
5.3.3
Participants
thought
about
filtering
apps
by
their
device
Your
thoughts
about
the
navigation
back
to
a
page?
11
10
9
8
7
6
5
4
3
2
1
0
Very
Easy
Easy
Average
Difzicult
Very
Difzicult
iTunes
iPhone
iPad
Table
5.3.4
Participants
thought
about
navigation
on
the
App
Store
64
Your
thoughts
about
binding
a
category
on
the
App
Store
?
7
6
5
4
3
2
1
0
Very
Easy
Easy
Average
Difzicult
Very
Difzicult
Note:
This
question
was
only
given
to
six
participants
iTunes
iPhone
iPad
finding
a
category
on
the
App
Store
Table
5.3.5
Participants
thought
about
Your
thoughts
about
binding
a
sub-?
category
on
the
App
Store
?
5
4
3
2
1
0
Very
Easy
Easy
Average
Difzicult
Very
Difzicult
Note:
This
question
was
only
given
to
the
remaining
six
participants
iTunes
iPhone
iPad
finding
a
sub-?category
on
the
App
Store
Table
5.3.6
Participants
thought
about
65
Your
thoughts
about
searching
on
the
App
Store
?
8
6
iTunes
4
2
0
Very
Good
Good
Satisfactory
Bad
Very
Bad
Note:
This
question
was
mainly
used
to
find
out
the
participant’s
thought
about
the
Power
search
in
iTunes
App
Store
iPhone
iPad
Table
5.3.7
Participants
thought
about
the
search
function
especially
the
Power
Search
on
the
iTunes.
“Which
three
things
did
the
participants
like
most
with
the
App
Store?
”
? On
the
iTunes
App
Store
the
participants
liked
the
following
things:
? The
Interface
? Easy
navigation
? The
range
and
diversity
of
apps
? Big
and
clear
icons
? On
the
iPhone
App
Store
the
participants
liked:
? The
navigation
? Intuitive
? The
search
i.e.
it
remembers
earlier
searches
? Clear
logos
and
pictures
? On
the
iPad
App
Store
the
participants
liked
the
following
things:
? Filtering
of
multiple
options
? Intuitive
? The
range
and
diversity
of
apps
? Easy
navigation
? The
search
function
? The
interface
? More
function
included
66
? ? ?
Good
screen
resolution
Big
and
clear
icons
Easy
to
find
popular
apps
(Top
Charts)
“Which
three
things
did
the
participants
like
least
with
the
App
Store?
”
? On
the
iTunes
App
Store
the
participants
thought
it
was:
? Messy
and
disordered
? Bad
navigation
? Small
buttons
such
as
the
navigation
buttons
? Insufficient
information
in
the
lists,
i.e.
rating
? To
many
boxes
? On
the
iPhone
App
Store
the
participants
thought
it
was:
? Limited
download
(only
20MB)
? Few
functions
? No
tilt
function
? “More
Apps
by
X
developer”
is
missing
in
the
app
description
page
? “Costumers
also
bought”
feature
is
missing
in
the
app
description
page
? On
the
iPad
App
Store
the
participants
thought
it
was:
? Difficult
to
find
Sub-?categories
? Disordered
Categories
? Easy
to
miss
the
option
current/all
versions
choice
in
the
customer
rating
? Gray
&
boring
design
? Difficult
to
find
the
sorting
button
67
The
App
Store
grade
from
A
to
F,
where
A
is
exemplary
and
F
is
faild
8
7
6
5
4
3
2
1
0
A
B
C
D
E
F
iTunes
iPhone
iPad
Table
5.3.8
Participants
grade
of
the
App
Store
“What
changes
would
the
participants
make
to
the
App
Store?”
On
the
iPhone
App
Store
participants
wanted
to
see
more
advance
functions,
and
more
information
without
mixing
them
up,
and
removing
the
20MB
download
limit.
There
were
also
few
other
comments
concerning
refund
to
be
able
to
get
the
money
back
in
case
an
app
didn’t
work,
as
expected.
When
it
comes
to
the
iTunes
App
Store
some
participants
actually
said
they
would
redesign
the
whole
store
from
scratch
creating
bigger
buttons
making
easier
navigation
between
the
functions
and
adding
ratings
to
the
lists.
Some
participants
also
wanted
to
place
the
sub-?categories
at
the
top
instead
of
at
the
bottom
and
replace
the
iTunes
left
menu
with
icons.
They
also
wanted
to
edit
the
description
part,
scale
down
and
reduce
the
big
headlines.
On
the
iPad
App
Store
participants
wanted
to
make
the
categories
frillier,
make
it
easier
to
find
the
sub
categories,
make
the
layout
the
same
everywhere
and
make
the
buttons
clearer,
remove
the
iPhone
apps
and
make
more
rooms.
Add
a
comparison
function;
add
the
tilt
feature,
text
size
zoom,
and
have
better
sorting
function.
68
Would
you
visit
the
App
Store
in
the
future?
13
12
11
10
9
8
7
6
5
4
3
2
1
0
Yes
No
Mabye
iTunes
iPhone
iPad
Table
5.3.9
Participants
thought
about
visiting
the
App
Store
again
Would
you
recommend
someone
to
use
the
AppStore?
12
11
10
9
8
7
6
5
4
3
2
1
0
Yes
No
Maybe
iTunes
iPhone
iPad
Table
5.3.9
Participants
App
Store
recommendation
to
others
Participants
agreed
towards
the
following
statements
for
the
iTunes
App
Store
? Sven
participants
agreed
that
the
iTunes
App
Store
was
unnecessarily
complex;
however
only
two
of
them
stated
that
they
would
need
the
support
of
a
technical
person
to
be
able
to
use
the
iTunes
App
Store.
69
?
?
Only
three
participants
agreed
that
the
various
functions
in
the
iTunes
App
Store
were
well
integrated.
Moreover
only
four
participants
could
imagine
that
most
people
would
learn
to
use
the
iTunes
App
Store
very
quickly.
Finally
seven
participants
found
the
iTunes
App
store
very
cumbersome
to
use.
Participants
agreed
towards
the
following
statements
for
the
iPad
App
Store
?
Only
two
participants
agreed
that
the
iPad
App
Store
was
unnecessarily
complex.
None
of
the
participants
agreed
that
they
would
need
the
support
of
a
technical
person
to
be
able
to
use
the
iPad
App
Store.
Nine
participants
agreed
that
the
various
functions
in
the
iPad
App
Store
were
well
integrated.
Finally
none
of
the
participants
found
the
iPad
App
store
very
cumbersome
to
use.
?
?
5.3.2.
Participant’s
comparison
of
the
App
Store
In
this
part
the
results
of
the
comparison
of
the
App
Store
on
the
three
different
units
will
be
presented.
In
general
the
participants
thougth
the
App
Store
was
best
in:
7
6
5
4
3
5
2
1
1
0
iTunes
iPhone
iPad
iTunes
iPhone
iPad
6
Figure
3.3.2
Participants
favourite
unit
70
Filtering
apps
by
free/paid/grossing
was
best
in
8
7
6
5
4
3
2
1
0
iTunes
App
Store
iPhone
App
Store
iPad
App
Store
7
5
iPad
iPhone
iTunes
Figure
3.3.3
Filtering
apps
by
free/paid/
grossing
in
the
App
Store
In
general
it
was
easiest
to
bind
apps
in:
8
7
6
5
4
3
2
1
0
iTunes
App
Store
iPhone
App
Store
iPad
App
Store
3
2
7
iPad
iPhone
iTunes
Figure
3.3.4
Easies
unit
to
find
apps
on
the
App
Store
71
In
general
it
was
easiest
to
navigate
in:
7
6
5
4
3
5
2
1
1
0
iTunes
App
Store
iPhone
App
Store
iPad
App
Store
6
iPad
iPhone
iTunes
Figure
3.3.5
Easies
unit
to
navigate
on
the
App
Store
What
do
participants
think
is
the
biggest
difference
between
the
iTunes
App
Store,
the
iPhone
App
Store
and
the
iPad
App
Store?
The
biggest
difference
between
the
iTunes
App
Store
and
iPhone
App
Store
• Easier
to
find
the
categories
on
the
iPhone
App
Store
• More
information
on
the
iTunes
App
Store
• Everything
was
batter
and
easier
on
the
iPhone
App
Store
• Easier
to
find
apps
on
the
iPhone
App
Store
• More
functions
on
the
iTunes
App
Store
• Extremely
pared
down
in
the
iPhone
App
Store
• iTunes
is
not
suited
for
PCs
• Cluttered
on
the
iTunes
App
Store
• iPhone
App
Store
is
more
focused
• iTunes
App
Store
is
slower
• iPhone
App
Store
was
easier
but
boring.
• Bigger
and
better
view
on
the
iTunes
App
Store
The
biggest
difference
between
the
iTunes
App
Store
and
iPad
App
Store
• Easier
to
find
categories
and
sub-?categories
on
the
iPad
App
Store
• The
iPad
App
Store
was
clearer
and
had
bigger
buttons
• (2)
Easier
to
find
apps
on
the
iPad
App
Store
72
• • • •
(2)Easier
to
navigate
on
the
iPad
Both
has
bigger
view
but
its
more
clearer
on
the
iPad
iPad
App
Store
is
more
comfortable
Easier
to
navigate
on
the
iTunes
The
biggest
difference
between
the
iPhone
App
Store
and
iPad
App
Store
• Not
much
difference
• Bigger
view
and
better
filtering
in
the
iPad
App
Store
• (2)
More
information
was
displayed
simultaneously
on
the
iPad
App
Store
• The
iPhone
App
Store
was
easier
• More
features
on
the
iPad
App
Store
• Easier
to
find
apps
on
the
iPhone
App
Store
• Clearer
on
the
iPad
App
Store
• iPad
App
Sotre
is
more
comfortable
• iPhone
App
Store
easier
but
iPad
App
Store
had
richer
content
• Better
sorting
in
the
iPad
What
do
participants
think
is
the
biggest
difference
between
the
Apple’s
App
Store
and
Google’s
Android
Market?
This
question
was
only
given
to
the
participants
who
have
used
the
Google’s
Android
market
before.
In
total
there
were
four
participants
who
used
Android
Market.
One
participant
used
the
Android
Market
both
on
the
web
and
his
smartphone.
This
participant
thought
the
biggest
difference
between
the
iTunes
App
Store
and
the
Android
Market
on
the
web
was
the
sync,
because
you
don’t
have
to
sync
with
Android
Market.
The
participant
also
thought
it
was
equally
easy
to
find
apps
on
both
platforms.
However
the
participant
thought
it
was
more
difficult
to
find
good
apps
on
Android
Market
for
phones
because
there
are
so
many
strange
and
bad
apps
there,
moreover
he
found
the
iPhone
App
Store
clearer
and
simpler
The
participant
who
had
used
the
Android
Market
on
a
tablet
also
found
the
iPad
App
Store
much
more
clearer
and
simpler,
he
also
though
it
was
easier
to
find
apps
on
the
iPad
App
Store
because
it
has
a
better
search
options.
He
found
the
main
difference
between
the
iPhone
App
Store
and
Android
Market
on
a
smartphone
to
be
the
download
progress
of
an
application
he
believed
it
was
better
in
the
iPhone
because
the
download
progress
it
shown
on
the
icon
screen
of
the
application
that
is
being
downloaded.
He
also
thought
it
was
easier
to
find
apps
on
the
iPhone
App
Store.
The
other
two
participants
who
also
had
used
the
Android
Market
on
a
smartphone
considered
the
iPhone
App
Store
to
be
best
because
it
was
easier
to
sort
apps
and
find
apps
but
also
because
it
was
easier
to
follow
up
the
download
progress
of
an
application.
73
6.
Discussion
This
chapter
will
discuss
the
major
findings
of
the
study
using
some
of
the
theories
mentioned
in
the
theory
section.
6.1
Discussion
of
findings
from
pre-?test
questionnaires
Consumer
demographics
are
among
the
most
commonly
studied
factors
in
on
online
consumer
behavior
research.
The
effects
of
gender,
age
and
income
of
consumers
on
online
purchase
behavior
have
been
studied
since
late
1990s
[Bellman
et
al.1990].
For
example
several
studies
have
shown
that
men
make
more
purchases
and
spend
more
money
online
than
women
[Li
et
al.
1999;
Stafford
et
al.
2004
&
Susskind
2004].
Even
though
it
was
only
one
female
who
participated
in
this
study
this
effect
can
be
seen
anyway.
As
can
be
seen
in
the
table
summary
of
consumer
demographics
factor
in
table
5.1.1a
the
female
participant
had
never
purchased
an
app
from
the
App
Store
before.
When
it
comes
to
the
age,
we
see
today
that
the
age
gap
between
online
and
off-? line
consumers
is
shrinking,
but
the
effect
of
age
on
consumer’s
intention
to
purchase
online
is
still
unclear.
In
this
study
we
have
seen
that
the
younger
peoples
intention
to
purchase
application
is
more
than
the
older
one.
One
of
the
reasons
could
be
because
the
games
for
iPhone
have
become
very
popular
among
the
young
people.
Today
we
see
a
lot
of
young
people
play
games
on
their
iPhone
everywhere
i.e.
on
the
train.
Furthermore
we
see
that
the
income
does
not
hinder
the
consumers
from
purchasing
applications
from
the
App
Store.
As
shown
in
in
table
5.1.1a
young
participants
with
lower
income
purchase
apps
more
frequently
than
the
participants
with
higher
income.
A
reason
for
this
could
be
that
the
young
people
with
lower
income
has
more
time
to
look
for
apps
on
the
App
Store
and
eventually
buys
one
or
two.
It
should
be
noted
that
these
young
participants
only
purchase
apps
that
are
cheap
i.e.
apps
that
cost
7kr.
Otherwise
most
of
the
participants
download
free
apps
from
the
App
Store.
As
mentioned
in
the
theory
section
prior
experience
or
a
reflection
of
a
consumer’s
familiarity
with
the
product,
has
been
shown
to
strongly
influence
successive
behavior.
As
we
see
from
the
table
participants
with
most
experience
performed
well
on
the
tasks
where
as
the
novice
participants
could
not
complete
the
tasks
that
were
given
to
them.
A
typical
example
of
this
can
be
seen
in
the
app
description
page
on
the
iPad.
When
novice
participants
who
have
no
experience
of
using
the
iPad
looked
at
the
screenshot
in
the
app
description
page
they
thought
there
was
only
one
screenshot
whereas
the
experienced
participants
knew
there
were
more
screenshots
hidden
inside
the
box.
74
6.2
Discussion
of
findings
from
the
Task
Analysis
This
section
will
discuss
the
findings
from
the
tasks
that
were
performed
by
the
participants.
6.2a
What
do
users
do
when
they
visit
the
App
Store?
According
to
[Hughes,
2010]
there
are
two
types
of
users,
the
types
that
simply
browse
on
the
App
Store
and
the
types
that
search
for
a
specific
app.
However
Hughes
only
identify
these
types
of
users
for
the
desktop
iTunes
App
Store.
In
this
section
I
will
discuss
what
type
of
users
the
participants
in
my
study
are
and
what
they
actually
do
when
they
visit
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices.
Users
who
search
for
apps
on
the
App
Store
This
study
shows
that
users
not
only
search
for
specific
apps
to
solve
their
problems
but
also
search
for
apps
that
they
have
been
recommended
by
someone.
For
example
five
participants
said
that
they
used
their
iPhone
to
“search
for
apps
that
they
have
heard,
either
from
a
friend,
colleague
or
seen
it
on
the
internet”.
They
simply
search
for
the
app
to
see
if
it
is
worth
downloading
or
buying.
They
also
said
that
when
they
are
looking
for
a
specific
app
and
they
don’t
know
the
name
of
the
app
they
usually
search
for
the
apps
function
or
the
company’s
name.
For
example
one
participant
showed
that
if
he
were
looking
for
a
weather
app
he
would
search
for
“weather”
or
“SMHI”
if
he
were
looking
for
a
Swedish
weather
app.
Users
who
browse
on
the
App
Store
[Hughes,
2010]
also
clarified
that
if
users
are
just
browsing
the
App
Store
from
the
desktop
iTunes
they
will
probably
start
their
search
by
looking
at
the
“What’s
Hot”
and
“New
and
Noteworthy”,
or
the
“Top
Charts”
for
ideas.
This
statement
was
partly
true.
Half
of
the
participants
started
to
look
for
apps
in
the
“New
and
Noteworthy”
sections.
The
rest
“What’s
Hot”
when
they
visited
the
App
Store
from
the
desktop
iTunes.
75
According
to
[Hughes,
2010],
this
happens
because
most
visitors
on
the
iTunes
App
Store
are
first
attracted
to
the
colorful
icons.
And
as
most
of
the
colorful
icons
on
the
iTunes
App
Store
are
shown
on
the
first
page
in
the
“New
and
Noteworthy”
and
“What’s
Hot”
section
as
illustrated
in
the
figure
below
ten
out
12
participants
started
their
search
by
looking
in
these
two
sections
Colorful icons
Hidden icons
Colorful icons
Figure
6.2a
Participants
first
search
in
the
iTunes
App
Store.
Moreover
as
the
most
the
icons
in
the
Top
Charts
are
hidden
in
the
right
corner
of
the
App
Store’s
home
page
as
we
can
see
in
the
above
figure
almost
none
of
the
participants
were
attracted
to
look
there.
Additionally
Hughes
claimed
that
visitors
on
the
iTunes
App
Store
will
first
look
at
the
icon
and
if
the
icon
looks
interesting
they
will
read
the
name
of
the
app
and
its
category.
This
statement
was
also
found
to
be
true
as
all
participants
followed
this
order
as
we
can
see
in
figure
6.2a1.
12 12
Icon Name App Store
iTunes
Figure
6.2a1Participants
first
and
second
attention
in
the
iTunes
App
Store
76
In
the
iPad
App
Store
however,
the
statement
only
worked
partly.
As
we
can
see
in
the
next
figure
all
participants
looked
at
the
icons
first
but
only
half
of
them
looked
at
the
name
after
that.
The
other
half
looked
at
the
ratings
instead.
6 Name
12
Icon App Store
Rating
6
iPad
Finally
on
the
iPhone
App
Store
seven
participants
looked
at
the
ratings
where
as
only
five
looked
at
the
name
after
having
looked
at
the
icons
first.
5 Name
12
Icon App Store
Rating 7
Figure
6.2a2
Participants
first
and
second
attention
in
the
iPad
App
Store
iPhone
The
reason
why
participants
looked
at
the
rating
and
not
the
name
after
the
having
looked
at
the
icons
on
the
iPhone
and
iPad
App
Store
is
because
ratings
are
shown
in
the
list
on
both
iOS
devices
as
shown
in
figure
6.2a4
below.
Figure
6.2a3
Participants
first
and
second
attention
in
the
iPhone
App
Store
iPhone App Store
iTunes App Store
iPad App Store
Figure
6.2a4
The
app’s
ratings
are
shown
in
both
iPhone
and
iPad
App
Store
(iPhone
screenshot
on
the
left
and
iPad
on
the
right)
but
no
ratings
are
shown
in
the
iTunes
App
Store
(middle
screenshot).
The
app’s
category
is
show
in
both
iTunes
and
iPad
App
Store.
77
Users
in
the
app
description
page
Depending
on
the
unit
and
the
price
of
the
app
participants
behaved
differently
once
they
got
to
the
app
description
page.
If
it
was
a
free
app
they
visited,
almost
all
participants
skipped
or
quickly
skimmed
through
the
description
and
look
at
the
screenshots
and
ratings
instead.
However
if
it
was
a
paid
app
they
visited
all
participants
read
the
description.
An
interesting
notation
was
that
more
than
half
of
the
participants
looked
at
the
customer
reviews
more
on
the
iPad
and
iTunes.
This
is
because
the
customer
reviews
on
these
units
were
displayed
on
the
same
page
in
contrast
to
the
iPhone
App
Store,
which
was
displayed
on
the
following
page.
6.2b
What
obstacles
do
users
encounter
on
the
way
to
purchase
application
from
the
App
Store?
Most
of
the
participant
encountered
problems
in
the
app
description
page.
For
example
they
found
the
separation
between
current
version
and
all
version
reviews
unclear
(see
figure
6.2b).
Most
participants
did
not
know
there
was
different
versions
of
reviews,
thus
when
there
was
there
were
no
review
on
the
current
version
they
assumed
it
applied
for
all,
most
participants
missed
to
click/tap
on
the
“All
Versions”
to
see
the
older
reviews
of
an
application.
Another
obstacle
the
participants
encountered
was
on
the
screenshots
on
the
iPad
App
Store.
Most
of
the
participants
especially
those
who
never
used
the
iPad
App
Store
found
the
screenshot
in
the
app
description
page
deceiving.
This
is
because
there
was
no
indication
that
showed
the
number
of
screenshots
thus
participants
thought
there
was
only
one
screenshot
that
was
displayed.
Similarly
when
the
participants
visited
the
category
section
in
the
iPad
App
Store
they
found
the
icon
of
the
categories
misleading.
This
was
because
the
icon
that
represented
each
category
was
taken
from
the
same
category
and
this
made
the
participants
confusing
thinking
it
is
an
app
and
not
a
category.
Another
difficulty
many
participants
had
was
finding
sub-?categories
on
the
App
Store
from
both
iTunes
and
iPad.
All
participants
failed
this
task
on
both
units
because
it
was
not
intuitive.
Figure
6.2b
Customer
Reviews
“Current”
and
“All
versions”
in
the
App
Store
78
To
find
the
sub
categories
on
the
iTunes
App
Store
participants
had
to
first
choose
a
category
that
has
a
sub
category
i.e.
Games
and
then
scroll
down
to
the
bottom
of
the
page.
On
the
iPad
App
store
the
participants
had
to
filter
the
apps
by
selecting
Games
from
the
Top
Chart
category
section.
6.2c
What
do
users
think
of
digital
magazine
subscription
on
the
App
Store?
Most
of
the
participants
were
confused
about
the
price
of
the
magazines
on
the
App
Store.
Since
none
of
the
participants
had
ever
subscribed
to
a
digital
magazine
before,
most
of
them
though
the
magazines
were
all
free
because
the
app
was
free.
The
participants
did
not
understand
that
it
was
a
subscription
and
that
they
had
to
pay
for
each
number.
Those
who
understood
that
it
was
a
subscription
said
they
would
expect
to
get
some
discount
or
get
few
numbers
for
free.
Participants
were
also
confused
about
the
plus
signs
inside
the
icons,
and
they
thought
the
icons
had
the
more
or
less
the
same
pattern
and
look
which
is
easy
to
recognized
nevertheless
they
thought
there
should
be
an
image
on
the
icon
instead
i.e.
the
first
page
of
the
magazine.
When
the
participants
were
asked
whether
they
would
buy
or
subscribe
to
any
of
the
magazines
from
Bonnier
Tidskrifter
most
of
them
said
they
would
subscribe
to
“Krysst”,
“Illustrerad
Vetenskap”
or
“All
om
mat”.
Participants
chose
“Illustrerad
Vetenskap”
because
they
recognized
it
and
they
liked
that
it
has
the
same
font
as
the
print
magazine
and
they
chose
“All
om
mat”
because
they
liked
the
design
but
also
because
they
were
interested
in
food.
In
general
most
of
the
participants
thought
the
price
of
the
magazines
was
a
bit
expensive
especially
those
who
picked
Illustrerad
Vetenskap
which
cost
56kr
for
each
number.
Some
participants
said
they
would
rather
download
a
free
magazine,
which
has
some
kind
of
advertising
in
it.
Some
participants
said
they
could
imagine
buying
a
number
or
two
if
they
really
liked
it
and
they
get
something
for
free
as
well.
6.2d
What
visual
elements
did
participants
remember
from
the
App
Store?
As
pointed
out
by
[Ware,
2008]
visual
memory
is
a
process
that
is
pure
attention.
It
is
a
temporary
binding
together
of
visual
features
and
patterns
that
seem
most
relevant
to
the
cognitive
thread.
To
find
a
pattern
and
see
what
visual
features
attracts
users
attention
on
the
App
Store
I
identified
nine
quiz
questions,
which
I
used
to
test
the
participants
memory
retention
“what
”
and
“where”.
In
this
section
I
will
identify
the
major
findings
from
the
quiz
questions.
79
What
visual
elements
did
participants
remember
on
the
App
Store
from
respective
units?
In
general
the
majority
of
the
participants
remembered
apps
from
the
Top
Grossing
list
on
the
iPhone
App
Store.
This
is
because
participants
could
recognize
most
of
the
apps
from
the
list.
The
reason
why
participants
remembered
more
apps
from
the
iPhone
App
Store
than
from
the
iTunes
App
Store
might
be
because
there
are
fewer
apps
listed
on
the
iPhone
App
Store.
Moreover
the
apps
on
the
iPhone
App
Store
are
displayed
in
a
compact
way
unlike
the
iTunes
App
Store.
This
may
have
helped
the
participant’s
process
of
finding
an
app
that
they
recognize
which
they
eventually
could
remember.
It
should
also
be
note
that
even
though
there
is
less
information
in
the
lists
on
the
iPhone
App
Store,
the
existing
information
is
highly
visible.
As
we
could
see
in
figure
6.2a4
it
is
not
only
the
ratings
that
is
highly
visible
in
the
list
on
the
iPhone
App
Store
but
also
the
name
of
the
app,
which
is
bigger
and
bolder
than
what
it
is
on
the
iPad
App
Store
for
instance.
Similarly
we
could
observe
from
the
figure
that
the
plus
sign
(which
indicates
the
compatibility
of
the
app)
is
also
more
visible
on
the
iPhone
App
Store
hence
most
participants
could
remember
apps
with
the
plus
sign
more
from
the
iPhone
App
Store
than
the
other
two
units.
Moreover
most
participants
remembered
an
app
because
they
recognized
it
from
earlier
or
because
it
was
among
the
top
apps
i.e.
the
first
app.
When
participants
were
asked
to
remember
which
specific
app
they
visited
recently
they
often
tried
to
remember
a
name,
which
sounded
convenient
to
them.
For
example
the
participant
who
visited
the
app
Peka
&
Lär
ABC
shown
in
figure
below
remembered
the
name
1-?2-?3
Räkne
app
för
barn.
Nasa App Peka & Lär ABC
TED
Figure
6.2d
App
remembered
by
a
participant
The
understanding
if
this
participant
could
be
that
the
app
was
an
education
app
for
children,
and
because
the
names
leaning
ABC
and
learning
1-?2-?3
for
children
is
related
to
each
other
and
they
both
sound
convenient
the
participant
remembered
the
name
Räkne
app
för
barn
instead.
Because
of
this
the
participant
also
wrote
the
wrong
elements
1-?2-?3.
Most
participants
remembered
the
item
from
the
icon
and
most
of
its
colors
especially
if
the
icon
had
strong
colors
such
as
blue,
red,
yellow,
green
and
black.
If
we
take
the
app
Peka
&
Lär
ABC
again
we
see
that
it
has
strong
colors
hence
the
participant
who
visited
the
app
remembered
all
the
colors
plus
the
color
red,
which
is
not
shown
in
the
app.
80
When
participants
were
asked
how
much
the
app
they
visited
cost
the
majority
of
the
participants
remembered
the
correct
price
of
the
app
from
the
iPad
App
Store
and
the
iPhone
App
Store
this
may
be
because
the
price
of
the
app
is
already
shown
in
the
list
on
both
iOS
devices.
The
price
of
the
app
is
not
displayed
in
the
list
on
the
iTunes
App
Store,
however
what
is
interesting
is
that
if
users
hovers
the
mouse
over
the
apps
on
the
Top
Char
the
price
is
suddenly
displayed.
This
is
was
something
that
several
participants
found
confusing.
6.3
Discussion
of
findings
from
Post
test
questionnaires
In
this
part
I
will
present
the
insights
from
the
post
test-?questionnaires.
The
findings
from
the
post-?test
questionnaires
will
help
us
answering
the
last
research
questions.
Which
unit
do
users
prefer
to
use
to
visit
the
App
Store?
Half
of
the
participants
preferred
the
iPad
App
Store
of
all
the
three
units.
They
preferred
it
because
they
felt
it
was
a
mixture
of
both
iTunes
App
Store
and
iPhone
App
Store.
They
thought
it
was
intuitive,
clear
and
easy
to
use.
Most
participants
also
liked
the
interface,
the
navigation
and
the
filtering
of
multiple
options.
However
participants
found
it
difficult
to
find
sub-?categories
on
the
iPad
App
Store,
they
also
didn’t
like
the
categories
they
found
it
disordered
and
misleading
because
of
the
misleading
icons.
Likewise
they
found
the
separation
of
the
current/
all
version
choice
of
the
customer
rating
in
the
app
description
page
misleading.
Five
participants
preferred
the
iPhone
App
Store
of
all
three
units
because
they
found
it
to
be
intuitive
and
easy
to
navigate,
nevertheless
most
participants
thought
it
had
to
limited
functions
i.e.
participants
wanted
to
see
the
features
“More
Apps
by
this
developer”
and
“Customers
also
bought”
in
the
app
description
page.
Finally
only
one
participant
preferred
the
desktop
iTunes
App
Store.
Although
few
other
participants
also
thought
it
had
a
good
interface
and
a
range
and
diversity
of
apps
the
majority
of
the
participants
found
it
messy
and
disordered,
they
also
thought
it
had
a
bad
navigation
and
that
it
didn’t
display
important
information
such
as
ratings
in
the
list.
81
7.
Conclusions
This
chapter
will
present
the
conclusions
that
were
drawn
from
my
study.
It
will
also
give
implications
for
application
developers
specifically
for
the
digital
magazine
publishing
company
Bonnier
Tidskifter
AB.
There
are
various
factors
that
mobile
application
consumers
takes
into
consideration
when
purchasing
mobile
application
from
the
App
Store.
From
the
main
findings
of
the
present
study
it
can
be
concluded
that:
1. Consumers
on
the
App
Store
behave
differently
depending
on
the
unit
they
are
using.
This
is
because
applications
on
the
App
Store
are
presented
differently
in
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices.
2. When
consumers
are
looking
at
a
paid
app
in
the
app
description
page
no
matter
which
unit
they
visit
it
from,
they
often
consider
the
description
the
screenshots,
and
the
ratings
whereas
they
do
not
consider
these
features
so
much
when
they
look
at
a
free
app
on
the
App
Store.
3. Consumers
consider
reading
the
customer
reviews
on
the
iTunes
and
iPad
App
Store
more
than
on
the
iPhone
App
Store
because
the
customer
reviews
on
these
two
units
are
displayed
on
the
same
page.
4. When
consumers
browse
the
App
Store
from
the
iTunes
they
may
browse
more
on
the
main
page
because
that
is
where
all
the
attractive
icons
are
listed.
On
the
other
hand
consumers
may
browse
more
on
the
Top
Chart
on
the
iPad
and
iPhone
App
Store.
5. According
to
the
present
study
the
following
factors
are
identified
as
obstacles
for
consumers
on
the
way
to
purchase
application
from
the
App
Store.
• Confusion
about
the
customer
reviews
separation
that
is
between
the
current
version
and
all
versions
in
both
iTunes
and
iPad
App
Store.
• Lack
of
knowledge
on
the
appearance
of
screenshot
in
the
app
description
page
on
the
iPad
App
Store.
6. Consumers
on
the
App
Store
seem
to
be
attracted
of
visual
elements
that
they
are
already
familiarized
with,
apps
with
famous
logos
and
known
fonts
and
styles
but
also
to
coherent
and
descriptive
app
names
and
strong
colors
(i.e.
red,
green,
yellow,
black
and
blue,
respectively).
7. Consumers
found
the
iTunes
App
Store
messy
and
cumbersome
to
use.
They
preferred
using
the
iPad
App
Store
because
they
found
it
to
be
a
good
mixture
of
both
iTunes
and
iPhone
App
Store
but
also
because
it
has
more
options
to
consider
e.g.
the
ability
to
view
both
Top
Free
and
Top
Paid
apps
on
the
same
page.
82
7.1
Recommendations
This
study
provides
us
with
useful
suggestions
and
recommendations,
which
application
developers,
and
digital
magazine
publishers
can
take
advantage
of.
In
order
to
influence
more
downloads
and
successfully
sell
iPhone/iPad
apps
on
the
App
Store
one
should
consider
to:
? Have
a
recognizable
and
understandable
app
icon
with
branded
font
styles
and
strong
colors
e.g.
red,
green,
yellow,
blue
or
black.
Making
the
app
recognized
seem
to
be
the
best
way
to
influence
more
visit
and
possible
download.
Advertise
the
app:
A
good
way
to
make
an
app
more
recognizable
is
by
advertising
it.
This
can
be
done
for
example
using
the
electronic
word
of
mouth.
The
study
showed
that
users
also
search
for
apps
that
they
have
been
recommended,
i.e.
by
their
friends,
colleges
hence
using
the
word
of
mouth
method
would
be
an
excellent
way
to
get
the
apps
message
out.
The
word
of
mouth
is
reputation-?based
form
of
marketing.
It
is
about
building
momentum
for
an
app
and
getting
everyone,
especially
key
influencers,
to
talk
about
the
app.
Put
the
print
magazines
coverage
on
the
icon:
Since
consumers
might
recognize
the
magazines
coverage
putting
the
cover
page
of
the
print
magazine
on
the
icon
may
trigger
the
consumers
even
more.
Fortunately
Bonnier
Tidskrifter
AB
has
already
done
this
change.
At
the
time
of
this
study
the
cover
page
of
the
magazines
from
Bonnier
Tidskrifter
AB
was
not
on
the
icons.
Have
icons
that
clearly
show
a
connection
with
the
apps
function:
A
good
example
of
this
can
be
seen
on
the
app
“Krysset”.
Because
this
app
had
a
clear
connection
with
its
function
participants
immediately
understood
what
the
app
was
about
and
quickly
decided
to
click
on
it
to
see
more
information.
Get
your
app
on
the
main
page
on
the
iTunes
App
Store:
This
is
particularly
important
when
your
app
is
new.
Hence
most
consumers
will
look
at
the
main
page
in
first
hand
when
they
visit
the
App
Store
from
the
iTunes.
Once
the
app
is
known
you
should
try
to
move
it
among
the
Top
Chart
to
gain
more
visits
and
downloads
from
consumers
who
visit
the
App
Store
from
their
mobile
devices.
Get
customer
reviews
fast
for
the
updated
version
of
your
app:
It
is
important
that
the
app
gets
customer
reviews
as
soon
as
it
has
been
updated
in
order
for
consumers
to
see
there
are
reviews
on
the
current
version.
One-?way
of
doing
this
is
can
be
by
rewarding
frequent
app
users
to
write
review
about
the
updated
version.
?
?
?
?
?
83
?
?
Choose
the
right
screenshot
for
your
iPad
app:
When
deciding
which
screenshot
you
want
to
show
on
the
iPad
App
Store
you
should
focus
on
putting
the
most
relevant
screenshot
first
since
novice
users
may
miss
to
look
at
the
other
screenshots.
Another
solution
would
be
to
add
indication
e.g.
an
arrow
on
the
first
screenshot
that
shows
the
consumers
there
are
more
screenshot
to
follow.
Since
most
participants
seem
to
prefer
to
use
the
iPad
App
Store
it
is
advisable
to
give
more
attention
on
the
iPad
apps
in
the
future,
however
as
most
participants
found
the
price
of
digital
magazines
confusing
and
a
bit
expensive
it
would
be
advisable
to
reconsider
the
pricing
strategy
and
make
it
more
clear
e.g.
highlight
discounts
and
new
offers
in
the
app
description
page.
7.2
Future
research
This
has
been
a
very
interesting
and
rewarding
study.
In
the
future
I
recommend
similar
study
in
a
larger
scale,
since
the
present
study
had
time
and
resource
limitations
I
could
only
conduct
the
study
with
a
small
groups
of
people.
Hence
it
would
be
interesting
to
conduct
a
study
on
a
larger
sample
including
people
from
different
backgrounds
with
different
gender.
This
could
find
new
segments,
with
new
analytical
possibilities.
It
would
also
be
interesting
to
do
similar
study
with
and
without
the
think
aloud
method
and
other
data
gathering
techniques
e.g.
eye
tracing
technology
to
see
the
possible
different
result
that
could
be
obtained.
This
study
was
conducted
from
the
consumers
point
of
view;
in
the
future
it
could
be
conducted
with
greater
focus
towards
the
application
retailer
or
look
at
the
consumer
behavior
on
other
platforms
such
as
Google’s
Android
Market
and
see
if
the
found
factors
are
the
same.
In
general,
this
study
could
be
conducted
with
a
greater
range
of
properties
and
with
greater
detail
towards
the
specific
factors.
84
8.
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2011
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free
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14
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14
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Appendix
Hej
Jag
håller
på
att
gör
en
studie
om
App
Store
för
mitt
examensarbete
tillsammans
med
Bonnier
Tidskrifter
AB
och
jag
söker
13
deltagare
som
är
mellan
20
och
50
år,
har
en
iPhone,
iPod
Touch
eller
iPad
och
är
intresserade
av
appar.
Studien
äger
rum
på
Ekononmikum
i
Uppsala
och
tar
ca
1
timme.
Jag
kommer
att
bjuda
på
lite
fika
och
som
kompensation
får
man
en
årsprenumeration
på
valfri
tidning
från
Bonnier
Tidskrifter.
Kravet
för
att
man
ska
delta
i
studien
är
att
ni
har
en
iPhone,
iPod
Touch
eller
en
iPad
och
att
ni
har
besökt
App
Store
mer
än
en
gång.
Om
ni
är
intresserad
av
att
delta
i
studien
behöver
ni
ta
med
er
eren
iPhone
eller
iPod
Touch
när
ni
kommer.
Ni
kan
delta
i
studien
när
som
helst
under
vecka
25
–
27.
Skicka
ett
e-?mail
till
[email protected]
eller
ring
073
-?
583
71
93
så
bokar
jag
in
er
direkt.
Med
vänliga
Hälsningar
Romel
89
Appendix
I.
Looking
for
Participants
Deltagare
sökes
till
en
studie
om
App
Store
Appendix
II
Introduction
to
the
study
Hej
och
välkommen!
Först
och
främst
vill
jag
tacka
dig
för
att
du
har
kommit
hit.
Du
har
alltså
kommit
hit
för
att
delta
i
en
studie
om
App
Store
som
jag
genomför
tillsammans
med
Bonnier
Tidskrifter
AB.
Du
kommer
att
får
göra
ett
antal
uppgifter
på
App
Store
från
iTunes
på
datorn,
din
iPhone/iPod
Touch
och
iPaden.
Uppgifterna
på
varje
enhet
tar
ca
10
minuter
och
efter
varje
session
kommer
du
att
få
en
kort
frågeformulär
där
du
får
svara
på
några
frågor
gällande
användningen
av
App
Store
på
varje
enhet.
När
du
har
gjort
klart
uppgifterna
på
alla
enheter
kommer
du
att
få
en
jämförelse
frågeformulär
där
du
får
jämföra
App
Store
i
all
tre
enheter
och
därefter
är
du
klar.
Hela
sessionen
kommer
att
ta
ungefär
1
timme.
Jag
kommer
undertiden
att
sitta
med
dig,
ställa
lite
frågor
och
be
dig
göra
ett
antal
uppgifter.
Sedan
kommer
jag
att
observera
dig
medan
du
löser
uppgifterna.
När
du
löser
uppgifterna
är
det
viktigt
att
du
försöker
lösa
de
som
du
skulle
göra
under
vanliga
förhållanden.
Du
skall
veta
att
jag
inte
testar
dig
på
något
sätt
utan
du
gör
detta
för
att
hjälpa
mig
och
företaget
att
förstå
användningen
av
App
Store
från
dessa
tre
enheter.
Jag
kommer
att
ta
anteckningar
och
spela
in
sessionen
på
video
och
ljud.
Jag
gör
detta
för
att
mina
anteckningar
skall
vara
så
noggranna
som
möjligt.
Innan
vi
börjar
måste
du
skriva
några
papper.
Intoduktion
till
studien
90
Appendix
III.
The
consent
form
Välkommen
till
studien
om
App
Store!
Jag
är
mycket
tacksam
över
att
du
vill
ställa
upp
och
hjälpa
till
med
denna
studie.
Som
deltagande
har
du
ett
antal
rättigheter
som
du
bör
känna
till.
De
data
som
genereras
och
sparas
är
inte
för
att
förknippa
dig
med
enskilda
resultat.
Du
har
när
som
helst
rätt
att
avbryta
studien.
Du
har
rätt
att
få
hela
studien
förklarat
för
dig
om
du
så
önskar,
dess
syfte,
metod
etc.
Jag
kommer
att
observera
dig
och
ställa
frågor
under
hela
sessionen.
Studien
kommer
att
spelas
in.
Utdrag
ut
denna
inspelning
kan
komma
användas
vid
en
presentation
för
Bonnier
Tidskrifter
AB
samt
vid
en
presentation
inför
lärarna
vid
Uppsala
Universitet.
Nedan
får
du
två
val.
Ringa
in
det
val
du
samtycker
med.
Jag
godkänner
att
utdrag
ur
inspelningen
får
visas.
Jag
godkänner
INTE
att
utdrag
ur
inspelningen
får
visas.
_________________________
_________________________
___________________________
Ort
och
datum
Namnteckning
Namnförtydligande
Samtyckande
form
om
inspelning
91
Appendix
IV.
Pre
test
questionnaire
? Man
Bakgrunds
frågeformulär
1. Är
du
man
eller
kvinna?
? Kvinna
2. Hur
gammal
är
du?
________________________
3. Vad
har
du
för
yrke?
____________________________________________________________________________________
4. Hur
mycket
pengar,
efter
skatt,
tjänar
du
i
genomsnitt
varje
månad?
(Ink.
Lön,
bidrag,
lån,
etc)
5. Har
du
en
iPhone?
Om
ja,
vilken
modell
? ? ? ? ?
5
000
–
6
999
SEK
7
000
–
8
999
SEK
9
000
–
10
999
SEK
11
000
–
12
999
SEK
?
13
000
SEK
? ? ? ?
iPhone
iPhone
3G
iPhone
3GS
iPhone
4
6. Har
du
använt
en
androidtelefon
förut?
? Ja
? Nej
7. Hur
länge
har
du
haft
din
iPhone?
92
Ca:________________________
8. Hur
många
timmar
per
dag
använder
du
din
iPhone?
<
½
h ? ½
h
-?3
h ? 4-?7
h ? >7
h ?
9. Till
vad
använder
du
din
iPhone
främst? (Rangordna
5
alternativ)
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
främst
använder
din
iPhone
till
och
5
är
det
alternativ
du
använder
din
iPhone
minst
till.
____
Ringa/SMS/MMS
____
E-?mail
____
Söka
information/surfa
runt
____
Spela
spel
____
Lyssna
på
musik
____
Titta
på
video
klipp
____
Hämta
och
köpa
appar
från
på
App
Store
10. Hur
många
appar
har
du
i
din
iPhone? (Om
du
inte
räknar
med
förinstallerade appar)
? ? ? ? ?
<
20
21
–
50
51
–
80
81
–
100
>
100
11.
Hur
många
av
dem
är
betalda
appar?
Inga
?
1-?5
st
?
6-?10
st
?
>
10
st
?
12.
Har
du
en
iPad?
(Om
nej
gå
till
fråga
16)
Ja
?
Nej
?
13.
Till
vad
använder
du
din
iPad
främst? (Rangordna
5
alternativ)
93
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
främst
använder
din
iPad
till
och
5
är
det
alternativ
du
använder
din
iPad
minst
till.
____
Läsa
tidning/magasin
____
Spela
spel
____
Titta
på
film
____
Surfa
på
internet
med
Safari
____
Leta
efter
och
hämta
appar
på
App
Store
____
Lyssna
på
musik
____
Skicka
/läsa
E-?mail
14. Hur
många
appar
har
du
i
din
iPad? (Om
du
inte
räknar
med
förinstallerade appar)
? ? ? ? ?
<
20
21
–
50
51
–
80
81
–
100
>
100
15. Hur
många
av
dem
är
betalda
appar?
Inga
?
1-?5
st
?
6-?10
st
?
>
10
st
?
16. Har
du
använt
en
iPad
eller
annan
surf-?eller
läsplatta
förut?
Om
ja
hur
många
gånger,
om
nej
gå
till
fråga
18
1
gång
?
2-?6
gånger
?
7-?10
gånger
?
>
10
gånger
?
17.
Till
vad
använde
du
surf-?eller
läsplattan
främst?
(Rangordna
5
alternativ)
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
främst
använde
surfplattan
till
och
5
är
det
alternativ
du
använde
läsplattan
minst
till.
____
Läste
en
tidning/magasin
____
Spelade
spel
____
Tittade
på
video
____
Surfade
på
internet
med
Safari
____
Hämtade/
köpte
appar
på
App
Store
____
Lyssnade
på
musik
____
Skickade
/läste
E-?mail
18. Har
du
besökt
App
Store
med
en
iPad
förut?
Om
ja
hur
många
gånger,
om
nej
gå
till
fråga
20
1
gång
?
2-?6
gånger
?
7-?10
gånger
?
>
10
gånger
?
19. Vad
gjorde
du
när
du
besökte
App
Store
med
iPaden?
(Rangordna
5
alternativ)
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
främst
gjorde
när
du
besökte
App
Store
och
5
är
det
alternativ
du
gjorde
minst
när
du
besökte
App
Store
med
iPaden.
94
____
Bläddrade
runt
Top
Charts
____
Bläddrade
runt
i
Kategorier
____
Bläddrade
runt
i
blickfånget
____
Sökte
efter
appar
____
Köpte
appar
____
Hämtade
gratis
appar
____
Läste
beskrivningar
och
användarens
omdöme
av
olika
appar
20. Hur
ofta
besöker
du
App
Store
med
din
iPhone?
Sällan
? Varannan
dag
?
En
gång
per
dag
?
Flera
gånger
per
dag
?
21. Vad
gör
du
när
du
besöker
App
Store
med
din
iPhone?
(Rangordna
5
alternativ)
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
gör
främst
när
du
besöker
App
Store
med
din
iPhone
och
5
är
det
alternativ
du
gör
minst
när
du
besöker
App
Store
med
din
iPhone.
_____Bläddrar
runt
i
Topp
25
_____Bläddrar
runt
i
Kategorier
_____Bläddrar
runt
i
blickfånget
_____Söka
efter
appar
_____Köpa
appar
____
Hämta
gratis
appar
_____Läsa
beskrivningar
och
användarens
omdöme
av
en
olika
appar
22.
Har
du
besökt
App
Store
med
iTunes
på
datorn
förut?
Om
Ja
hur
många
gånger
om
NeJ
gå
till
fråga
24.
Nej
?
En
gång ?
2-?6
gånger
?
7-?10
gånger
?
>
10
gånger
23. Vad
gjorde
du
när
du
besökte
App
Store
med
iTunes
på
datorn?
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
gjorde
främst
när
du
besökte
App
Store
med
iTunes
på
dator
och
5
är
det
alternativ
du
gjorde
minst
när
du
besökte
App
Store
med
iTunes
på
datorn.
Ringa
också
in
till
vilken
enhet
du
använde
App
Storen
till
(iPhone,
iPad
eller
båda
enheterna)
____
____
____
____
____
____
____
Letade
efter
appar
i
Top
Charts
till
iPhone
iPad
båda
enheterna
Letade
efter
appar
i
blickfånget
till
iPhone
iPad
båda
enheterna
Letade
efter
appar
i
kategorier
till
iPhone
iPad
båda
enheterna
Sökte
efter
appar
till
iPhone
iPad
båda
enheterna
Köpte
appar
till
iPhone
iPad
båda
enheterna
Hämtade
gratis
appar
till
iPhone
iPad
båda
enheterna
Läste
beskrivningar
och
användarens
omdöme
till
iPhone
iPad
båda
enheterna
24.
Har
du
besökt
Googles
Android
Market
för
ut?
Om
ja
med
vilken
enhet/enheter?
Nej
?
Telefonen
?
Webben
?
Surf-?eller
läsplattan
?
95
Appendix
V.
Questions
about
the
use
of
App
Store
Frågeformulär
om
användningen
av
App
Store
Var
snäll
och
markera
enheten
och
fyll
i
enkäten
så
ärligt
som
möjligt,
motivera
gärna
ditt
svar.
Ditt
svar
kommer
att
ha
stort
betydelse
för
denna
studie.
1. Vad
är
ditt
allmänna
intryck
av
App
Store
i
iTunes,
iPhonen
och
iPaden?
? Mycket
bra
? Bra
? Tillfredsställande
? Dåligt
? Mycket
dåligt
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
2. Vad
tycker
om
sortering
funktionen
(Free/Paid/Grossing)
i
App
Sore
i
iTunes,
iPhonen
och
iPaden?
? Mycket
bra
? Bra
? Tillfredsställande
? Dåligt
? Mycket
dåligt
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
3. Hur
lätt
var
det
att
navigera
tillbaka
till
en
sida
i
App
Store
i
iTunes,
iPhonen
och
iPaden?
? Mycket
lätt
? Enkel
? Medel
? Svårt
? Mycket
svår
Motivera
Gärna
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
96
4. Hur
lätt
var
det
att
navigera
tillbaka
till
App
Stores
huvudsida
i
iTunes?
? Mycket
lätt
? Enkel
? Medel
? Svårt
? Mycket
svår
Motivera
Gärna
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
5. Hur
lätt
var
det
att
hitta
kategorierna
i
App
Store
i
iTunes,
iPhonen
och
iPaden?
? Mycket
lätt
? Enkelt
? Medel
? Svårt
? Mycket
Svår
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
6. Hur
lätt
var
det
att
hitta
del-?kategorin
pusselspel
i
App
Store
i
iTunes,
iPhonen
och
iPaden?
? Mycket
lätt
? Enkelt
? Medel
? Svårt
? Mycket
Svår
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
97
7. Vad
tycker
du
om
sökningen
i
App
Store
i
iTunes,
iPhone
och
iPaden?
? Mycket
bra
? Bra
? Tillfredställande
? Dåligt
? Mycket
dåligt
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
8. Vad
tycker
du
om
söknings
funktionen
Power
Search
i
App
Store
i
iTunes?
? Mycket
bra
? Bra
? Tillfredställande
? Dåligt
? Mycket
dåligt
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
10. Vad
tycker
du
om
filtreringen
av
iPhone
och
iPad
appar
i
App
Store
i
iTunes
och
iPaden?
? Mycket
bra
? bra
? Tillfredställande
? Dåligt
? Mycket
dåligt
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
98
11. Hur
lätt
var
det
att
hitta
appar
i
App
Store
i
iTunes,
iPhone
och
iPaden?
? Mycket
lätt
? Enkelt
? Medel
? Svårt
? Mycket
svårt
Motivera
gärna
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
12. Vilka
tre
saker
gillar
du
bäst
med
App
Stor
i
iTunes,
iPhonen
och
iPaden?
a. ___________________________________________________________
b. ___________________________________________________________
c.
___________________________________________________________
13. Vilka
tre
saker
gillar
du
minst
med
App
Stor
i
iTunes,
iPhonen
och
iPaden?
a. ___________________________________________________________
b. ___________________________________________________________
c. ___________________________________________________________
14. Om
du
var
tvungen
att
betygsätta
App
Store
i
iTunes,
iPhonen
och
iPaden,
från
A
till
F,
där
A
var
lyckat
och
F
misslyckat,
vilket
betyg
skulle
du
ge
det
och
varför?
? A
? B
? C
? D
? E
? F
Motivera
gärna
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
99
15. Om
du
fick
göra
ändringar
i
App
Store
i
iTunes,
iPhone
och
iPaden
vilka
förändringar
skulle
du
göra?
Motivera
gärna
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
16. Kommer
du
att
fortsätta
använda
App
Store
i
iTunes,
iPhonen
och
iPaden?
? Ja
? Kanske
? Nej
17.
Skulle
du
rekommendera
någon
att
använda
App
Store
i
iTunes,iPhonen
och
iPaden?
? Ja
? Kanske
? Nej
18. Vänligen
ange
om
du
håller
med
eller
inte
i
följande
uttalande.
100
Appendix
VI.
Comparison
questions
about
the
App
Store
Jämförelse
av
App
Store
i
iTunes,
iPhonen
och
iPaden
Var
snäll
och
fyll
i
denna
enkät
så
ärligt
som
möjligt,
motivera
gärna
ditt
svar.
Ditt
svar
kommer
att
ha
stort
betydelse
för
denna
studie.
1. I
allmänt
så
tycker
jag
att
App
Store
var
bäst
i:
Välj
ett
av
de
alternativen.
? i
iPhonen
? iTunes
? iPaden
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
2. Jag
tycker
att
filtreringen
av
iPhone
och
iPad
appar
var
bättre
i
iPaden
jämfört
med
i
iTunes.
Ringa
in
den
siffran
i
skalan
som
passar
dig
bäst
Håller
inte
med
1
2
3
4
5
6
7
Håller
med
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
3. Jag
tycker
att
sorteringen
av
Free/Paid/Grossing
var
bäst
i:
Välj
ett
av
alternativen
? i
iPhonen
? iTunes
? iPaden
101
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
4. Jag
tycker
generellt
att
det
var
lättast
att
hitta
appar
i:
Välj
ett
av
alternativen
? iPhonen
? iTunes
? iPaden
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
5. Jag
tycker
att
det
var
enklast
att
navigera
i:
? i
iPhonen
? iTunes
? iPaden
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
6.
Vad
tyckte
du
var
största
skillnaden
i
App
Store
mellan:
a. iTunes
på
datorn
och
iPhonen
______________________________________________________________________________________
______________________________________________________________________________________
102
b. iTunes
på
datorn
och
iPaden
_____________________________________________________________________________________
c. iPhonen
och
iPaden
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
7.
Vad
tyckte
du
är
största
skillnaden
mellan
Apples
App
Store
och
Googles
Android
Market?
Svara
endast
om
du
har
använt
Android
Market
förut.
a. I
datorn:
App
Store
i
iTunes
och
Android
Market
på
webben
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
b. I
telefonen:
App
Store
i
iPhonen
och
Android
Market
i
android-? telefoner
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
c. I
surfplattan:
App
Store
för
iPad
och
surfplattor
med
Android.
___________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
103
doc_477816634.pdf
A mobile application is a software application designed to run on smartphones, tablet computers and other mobile devices. They are usually available through application distribution platforms, which are typically operated by the owner of the mobile operating system, such as the Apple App Store, Google Play, Windows Phone Store, and BlackBerry App World.
Consumer
behaviour
in
Apple’s
App
Store
Romel
Ayalew
Master’s
Thesis
in
Human
Computer
Interaction
(30
ECTS
credit)
Human
Computer
Interaction
Programme
Uppsala
University
Fall
2011
1
Abstract
Mobile
applications
stores
such
as
Apple’s
App
Store
and
Google’s
Android
Market
revolutionized
the
distribution
of
applications
for
mobile
devices.
However,
with
thousands
of
application
submissions,
limited
testing
resources
and
the
lack
of
an
effective
filtering
mechanism,
application
stores
suffer
from
information
overload
and
a
risk
of
releasing
poor
quality
applications
that
could
create
confusion
to
consumers
and
may
seriously
affect
the
App
store
markets.
Thus
concern
has
been
raised
whether
applications
have
been
developed
according
to
the
need
and
interest
of
consumers.
Therefore,
the
purpose
of
this
study
was
mainly
to
identify
and
get
insight
into
the
main
factors
that
mobile
application
consumer
takes
into
consideration
when
purchasing
mobile
applications
from
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices:
iPhone,
iPad
and
iPod
Touch.
In
this
study
both
qualitative
and
quantitative
case
study
approach
was
used.
Accordingly
twelve
participants
were
selected
from
Stockholm
and
Uppsala
area
and
their
behaviour
in
the
Apple’s
App
Store
from
the
desktop
iTunes
and
the
mobile
App
Store
on
iOS
devices
was
observed
and
recorded.
Additionally
questionnaires
were
administered
to
all
participants
in
order
to
gather
the
necessary
information.
Consumers
on
the
App
Store
behave
differently
depending
on
the
unit
they
are
using.
This
is
because
applications
on
the
App
Store
are
presented
differently
in
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices.
The
study
shows
that
young
consumers
with
lower
income
purchase
apps
more
frequently
than
the
consumers
with
higher
income.
It
also
shows
that
consumers
often
consider
the
description,
the
screenshots,
and
the
ratings
when
they
are
interested
in
buying
applications.
Furthermore
consumers
take
a
look
more
on
ratings
in
the
list
on
the
iPhone
and
iPad
App
Store
because
the
ratings
are
not
shown
in
the
list
on
the
iTunes
App
Store.
Similarly
consumers
tend
to
read
the
customer
reviews
more
on
the
iTunes
and
iPad
App
Store
as
the
customer
reviews
on
the
iPhone
App
Store
is
displayed
in
another
page.
Consumers
were
found
to
be
more
attracted
by
visual
elements
that
they
are
already
familiarized
with,
apps
with
famous
logos
and
known
fonts
and
styles
but
also
to
coherent
and
descriptive
app
names
and
strong
colors
(i.e.
red,
green,
yellow,
black
and
blue,
respectively).
The
majority
of
the
participants
found
the
iTunes
App
Store
messy
and
cumbersome
to
use.
They
preferred
using
the
iPad
App
Store
because
they
found
it
to
be
a
good
mixture
of
both
iTunes
and
iPhone
App
Store
but
also
because
it
has
more
options
to
consider.
Although
consumers
behave
differently
depending
on
the
unit
they
are
using,
the
visual
element
of
the
apps,
prior
knowledge
of
consumers
about
the
name
of
the
apps,
ratings,
easy
accessibility
of
screenshots
and
customer
reviews
of
the
apps
were
found
to
be
the
main
factors
to
be
considered
by
consumers
when
they
visit
app
stores
for
purchase.
Thus
application
developers
and
digital
magazine
publishers
should
consider
these
consumer
behaviours
in
order
to
influence
more
downloads
and
successfully
sell
apps
on
the
app
stores.
Keywords:
Apps,
Apple’s
App
Store,
Consumer
behaviour,
iPhone,
iPad,
iTunes.
2
Acknowledgements
This
is
a
Master’s
thesis,
which
completes
my
Human
Computer
Interaction
study
at
Uppsala
University.
The
thesis
is
supported
by,
the
Sweden’s
leading
magazine
publisher
Bonnier
Tidskifter
AB.
First
of
all
I
would
like
to
thank
my
supervisor
professor
Mikael
Wiberg
at
the
Uppsala
University,
Professor
Mats
Lind,
Stanislaw
Zabramski
and
Solomon
Wondimkun
for
all
feedback
and
great
discussion
regarding
my
thesis.
Then
I
would
like
to
thank
Minna
Räsänen
(senior
lecturer
in
Media
Technology
at
Södertörn
University)
who
helped
me
find
this
thesis
project.
Finally
I
would
like
to
thank
all
the
people
at
Bonnier
Tidskrifter
AB
especially
Peder
Bonnier
who
provided
me
this
remarkable
study
project
and
also
all
the
participants
who
participated
in
this
study.
Thank
you
all
I
could
have
never
made
this
thesis
without
you.
Romel
Ayalew
Uppsala,
December
2011
3
Table
of
Contents
INTRODUCTION
..............................................................................................
6
1.1
BACKGROUND
................................................................................................................................................
6
1.2
PROBLEM
DESCRIPTION
..............................................................................................................................
7
1.3
RESEARCH
PURPOSE
.....................................................................................................................................
8
1.4
LIMITATIONS
..................................................................................................................................................
8
2.1
ONLINE
CONSUMER
BEHAVIOR
..................................................................................................................
9
2.2
INFORMATION-?FORAGING
THEORY
........................................................................................................
10
2.3
HCI
AND
USABILITY
..................................................................................................................................
11
2.4
STUDY
OF
USER
EXPERIENCE
IN
MOBILE
APP
STORES
.......................................................................
12
3.1
APPLE
...........................................................................................................................................................
13
3.2
APP
STORE
..................................................................................................................................................
14
3.2.1
iTunes
App
Store
................................................................................................................................
14
3.2.2
iPhone
App
Store
................................................................................................................................
16
3.2.3
iPad
App
Store
.....................................................................................................................................
17
3.2.4
Apple
App
Store’s
Growth
...............................................................................................................
19
3.3
CONSUMERS
................................................................................................................................................
20
3.4
DEVELOPER
.................................................................................................................................................
21
4.1
RESEARCH
APPROACH
...............................................................................................................................
22
4.2
OBSERVATION
AND
RECORDING
METHODS
...........................................................................................
23
4.3
PARTICIPANTS
RECRUITMENT
.................................................................................................................
23
4.3.1
Compensation
......................................................................................................................................
24
4.4
TEST
PLAN
...................................................................................................................................................
24
4.4.1
The
Test
Lab
.........................................................................................................................................
24
4.5
THE
TEST
PLAN
PROCESS
..........................................................................................................................
24
4.5.1
Scenarios
and
Tasks
.........................................................................................................................
25
4.5.2
The
warm
up
task
..............................................................................................................................
26
4.5.3
Navigation
on
the
iTunes
App
Store
..........................................................................................
26
4.6
THE
SCENARIOS
..........................................................................................................................................
27
4.6.1
Block
1
of
Scenarios
(Find
categories
in
the
App
Store)
...................................................
27
4.6.2
Block
2
of
Scenarios
(Search
for
apps
in
the
App
Store)
..................................................
29
4.7
VISUAL
ELEMENTS
IN
THE
APP
STORE
...................................................................................................
31
4.7.1
Visual
elements
in
the
iTunes
App
Store
..................................................................................
33
4.7.2
Visual
elements
in
the
iPad
App
Store
......................................................................................
33
4.7.3
Visual
elements
in
iPhone
App
Store
.........................................................................................
33
4.8
RELIABILITY
AND
VALIDITY
.....................................................................................................................
34
4.9
POSSIBLE
CRETIC
........................................................................................................................................
34
5.1
RESULT
OF
THE
PRE
TEST-?QUESTIONNAIRES
.......................................................................................
35
5.1.1.
Participant’s
demography
............................................................................................................
35
5.1.1a
Summary
of
consumer
demographics
....................................................................................
36
5.1.2.
Participants
usage
of
the
iOS
devices
.......................................................................................
37
5.1.3.
Participant’s
frequency
of
visit
and
usage
of
the
App
store.
..........................................
39
5.1.3a
Summary
of
consumer’s
prior
experience
of
the
App
store.
.........................................
42
5.2
RESULT
OF
TASK
ANALYSIS
.......................................................................................................................
42
2.
THEORY
........................................................................................................
9
3.
ECOSYSTEM
...............................................................................................
13
4.
METHOD
.....................................................................................................
22
5.
RESULTS
.....................................................................................................
35
4
5.2.1
Result
from
the
warm
up
task
......................................................................................................
43
5.2.2
Result
from
the
task
scenarios
.....................................................................................................
46
5.2.3
Result
from
the
visual
elements
quiz
questions
....................................................................
54
5.3
RESULT
OF
POST
TEST-?QUESTIONNAIRES
.............................................................................................
63
5.3.1.
Participant’s
feedback
on
use
of
the
App
Store
...................................................................
63
5.3.2.
Participant’s
comparison
of
the
App
Store
............................................................................
70
6.
DISCUSSION
...............................................................................................
74
6.1
DISCUSSION
OF
FINDINGS
FROM
PRE-?TEST
QUESTIONNAIRES
.........................................................
74
6.2
DISCUSSION
OF
FINDINGS
FROM
THE
TASK
ANALYSIS
........................................................................
75
6.2a
What
do
users
do
when
they
visit
the
App
Store?
.................................................................
75
6.2b
What
obstacles
do
users
encounter
on
the
way
to
purchase
application
from
the
App
Store?
........................................................................................................................................................
78
6.2c
What
do
users
think
of
digital
magazine
subscription
on
the
App
Store?
.................
79
6.2d
What
visual
elements
did
participants
remember
from
the
App
Store?
....................
79
6.3
DISCUSSION
OF
FINDINGS
FROM
POST
TEST
QUESTIONNAIRES
.........................................................
81
7.1
RECOMMENDATIONS
.................................................................................................................................
83
7.2
FUTURE
RESEARCH
....................................................................................................................................
84
7.
CONCLUSIONS
...........................................................................................
82
8.
REFERENCE
................................................................................................
85
APPENDIX
.......................................................................................................
89
APPENDIX
I.
LOOKING
FOR
PARTICIPANTS
..................................................................................................
89
APPENDIX
II
INTRODUCTION
TO
THE
STUDY
................................................................................................
90
APPENDIX
III.
THE
CONSENT
FORM
..............................................................................................................
91
APPENDIX
IV.
PRE
TEST
QUESTIONNAIRE
....................................................................................................
92
APPENDIX
V.
QUESTIONS
ABOUT
THE
USE
OF
APP
STORE
........................................................................
96
APPENDIX
VI.
COMPARISON
QUESTIONS
ABOUT
THE
APP
STORE
........................................................
101
5
Introduction
This
chapter
describes
the
purpose
of
the
research,
the
research
questions,
limitations
and
background
of
the
study.
1.1
Background
In
recent
years
the
use
of
smartphones
and
computer
tablets
has
increased
dramatically
and
mobile
applications
has
become
the
newest
topic
in
the
mobile
industry.
Mobile
applications
stores
such
as
Apple’s
App
Store
and
Google’s
Android
Market
revolutionized
the
distribution
of
applications
for
mobile
devices
and
they
have
become
an
extremely
visible
and
potentially
profitable
part
of
smartphone
environment.
According
to
[Strategy
Analytics,
2011]
the
total
number
of
mobile
applications
download
is
set
to
exceed
21
billion
in
2016
with
a
global
market
revenue
reaching
$32.6
billion.
Henceforth
there
will
be
many
new
key
players
struggling
for
a
share
of
both
downloads
and
revenue.
This
is
mainly
due
to
Apple’s
App
Store
that
allows
developers
to
sell
third-?party
applications
for
the
iPhone,
iPod
Touch
and
iPad
and
allow
users
to
download
applications
directly
to
their
device
or
onto
their
computer
via
iTunes.
Because
of
this,
the
App
Store’s
growth
rate
has
been
accelerating
ever
since
it
was
launched
in
July
2008
[Gartner,
2011].
Because
Apple
has
built
in
its
digital
distribution
model
through
iTunes
and
its
iOS
devises
such
as
the
iPhone,
iPod
Touch,
and
the
iPad
they
are
now
the
key
player
in
their
field.
Apple
has
informed
registered
Mac
and
iOS
developers
that
the
App
Stores
for
both
platforms
are
now
available
in
33
more
countries.
As
of
the
latest
additions,
the
iOS
and
Mac
App
Stores
can
now
be
accessed
in
123
nations
around
the
world
[Macworld,
2011].
Driven
by
Apple’s
success
with
the
App
Store,
selling
applications
for
its
devices,
other
device
manufacturers
have
opened
their
own
stores.
For
instance
opened
the
Android
Market,
which
is
on
its
way
to
become
the
second-?largest
application
store,
Research
in
Motion
(RIM)
opened
App
World
for
Blackberry
users
and
Nokia
the
Ovi
Store
[ABI
research,
2011].
6
1.2
Problem
Description
Although
application
distribution
has
become
increasingly
simple
due
to
the
rise
of
App
Stores,
evaluation
and
research
methods
have
to
be
adapted
to
this
new
context
to
get
the
best
data
and
feedback
from
wide
audience.
In
order
to
do
that
app
store
platform
characteristics,
devices,
reaching
target
users,
various
usage
contexts
have
to
be
dealt
with.
With
thousands
of
application
submissions,
limited
testing
resources
and
the
lack
of
an
effective
filtering
mechanism,
application
stores
suffer
from
information
overload.
Additionally,
since
application
stores
do
not
have
the
resources
to
test
every
submission
properly,
they
experience
an
increase
risk
of
releasing
poor
quality
applications
to
their
customers.
This
is
a
huge
problem
that
hinders
the
ability
to
bring
useful
and
attractive
applications
to
market
furthermore
if
the
consumers
cannot
find
useful
and
attractive
applications
in
the
App
Store
they
may
not
visit
the
store
again.
Hence
it
is
up
to
application
developers
to
attract
their
consumers,
by
organizing
content
and
engaging
users
in
order
to
make
a
profit.
In
order
to
achieve
this
goal,
the
developers
have
to
know
more
about
the
users
and
their
behavior
in
these
applications
store.
One
way
to
conduct
a
user
study
that
has
become
available
to
the
typical
Human
Computer
Interaction
(HCI)
researcher
is
to
use
the
application
stores
to
publish
research
prototypes
to
a
wide
audience.
This
distribution
channel
can
be
used
to
conduct
studies
with
participants
from
all
over
the
world.
Recently
researches
discovered
this
opportunity
and
began
to
publish
research
prototypes
via
mobile
application
stores
to
a
wide
audience.
By
doing
this
researchers
benefits
from
a
worldwide
audience
and
gain
access
to
participants
with
various
cultural
background
and
different
context.
By
developing
“Apps”
with
the
aim
to
answer
specific
research
questions
and
logging
user’s
behavior
it
is
possible
to
harvest
a
large
amount
of
data
samples.
For
instance
[Gilbertson
et
al.,
2008]
released
a
mobile
game
to
gather
feedback
for
future
publications
but
have
not
published
any
results
yet.
[Pielot
et
al,
2010]
reported
that
they
started
the
evaluation
of
a
tactile
navigation
system
by
publishing
the
system
in
the
Android
market.
However,
a
problem
with
these
approaches
is
that
feedback
is
mainly
gathered
to
understand
the
nature
of
the
respective
prototype
and
not
the
actual
users.
But
In
the
tradition
of
psychology,
Human
Factors
and
Human
Computer
Interaction
research
in
contrast
focus
on
understanding
the
human
rather
than
understanding
the
prototype.
By
conducting
different
experiments
such
as
quasi-? experiments
and
observations
we
can
study
the
user
and
their
behavior
in
depth
to
derive
general
findings.
Consequently,
this
study
aims
to
identify
and
evaluate
the
variables
influencing
the
use
and
purchase
behavior
of
customers,
in
the
Apples
App
Store
through
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
iOS
devices,
that
is
the
iPhone,
iPod
Touch
and
iPad.
7
1.3
Research
purpose
App
discoverability
is
not
only
an
issue
for
application
developers
but
also
for
consumers.
Consumers
on
the
App
Store
should
be
able
to
find
the
app
they
are
looking
without
any
problem.
However
since
there
are
various
kinds
of
apps
and
different
ways
of
finding
them
on
the
App
Store
consumers
may
not
choose
one
single
path
to
find
these
apps.
Therefore
it
is
important
that
application
developers
should
know
where
and
how
consumers
search
for
apps
on
the
App
Store
but
also
which
platform
they
use
when
they
visit
the
App
Store.
In
general
application
developers
should
understand
how
consumers
behaves
on
the
App
Store
not
only
on
the
desktop
App
Store
but
also
on
the
mobile
App
Store.
The
purpose
of
this
study
is
mainly
to
identify
and
get
insight
into
the
main
factors
that
mobile
application
consumer
takes
into
consideration
when
purchasing
mobile
applications
from
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices.
In
order
to
challenge
the
main
research
problem
this
study
will
also
try
to
answer
the
following
specific
research
questions.
1. What
do
users
do
when
they
visit
the
App
Store?
2. Where
do
users
look
for
apps
on
the
App
Store?
3. What
obstacles
do
users
encounter
on
the
way
to
purchase
application
from
the
App
Store?
4. What
visual
elements
trigger
the
user
on
the
App
Store?
5. Which
unit
do
users
prefer
to
use
to
visit
the
App
Store?
1.4
Limitations
There
are
many
application
stores
in
the
market,
selling
anything
from
applications
to
media
content.
However
due
to
time
constraint
this
study
only
focus
on
the
major
application
store
Apples
App
Store.
Moreover
since
the
field
of
consumer
behavior
is
large
there
are
several
theories
and
models
that
identify
the
consumer,
nevertheless
this
study
will
limit
itself
to
identifying
the
consumer
through
their
consumer
characteristics
and
the
online
consumer
behavior
buying
process.
8
2.
Theory
This
chapter
deals
with
the
theories
that
have
been
done
in
this
field
of
study
and
to
identify
the
research
gaps
that
the
present
study
has
attempted
to
address.
2.1
Online
Consumer
Behavior
The
study
of
online
consumer
behaviour
in
the
context
of
the
Internet
mainly
focused
on
two
key
aspects
of
intention
to
return
to
a
web
site
and
purchase
intention
[Koufaris
2002;
Li
and
Zhang
2002].
To
a
very
large
degree,
online
consumer
behaviour
can
be
studied
using
basis
from
offline
or
tradition
consumer
behaviour.
There
are
a
number
of
general
frameworks
in
consumer
behaviour
that
capture
the
decision-?making
processes
of
consumers
[Engel
et
al.,
1995,
Schiffman
&
Kanuk,
2000].
These
Frameworks
distinguish
a
number
of
stages
typically
including
four
sequences:
need
recognition,
information
search,
evaluation
of
alternatives
and
the
actual
purchases.
[O’Keef
&
McEachern,
1998]
had
argued
that
these
stages
are
relatively
abstract
and
do
not
consider
the
medium
through
which
the
consumer
buys.
A
key
difference
between
online
and
offline
or
tradition
consumer
behaviour
is
that
online
consumers
have
to
interact
with
technology
to
purchase
the
goods
and
services
they
need.
The
physical
shop
environment
is
replaced
by
an
electronic
shopping
environment
or
by
an
information
system
(IS).
This
gives
rise
to
technical
issues
that
have
traditionally
been
the
area
of
information
system
and
human
computer
interaction
(HCI)
researchers
[O’Keefe
et
al.,
2000].
Past
research
examining
online
purchase
behaviour
has
approached
the
problem
from
several
various
perspectives.
Drawing
from
technology
acceptance
theories,
some
researchers
have
focused
on
using
individual
beliefs
such
as
usefulness
and
ease
of
predicting
the
extent
to
which
consumers
will
buy
online
[Chen,
Gillenson,
&
Sherell,
2002].
Others
have
posited
and
empirically
confirmed
that
consumer
attitudes
towards
online
shopping
and
intention
to
buy
online
are
influenced
by
product
perceptions,
the
attributes
of
the
shopping
experience,
customer
service,
and
consumer
risk
[Jarvenpaa
&
Todd,
1996-?1997].
Furthermore,
the
effects
of
various
demographics
such
as
income,
educational
level,
Internet
use,
and
Internet
search,
and
perceptions
of
web
vendor’s
sales
processes
on
retail
purchasing
behaviour
have
been
studied
[Burroughs
&
Sabherwal,
2002].
Given
these
differences,
research
in
online
consumer
behaviour
can
benefit
from
models
and
theories
that
have
been
developed
in
field
of
Human
Computer
Interaction.
To
further
understand
of
online
store
use
and
online
purchase
behaviour,
I
will
examine
the
contribution
of
important
theories
in
more
detail
in
the
following
sections.
9
2.2
Information-?Foraging
Theory
An
important
stage
in
the
decision-?making
process
is
information
search
or
information
seeking
and
one
part
of
theory
that
addresses
information-?seeking
behaviour
by
individuals
is
information
foraging
theory.
Information
foraging
theory
is
being
developed
in
order
to
understand
and
improve
human-? information
interaction.
The
framework
assumes
that
humans
adapt
to
the
world
by
seeking
and
using
information.
Information-?seeking
behaviour
by
consumers
is
characterised
by
a
trade–off,
between
the
cost
of
searching
and
evaluating
more
alternative
products
and
the
benefit
of
a
better
decision
when
more
alternatives
are
taken
into
account
[Hauser
&
Trifts,
2000].
Today
most
tasks
on
the
web
include
information
seeking,
not
just
textual
information
but
also
graphical
information.
By
understanding
how
our
visual
attention
and
pattern
perception
work
we
can
begin
to
develop
graphical
design
that
will
help
the
consumers
to
make
a
better
decision
when
more
alternatives
are
presented
to
them.
To
achieve
this
goal
it
is
important
to
understand
the
sense
of
visual
thinking.
According
to
[Ware,
2008]
“Visual
thinking
consist
of
a
series
of
acts
of
attention,
driving
eye
movements
and
tuning
our
pattern-?finding
circuits”
These
acts
of
attention
are
called
visual
queries,
and
understanding
how
visual
queries
work
can
make
us
better
designers.
When
we
interact
with
an
information
display,
such
as
diagram,
icons,
graph,
or
poster
on
the
wall,
we
are
usually
trying
to
solve
some
kind
of
cognitive
problem.
In
our
case
it
is
about
finding
an
appropriate
app
on
the
App
Store
by
looking
at
the
different
icons.
Figure
2.2
below
is
an
application
buyer’s
decision
progression
in
the
iTunes
App
Store.
The
diagram
is
taken
from
[Hughes,
2010]
it
shows
that
the
process
starts
with
the
visual
and
then
goes
to
the
textual
part.
According
to
[Hughes,
2010]
most
visitors
on
the
iTunes
App
Store
are
first
attracted
to
colourful
icons.
Figure
2.2
The
decision
process
of
a
visitor
on
the
App
Store
[Hughes,
2010]
10
2.3
HCI
and
Usability
As
described
by
[Olson,
2003],
“Human
computer
interaction
(HCI)
is
the
study
of
how
people
interact
with
computing
technology”.
The
HCI-?field
is
a
multi-?disciplinary
research
field
with
roots
in
several
different
disciplines
including
computer
science,
cognitive
psychology,
sociology,
anthropology,
design
and
ergonomics
[SIGCHI,
1992].
The
goal
of
HCI
research
is
to
understand
how
to
design
engineer
more
usable
artifices.
A
major
concept
of
HCI
field
is
usability.
As
defined
by
ISO
9241
standard,
part
11
[9241-?11,1998],
usability
is
defined
as
the
“Extended
to
which
a
product
can
be
used
by
specified
users
to
achieve
specified
goals
with
effectiveness,
efficiency
and
satisfaction
in
a
specified
context
of
use
”[9241-?11,1998].
The
importance
of
usability
in
the
study
of
online
consumer
behaviour
has
been
noted
in
human-?computer
interaction
(HCI)
and
information
systems
(IS).
For
example,
extensive
research
in
HCI
has
claimed
that
the
use
of
a
website
is
influenced
by
its
usability
[Neilsen,
2000].
Both
HCI
and
IS
researchers
argue
that
usability
is
a
key
metric
for
assessing
a
range
of
different
systems,
including
online
store
websites
[Neilsen,
et.al
2000].
Existing
literature
for
instance
[Fishbein
and
Ajzen
1975]
on
information
technology
adoption
and
usage
along
the
line
of
the
theory
of
reasoned
action
provides
sufficient
empirical
support
that
user’s
positive
attitude
toward
a
technology
will
increase
their
intention
to
use
or
reuse
the
technology.
Other
research
has
future
affirmed
that
these
findings
are
also
applicable
to
mobile
technologies
and
services
[Perdersen
2003].
Because
the
consumer’s
attitude
toward
the
usability
of
the
technology
and
service
is
directly
related
to
intention
to
reuse
the
technology
and
services
it
is
significant
to
find
out
whether
consumer’s
attitude
toward
the
usability
of
the
technology
and
services
is
positive
or
negative.
There
are
many
factors
affecting
the
online
consumer
behaviour
including
usability.
Usability
is
context
dependent
and
will
be
influenced
by
a
variety
of
factors.
As
highlighted
in
the
ISO
definition
of
usability,
it
is
important
to
note
that
usability
is
inherently
a
subjective
phenomenon,
and
its
nature
and
assessment
is
highly
dependent
on
the
user’s
goals.
For
example
user
may
simply
visit
one
online
store
website
for
a
brief
period
of
time
and
then
move
on
to
another
online
store
website,
they
may
spend
time
browsing
a
web
site
and
exploring
its
capabilities,
or
they
may
visit
the
website
to
make
a
purchase.
Usability
is
also
dependent
on
different
context
many
HCI
researchers
are
interested
in
modelling
context–specific
as
opposed
to
general,
behaviours
with
technological
artefacts
[Olson
G
&
Olson
J,
2003].
Such
context
dependence
has
been
introduced
to
the
area
of
consumer
behaviour.
11
At
the
same
time
researches
acknowledged
that
evaluative
criteria
differ
in
type,
number,
and
importance
and
much
like
consumer
behaviour
in
general,
criteria
are
dependent
on
the
consumer,
the
product,
and
the
situation
[Hawkins,
Best,
and
Coney,
1995].
Hence,
marketers
are
concerned
with
not
only
identifying
the
specific
evaluative
criteria
but
also
the
relative
importance
(weights)
each
individual
consumer
assigns
to
these
criteria.
Such
information
is
also
critical
for
information
system
designers,
since
it
helps
isolate
specific
features
that
different
types
of
individuals
in
different
situations
would
desire
in
a
technological
artefact.
Apart
from
the
user’s
goals,
the
effect
of
usability
on
use
behaviour
and
context
dependent
it
is
also
important
to
control
for
other
significant
factors
that
may
influence
use.
Prior
technology
use
or
prior
experience,
a
reflection
of
a
consumer’s
familiarity
with
the
product,
has
been
shown
to
strongly
influence
subsequent
behaviour
[Celci
and
Olso,
1988;
Hoch
and
Deignto,
1989].
Normally
referred
to
as
“learning”
the
key
notation
here
is
that
with
great
experience,
consumers
can
perform
product
related
tasks
more
effectively
and
have
a
richer
store
of
prior
knowledge
to
draw
upon.
2.4
Study
of
User
Experience
in
Mobile
App
Stores
There
are
many
perspectives
to
user
experience.
According
to
[Norman
&
Jordan,
2003]
the
goal
of
a
successful
product
is
to
engage
users
on
behavioural,
intuitive
and
reflective
level
or
provide
users
functionality,
usability,
pleasure,
and
pride.
In
order
to
understand
how
to
create
a
greater
application
store
user
experience
[Strategy
Analytics,
2011]
has
recently
presented
best
practice
guidelines
for
providing
a
superior
mobile
application
store
experience
based
on
user
evaluations
of
six
leading
mobile
application
stores
including
Android
Market,
Apple
App
Store,
BlackBerry
App
World,
Amazon
Appstore,
Nokia
Ovi
Store
(UK
only)
and
Windows
Market
Place.
The
user
evaluation
of
Amazon
Appstore
showed
that
all
participants
in
the
study
found
the
application
store
easy
to
navigate
through,
and
perceived
the
content
discovery
methods
useful
and
compelling,
especially
Amazon’s
well
known
recommendations,
which
provides
a
more
personalized
experience.
However,
the
study
showed
that
the
lack
of
a
confirmation
step
or
security
feature
when
purchasing
applications
was
the
major
cause
for
concern.
Although
these
user
evaluations
of
App
Store
covers
most
of
the
user
experience
they
do
not
consider
the
users
behaviour
or
experience
between
the
different
units
in
the
same
store
e.g.
the
user
experience
on
the
desktop
App
Store
VS
the
mobile
App
Store.
12
3.
Ecosystem
This
chapter
goes
through
the
different
actors
that
I
have
identified
in
the
Apple
ecosystem.
The
actors
are
illustrated
in
figure
3.1
and
they
are
discussed
in
more
detail
below.
Developer
- Develops content - Takes Risks - Makes pro?t
Apple
- Creates market - Monetizes - Sets rules
App Store
- Gives scope - Driving commutation - Optimize sales
Consumer
- Pays - Demands - Follow the herd
Figure
3.1
The
players
in
the
Apple
ecosystem
3.1
Apple
This
review
starts
with
the
company
that
started
everything
namely
Apple.
Apple
was
established
in
1976
by
Steve
Jobs
and
Steve
Wozniak.
It
is
international
corporation
that
designs
and
markets
consumer
electronics,
computers
software,
and
personal
computers.
[Business
Insider,
2011].
The
company’s
best
know
hardware
products
include
the
Macintosh
series
of
computers,
the
iPod,
the
iPhone
and
the
iPad.
Apple
has
been
building
up
a
very
big
reputation
and
a
very
strong
brand.
Apple
is
known
for
their
product
integration
and
it
is
the
only
computer
company
that
creates
all
of
its
own
hardware
and
software.
Apple
handles
each
device
with
care,
emphasizing
the
little
details
like
font
choice,
icon
design,
and
thinks
about
how
it
all
fits
together.
Each
device
Apple
creates
plays
a
part
in
the
overall
ecosystem.
Today
Apple
is
the
world’s
most
admired
company
[CNNMoney,
2011]
and
the
leader
of
phone
market
in
revenue
[InformationWeek,
2011].
In
total,
Apple
sold
23,24
million
mobile
computing
products
this
year.
The
iPhone
alone
was
responsible
for
$
12.3
billion
of
Apple’s
$24.67
billion
in
quarterly
revenue.
That
is
just
a
pinch
over
half
of
Apple’s
business.
Add
in
the
iPad,
and
its
iOS
devices
represent
about
$15
billion,
or
60
%,
of
Apple’s
earnings.
This
means
that
Apple
has
become
the
world’s
largest
phone
vendor
by
revenue
in
January-?March,
overtaking
Nokia
for
the
first
time
ever
[Retuters,
2011].
Analysts
believe
that
the
reason
for
these
massive
revenues
is
the
so-?called
Hallo-? effect.
The
basic
term
of
the
Halo-?effect
is
that
consumers
who
buy
an
iPod
for
instance
become
hooked
on
Apples
products
and
their
ease
of
use,
and
then
buy
a
Macintosh
as
their
primary
or
secondary
computer.
Analysts
also
believe
that
the
Hallo-?effect
has
been
synonymous
with
Apple
since
2004
and
that
Apple
has
done
much
to
push
the
idea
of
such
effect,
but
there
has
been
little
evidence
to
prove
it
for
example
survey
results
or
consumer
demographic
data.
13
3.2
App
Store
The
App
Store
is
accessible
from
the
iTunes,
iPhone,
iPod
Touch
and
the
iPad
via
an
iOS
application.
Below
are
brief
description
of
both
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iPhone
and
iPad.
3.2.1
iTunes
App
Store
The
iTunes
App
Store
is
fully
integrated
into
iTunes
and
functions
practically
the
same
as
downloading
music.
Figure
3.2.1a
shows
a
screenshot
of
the
desktop
iTunes
App
Store’s
home
page.
As
shown
in
the
figure
users
can
either
search
or
browse
for
iPad
or
iPhone
apps
by
selecting
their
devices.
They
can
search
for
apps
using
the
search
bar
or
browse
the
apps
by
selecting
a
category
(either
from
the
main
App
Store
link
or
App
Store
quick
link)
or
even
browse
through
the
lists
of
the
top
10
apps
which
includes
Paid
apps,
Free
apps
and
Grossing
apps
(not
shown
in
the
figure).
Users
can
also
get
a
quick
look
at
the
front
page
and
browse
in
the
“New
and
Noteworthy”,
or
“What’s
Hot”
sections.
Set on iPhone
Search
Categories Banner
"New and Noteworthy"
Top Chart Ranking Paid apps
Games
"What's Hot" Free apps
Figure
3.2.1a
Screenshot
of
the
desktop
iTunes
App
Store
14
Once
users
clicks
on
an
icon
they
are
interesed
in
they
get
to
the
app
description
page.
This
inlduces
a
description
of
the
app,
the
developers
name,
the
app
price,
realse
date,
file
size
and
some
screenshonts.
Users
can
also
see
more
apps
developed
by
the
same
developer
as
ilustrated
in
Figure
3.2.1b
below.
Figure
3.2.1b
Screenshot
of
the
desktop
App
Store
in
iTunes
The
app
descrioption
page
also
included
Curstomer
Ratings
and
Customer
Reviews.
Moreover
user
can
see
what
other
apps
the
customers
have
bought
as
shown
in
figure
3.2.1c
below.
Figure
3.2.1
Screenshot
of
Angry
Birds
in
the
Store
in
iTunes
App
Store
Figure
3.2.1c
Customer
Rating,
Customer
Reviews
and
other
apps
bought
by
customers
displayed
in
the
iTunes
App
Store
15
3.2.2
iPhone
App
Store
The
apps
on
the
iPhone’s
App
Store
are
displayed
in
a
list
with
up
to
5-?stars
ratings
and
price
as
illustrated
in
the
left
screenshot
in
figure
3.2.2a.
Along
the
bottom
users
can
find
tabs
for
Featured,
Categories,
Top
25,
Search
and
Updates.
The
left
screenshot
shows
the
list
of
Top
25
paid
apps.
Here
users
can
scroll
down
to
view
25
top
apps.
A
similar
view
with
different
price
will
be
displayed
if
users
select
the
Top
Free
or
Top
Grossing
buttons
at
the
top.
Users
may
also
tab
on
one
of
the
tabs
at
the
bottom.
The
right
screenshot
shows
the
detail
view
of
the
second
app
in
the
list
“Rat
On
A
Snow”.
In
the
detail
view
users
can
read
the
description
of
the
app
and
also
download
or
purchase
the
app.
The
small
white
plus
sign
on
the
price
indicates
that
the
app
is
designed
for
both
iPhone
and
iPad.
Users
have
to
scroll
down
to
see
more
information
in
the
app
description
page.
Figure
3.2.2a
List
of
top
25
paid
apps
and
the
description
page
in
the
iPhone
App
Store
Further
down,
after
the
text
description
users
can
see
several
screenshot
of
the
app
and
if
they
scroll
down
even
further
they
can
find
more
detail
information
about
the
app
such
as
the
company
or
the
person
that
developed
the
app,
the
number
of
ratings,
the
size
of
the
app,
the
version
and
the
released
date.
At
this
stage
users
can
also
tell
a
friend
or
gift
the
app
to
someone
else.
16
What
differ
the
iPhone
App
Store
from
the
iTunes
and
the
iPad
App
Store,
apart
from
the
diversity
of
apps
is
that
in
the
description
page
on
the
iPhone
App
Store
users
have
to
tab
on
the
ratings
to
read
the
Customer
Reviews
on
the
next
page.
Moreover
the
feature
that
allow
users
to
see
more
apps
developed
by
the
same
developer
and
see
what
other
apps
the
customers
have
bought
is
missing
in
the
iPhone
App
Store.
Figure
3.2.2b
List
of
top
25
paid
apps
and
the
description
page
in
the
iPhone
App
Store
3.2.3
iPad
App
Store
Just
like
in
the
iPhone
App
Store
the
apps
on
the
iPad
App
Store
are
displayed
in
a
list
with
up
to
5-?stars
ratings
and
price,
however
there
is
also
additional
information
in
the
list
such
as
category
and
release
date.
The
view
of
the
top
chart
in
the
iPad
App
Store
is
also
different
from
the
iPhone
App
Store.
As
shown
in
figure
3.2.3a
below,
both
Top
Free
and
Top
Paid
apps
are
displayed
on
the
same
page.
If
users
scroll
down
they
may
also
find
the
Top
Grossing
section
and
the
option
to
display
iPhone
Apps.
17
Figure
3.2.3a
Top
Chart
list
of
both
Free
and
Paid
apps
in
the
iPad
App
Store
We
also
see
that
the
search
tab
at
the
bottom
has
been
removed
and
been
replaced
by
the
purchased
tab.
Instead
there
is
search
bar
on
the
top
right
corner.
Finally
we
see
that
there
is
an
additional
category
button
at
the
top
left
corner
in
this
case
the
category
is
set
to
Games.
This
means
that
the
apps
that
are
displayed
are
only
Top
Paid
and
Free
Game
apps.
When
it
comes
to
the
app
description
page
on
the
iPad
App
Store
it
looks
almost
like
the
iTunes
App
Store.
As
shown
in
the
below
figure
3.2.3b
all
the
information
that
is
displayed
on
the
iTunes
App
Store
is
also
displayed
in
the
iPad
App
Store.
The
customer
ratings
and
reviews
are
shown
on
the
same
page
and
if
user
scroll
down
they
will
also
find
apps
that
other
customer
have
bought.
18
Figure
3.2.3b
The
app
description
page
on
the
iPad
App
Store
The
iPad
launched
in
April
2010
with
over
3000
applications
designed
for
the
iPad.
As
of
July
2011,
16
months
after
the
iPad
launched,
there
were
over
100,000
apps
available
at
the
App
Store
designed
specifically
for
the
device
[Review
Roster,
2011]
3.2.4
Apple
App
Store’s
Growth
The
App
Store
has
exploded
since
its
introduction
in
2008
and
downloads
from
the
App
Store
have
grown
at
an
exponential
rate.
By
end
of
2009,
the
number
of
application
available
for
download
topped
100,
000,
and
in
January
this
year,
Apple
reached
10
billion
downloads
of
software
from
the
App
Store,
[Apple
Insider,
2011].
19
As
the
App
Store
grows,
it
has
required
reconfiguration
several
times
to
future
segment
the
apps
into
logical
groups
where
buyers
can
more
easily
connect
with
sellers.
Apple
has
improved
the
search
capabilities
of
the
store,
added
sub
categories
and
added
Top
Paid
Apps
and
Top
Free
Apps
columns
to
search
to
each
of
the
individual
categories.
No
matter
what
is
done
to
improve
the
App
Store,
the
challenge
for
developers
and
consumers
will
always
be
the
same,
the
app
developers
concern
is
how
to
get
their
app
noticed,
while
the
consumers
concern
is
how
to
find
a
good
app
among
all
the
apps
on
the
App
Store.
It
is
clear
that
many
iOS
developers
struggle
at
what
price
to
sell
their
app.
A
free
app
can
bring
downloads
but
might
not
give
them
much
profit.
Another
technique
that
app
developers
are
using
is
known
as
the
in-?app
purchase.
This
can
either
be
used
from
a
free
app
to
drive
sales
to
a
selling
version
of
apps,
or
developers
can
create
add
on-?options
into
their
paid
apps
to
help
drive
app
sale.
A
report
from
[Distimo,
2011]
suggests
that
in-?app
purchase
is
the
way
to
go
if
you
want
to
make
money
in
the
App
Store.
The
report
showed
that
freemium
apps,
that
is,
a
free
app
to
drive
sales
to
a
selling
version
of
the
apps
have
increased
by
34%
since
2010
while
paid
downloads
only
grew
7%
in
the
same
time
frame.
Although
Distimo’s
research
only
covered
the
Top
200
in
each
category,
it
is
still
a
strong
selection
of
the
App
Store’s
money
makers.
The
report
also
showed
that
it
is
freemium
games
that
take
up
several
sports,
but
comic
apps
and
Magazines
are
also
taking
advantage
of
the
freemium-?pricing
model.
3.3
Consumers
Because
of
the
huge
completion
in
the
App
Store,
it
is
critical
for
the
developers
to
understand
how
the
consumers
behave
in
the
App
Store.
By
understanding
their
behaviour
they
can
target
their
market
and
focus
on
their
message
to
the
right
audience.
If
we
use
the
four
buying
decision
process
theory
that
is
need
recognition,
information
search,
evaluation
of
alternatives
and
the
actual
purchases
and
apply
it
on
the
app
consumers
we
get
framework
to
describe
the
marketing
place
from
the
consumer’s
perspective.
A
consumer
who
uses
the
App
Store
has
several
options
to
search
and
find
apps
before
a
purchase.
The
consumer
can
either
use
none
personal
source
that
is,
searching
on
different
websites
or
use
the
App
Store
it
self
to
find
what
he/she
is
looking
for
or
use
the
personal
source
such
as
asking
friends
or
experts.
Consumers
in
the
App
Store,
can
search
for
apps
and
evaluate
them
before
purchase
by
read
what
other
customers
have
written
about
the
app
in
the
customer
reviews,
see
the
ratings
of
the
app
and
even
see
what
other
customers
have
bought.
20
This
is
a
contradiction
to
what
[Zeithaml,
2007]
stated,
about
consumer’s
evaluation
of
services.
He
stated
that
consumers
evaluate
services
less
than
they
evaluate
goods
before
purchase.
However
when
a
consumer
purchases
an
app
from
the
App
Store
it
is
the
service
that
is
used
during
the
consumption
phase.
After
the
purchase
the
app
can
be
assessed
whether
it
met
the
customers
expected
experience
or
not.
Nevertheless
since
the
free
alternatives
in
the
App
Store
are
presented
beside
the
paid
apps,
it
is
difficult
to
say
whether
consumers
would
actually
choose
to
pay
for
the
apps.
3.4
Developer
The
iPhone
SDK
(Software
Development
Kit)
for
iPhone
OS
allows
developers
running
Mac
OS
X
on
an
Intel
Mac
to
create
applications
using
Xcode
that
will
natively
run
on
the
iPhone,
iPod
Touch
and
iPad.
Developers
who
publish
their
applications
on
the
App
Store
will
receive
70
%
of
sale
revenue,
and
will
avoid
paying
the
distribution
costs
for
the
application.
However,
an
annual
fee
is
required
to
use
the
iPhone
SDK
and
upload
application
to
the
store
[Apple,
Inc,
2011].
In
February
2011
Apple
launched
a
new
subscription
service
for
magazines,
newspapers,
videos
and
music.
Previously,
new
magazine
or
news
releases
would
be
sold
on
a
pre
release
basis.
This
new
service
allows
publishers
to
sell
their
content
through
their
apps
allowing
users
to
revive
a
new
content
over
specified
period
of
time.
More
interesting
is
that
Apple
will
allow
publishers
not
only
to
sell
from
iTunes
where
revenue
will
be
share
(70%
for
the
publisher,
30
%
for
Apple),
but
they
also
allow
publisher
to
distribute
their
subscriptions
directly
from
their
websites
where
no
revenue
will
be
share
with
Apple
[New
York-?Reuters,
2011].
21
4.
Method
This
chapter
describes
the
method
used
to
explore
the
study.
It
also
describes
how
I
have
recruited
the
participants,
made
the
observations
and
collected
the
necessary
data.
4.1
Research
Approach
After
reviewing
a
couple
of
studies
in
the
field,
I
decided
that
the
most
appropriate
approach
for
this
study
would
be
an
exploratory
case
study.
This
is
because
the
case
is
limited
to
Apple’s
three
units
iTunes,
iPhone
and
iPad.
The
study
consisted
of
12
participants
where
I
observed
and
recorded
the
participant’s
behavior
when
exploring
the
App
Store
using
these
three
different
units.
One
of
the
main
parts
of
any
research
project
is
either
the
observation
or
data-? gathering
part.
Since
this
study
is
a
low-?constraint
research
I
choose
to
use
qualitative
research
approach
to
observe
the
initial
consumer’s
behavior
in
the
App
Store
in
all
three
units.
I
did
this
in
order
to
find
answers
to
the
research
questions
and
design
a
new
study
based
on
these
observations.
Additionally
I
used
quantitative
research
to
collect
background
information
about
the
participants,
such
as
frequently
use
of
Apple’s
device
and
the
App
Store.
Making
detailed
plans
of
how
to
gather
data
and
analyze
the
data
before
making
the
observation
is
not
essential.
Instead
of
planning
the
data
gathering
process
in
detail
I
want
to
be
free
to
change
hypotheses
and
modify
procedures
during
the
observations.
Even
though
case
studies
establish
low-?constraint
research,
the
observational
methods
might
however
include
highly
sophisticated
instrumentation.
I
began
the
study
by
making
my
own
heuristic
evaluation
of
each
App
Store
using
some
of
the
Nielsen’s
principles
for
user
interface
design
to
see
if
there
were
some
objective
differences
between
them.
Then
I
planned
the
study
in
accordance
with
the
different
steps
in
the
human
centered
design
processes
for
interactive
systems
(ISO
13407)
and
decided
to
have
activities
with
participants
to
understand
their
needs
and
requirements
of
each
App
Store.
I
did
this
by
giving
the
participants
different
tasks
with
scenarios.
22
4.2
Observation
and
recording
methods
There
are
several
ways
of
observing
and
recording
consumer’s
behavior.
One
way
to
observe
and
record
the
user’s
behavior
from
the
desktop
iTunes
App
Store
and
from
the
mobile
App
Store
on
the
two
iOS
devices
is
by
using
recording
camera.
Another
way
to
record
the
user’s
behavior
and
the
screen
activates
from
the
iOS
devices
is
to
develop
a
small
application,
which
could
be
used
to
record
and
store
consumers
behavior
when
they
are
exploring
the
App
Store
from
the
mobile
devices
or
use
eye
tracking
technology
to
measure
the
consumer’s
eye
positions
and
eye
movement
to
see
where
they
are
looking
at
the
most
in
the
app
store.
In
that
way
we
can
even
find
out
what
visual
elements
the
consumers
are
looking
at
most.
However,
due
to
my
experience,
time
constraint
and
availability
of
hardware
and
software
I
used
two
different
cameras
to
record
the
participants’
behavior
directly
when
they
explored
the
App
Store
from
the
three
different
units.
To
record
the
App
Store
from
the
desktop
iTunes
the
participants
used
a
Windows
PC,
which
had
Morae
recorder
installed
on
it.
This
software
was
used
to
collect
data
about
which
links
or
icons
the
user
clicked
on,
how
long
it
took
for
the
user
to
compete
a
task
and
event
sequences
for
example
mouse
clicks,
keyboard
strokes
etc.
Furthermore
the
PC
had
a
web
camera,
which
captured
the
participant’s
face
when
they
performed
the
tasks.
Moreover
I
used
two
other
cameras
to
record
the
participant’s
behaviour
when
they
used
the
App
Store
from
the
iOS
devices.
One
HD
camera
that
was
aimed
straight
down
on
the
iOS
device,
and
another
camcorder
that
was
aimed
at
the
participants
face
from
the
front.
The
HD
camera
recorded
the
screen
activity
from
the
iOS
device
while
the
camcorder
captured
the
participant’s
face
and
reaction.
4.3
Participants
recruitment
To
find
potential
participants
who
could
participate
in
my
study
I
created
an
event
about
the
study
and
posted
it
on
and
Linkedin.
The
first
thirteen
participants
who
met
the
qualification
standards
were
selected
for
the
study.
The
content
of
the
form
that
was
uploaded
on
and
is
available
in
Appendix
I.
The
criterion
all
participants
had
to
fulfill
in
order
to
participate
in
the
study
was
that
they
had
to
own
at
least
one
iOS
device
and
have
visited
the
App
Store
more
than
once,
either
from
the
desktop
iTunes
or
the
mobile
iOS
devices.
Moreover
the
participants
were
asked
to
bring
their
own
iPhone
or
iPod
Touch
to
the
study.
In
total
I
had
13
participants
were
one
of
them
did
the
pilot
test
prior
to
the
study
sessions.
23
4.3.1
Compensation
Each
participant
was
rewarded
with
an
annual
subscription
of
any
choice
of
magazine
from
Bonnier
Tidskrifter.
The
participants
wrote
their
address
and
choice
of
magazine
before
the
study
session
and
the
magazine
they
chose
were
later
sent
to
the
participant’s
home
address.
4.4
Test
Plan
First
I
did
an
expert
evaluation
of
each
App
Store
to
find
major
problems
and
to
see
the
main
difference
between
the
desktop
and
iOS
App
Store.
Then
I
developed
a
test
plan
according
to
the
different
steps
in
ISO
13407
and
did
a
pilot
tested
with
one
of
the
participants
prior
to
the
test
sessions.
This
was
necessary
in
order
to
find
out
possible
problems
before
the
actual
test
began.
4.4.1
The
Test
Lab
The
study
took
place
in
the
usability
lab
at
the
Ekonomikum
building
of
Uppsala
University.
The
lab
consists
of
a
test
room
and
a
control
room
with
several
recording
devices.
The
test
session
was
conducted
in
the
test
room,
where
the
participant
performed
tasks
on
the
App
Store
from
all
the
three
units
that
is
from
the
iTunes
through
the
computer,
from
their
own
iPhone
and
iPod
Touch
and
from
the
iPad
that
Bonnier
Tidskrifter
had
provided
me.
4.5
The
test
plan
process
I
used
within
subject
design
for
this
study.
Each
participant
preformed
four
main
tasks
on
the
App
Store
from
all
three
units.
One
of
the
tasks
was
a
warm
up
task
and
it
was
always
the
first
task
on
all
three
units.
Performing
the
tasks
on
each
unit
took
about
10
minute
and
after
each
performance
on
a
unit
a
small
questionnaire
form
was
given
to
the
participants.
The
participants
also
received
a
comparative
questionnaire
at
the
end
of
the
session.
This
was
used
to
enquiring
the
participants’
perceptions
about
the
usage
of
the
App
Store
from
the
respective
units
and
find
out
on
which
unit
the
participants
liked
to
use
the
App
Store
most.
The
whole
test
session
took
about
1
hour.
The
participants
were
first
introduced
about
the
study
and
the
test
session.
The
introduction
to
the
study
can
be
found
in
Appendix
II.
After
the
introduction
I
gave
the
participant
the
consent
form
and
the
pre-?test
questionnaire,
which
was
used
to
gather
background
information
about
the
participants.
The
consent
form
the
pre-?test
questionnaire
can
be
found
in
Appendix
III
and
IV.
Furthermore
after
each
performance
on
a
unit
the
participants
received
questionnaire
form
about
the
App
Store
on
each
unit,
this
form
can
be
seen
in
Appendix
V.
Finally
a
comparative
questionnaire
was
given
to
the
participants
at
the
end
of
the
session,
this
can
be
found
in
Appendix
VI.
24
4.5.1
Scenarios
and
Tasks
As
stated
in
the
introduction
chapter
the
purpose
of
this
study
is
mainly
to
identify
and
get
insight
into
what
main
factors
the
mobile
application
consumers
takes
into
consideration
when
purchasing
mobile
applications
from
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices
and
also
find
out
whether
consumers
behave
differently
on
the
mobile
App
Store
on
the
iOS
devices
than
the
App
Store
in
the
desktop
iTunes.
In
addition
to
this
the
study
will
also
try
to
find
out
what
visual
elements
that
trigger
the
consumers
on
the
App
Store.
To
achieve
this
goal
I
introduced
five
main
tasks
and
subtasks
to
the
participants
to
perform
on
the
App
Store
on
each
unit.
The
tasks
consisted
of
a
warm
up
task
where
the
participants
were
allowed
to
freely
browse
through
the
App
Store
and
genuinely
show
how
they
use
it
and
explain
what
they
actually
think
of
it.
Two
scenario-?based
tasks
one
concerning
the
search
of
apps
and
another
one
concerning
the
categories
on
the
App
Store.
The
final
task
was
concerned
with
the
visual
elements
on
the
App
Store
from
all
three
units.
During
each
performance
the
participants
were
required
to
think
out
loud.
Think
aloud
is
method
used
to
gather
data
in
many
areas
e.g.
in
usability
testing
in
product
design
and
development,
in
psychology
and
a
range
of
other
social
sciences.
It
involves
participants
thinking
aloud
as
they
are
performing
a
set
of
specified
tasks.
All
tasks
in
the
study
had
a
maximum
time
limit
except
the
last
task
concerning
the
visual
element.
The
warm
up
task
was
preformed
during
5
minutes,
where
as
two
scenarios
had
to
be
completed
before
1
and
2
minutes.
If
the
time
was
up
and
the
participant
was
heading
in
the
wrong
direction
I
showed
the
participant
the
correct
way
and
ask
them
to
continue
with
the
next
task.
I
did
not
have
any
starting
point
for
this
study
because
I
wanted
to
make
the
study
as
natural
as
possible
and
make
the
participants
comfortable.
As
there
are
many
different
paths
a
participant
can
take
to
achieve
a
task
I
decided
prior
to
the
test
that
three
of
the
tasks
should
be
given
a
list
of
the
most
common
possible
ways
the
user
could
choose
from
to
accomplish
the
task.
This
was
intended
for
the
two
scenario-?based
tasks,
the
tasks
concerning
the
search
and
categories
and
the
sub-?task
concerning
the
navigation
in
the
warm
up
task.
This
gave
me
a
more
clear
and
structured
pattern
when
I
later
analyzed
the
data.
One
problem
with
having
the
same
tasks
repeatedly
on
different
devices
might
be
that
the
user
may
remember
the
tasks
after
a
while;
the
same
problem
happens
when
measuring
navigation,
the
user
can
get
familiar
with
the
navigation
after
a
while
and
therefore
produce
invalid
data.
To
counter
this
sequence
effect,
the
order
of
the
tasks
was
randomized.
Another
issue
was
to
figure
out
which
participant
should
start,
from
which
device
and
in
which
order
she
should
continue.
To
solve
this
problem
and
avoid
any
drawbacks
of
repeated
measures
the
participants
order
was
counterbalanced.
A
third
of
the
participants
started
with
iTunes
from
the
computer,
a
third
started
with
iPhone
and
a
third
with
the
iPad.
25
4.5.2
The
warm
up
task
The
goal
of
the
warm
up
task
was
to
get
the
participant
feel
comfortable
to
browse
through
the
App
Store
on
all
three
units
but
also
to
record
their
general
behavior
and
find
out
what
they
are
attracted
to
and
how
they
find
apps
they
like
on
the
App
Store.
To
accomplish
this
I
sat
with
the
participants
and
observed
their
behavior
and
asked
them
to
show
me
what
they
normally
do
when
they
visit
the
App
Store.
To
simplify
the
work
I
also
had
a
list
of
questions
that
I
had
prepare
prior
to
the
test.
The
questions
I
had
prepared
are
listed
below.
1. What
is
the
first
thing
you
do
when
you
visit
the
App
Store?
2. What
kind
of
apps
are
you
interested
in?
3. What
is
the
first
item
you
look
at
there?
4. What
is
the
first
thing
you
look
at
in
the
app
product
page?
Although
I
had
prepared
these
questions,
I
also
asked
other
questions
that
came
into
my
mind.
For
instance
if
the
participants
did
something
that
I
found
interesting
or
seemed
different
from
the
others
I
asked
them
why
they
acted
that
way.
A
description
of
the
warm
up
task
is
shown
in
the
table
below.
Table
4.5.2
Warm
up
task
Task
goal
Record
and
observe
general
behavior
in
the
App
Store
and
find
out
how
users
behave
when
visiting
the
App
Store
from
all
three
units.
Task
description
Browse
the
App
Store
and
show
me
how
you
normally
use
it.
Think
aloud
please.
Scenario
Bläddra
igenom
App
Store
och
visa
mig
vad
du
normalt
burkar
göra.
Tänk
högt.
Time
limit
5
minutes
Measure
Possible
ways
user
take
to
find
what
they
are
looking
for
4.5.3
Navigation
on
the
iTunes
App
Store
During
the
warm
up
task
navigation
in
the
App
Store
was
also
observed.
However
since
most
of
the
participants
are
used
to
the
navigation
in
the
iPhone
App
Store
and
the
navigation
on
the
iPad
is
similar
to
the
iPhone,
more
observation
was
made
on
how
users
navigate
in
the
iTunes
App
Store.
Navigation
in
the
iTunes
can
be
confusing,
especially
for
first
time
users.
One
reason
is
because
there
is
various
different
ways
users
can
take
to
get
to
a
page
from
the
iTunes
App
Store.
Thus
I
wanted
to
see
how
users
navigate
back
to
a
page
and
also
how
they
go
back
to
the
App
Stores
main
page.
26
To
make
it
easier
for
my
self
I
decided
prior
to
the
test
to
list
the
most
common
path
users
can
take
to
navigate
on
the
iTunes
App
Store.
The
following
two
tables
show
the
paths
I
have
chosen
users
may
take
when
navigating
in
the
iTunes
App
Store.
Table
4.5.3a
Sub-?task
navigation
to
previous
page
in
iTunes
App
Store
Task
goal
Task
description
Time
limit
Measure
Possible
ways
To
see
how
users
navigate
back
to
the
previous
page
in
the
iTunes
App
Store
Go
back
to
the
previous
page.
1
minute
Path
1. Use
the
small
back
button
in
the
iTunes
2. Use
the
backspace
button
keyboard
Table
4.5.3b
Sub-?task
navigation
to
main
page
in
iTunes
App
Store
Task
goal
Task
description
Time
limit
Measure
Possible
ways
To
see
how
users
go
back
to
the
Apps
Stores
main
page
in
the
in
iTunes
App
Store
Go
back
to
the
main
page.
1
minute
Path
1. Use
the
top
App
Store
link
2. Use
the
breadcrumb
4.6
The
scenarios
The
two
scenario-?based
tasks
were
divided
into
two
blocks
called
block
1
and
block
2
and
they
were
randomly
used
on
all
three
units.
Both
blocks
consisted
of
a
task
and
sub-?tasks.
4.6.1
Block
1
of
Scenarios
(Find
categories
in
the
App
Store)
The
first
block
was
used
to
see
how
users
find
categories
on
the
App
Store
and
filter
the
category
by
their
device.
Since
the
App
Store
on
the
iTunes
and
iPad
have
both
iPhone
and
iPad
apps,
participants
were
asked
to
find
a
category
for
both
devices.
To
minimize
the
learning
curve,
I
selected
three
different
categories
where
each
one
of
them
was
randomly
used
on
each
unit
in
every
session.
The
selected
categories
were
Lifestyle
for
the
iTunes,
News
for
the
iPad
and
Games,
which
was
used
on
all
three
units.
The
Games
category
was
included
on
all
three
units
because
it
has
a
sub
category
that
may
be
hard
to
find
on
one
device
than
the
other.
27
Table
4.6a
Scenario
1A
App
Store:
Find
the
Lifestyle
category
for
both
iPhone
and
iPad.
Task
goal
To
see
if
users
can
find
the
Lifestyle
category
for
both
iPhone
and
iPad
on
the
iTunes
App
Store.
Task
description
Find
all
Lifestyle
apps
first
for
the
iPhone
and
then
for
the
iPad
Scenario
1A
Säg
att
du
är
intresserad
av
livsstil
och
du
vill
se
alla
livsstils
appar
först
till
din
iPhone
och
sedan
till
din
iPad.
Limit
time
1
minute
Measure
Path
and
time
Possible
ways
? First
select
iPhone
or
iPad
from
the
main
page
? Then
use
the
“App
Store”
menu
and
click
on
Lifestyle
? Or
click
on
the
“All
Categories”
drop
down
menu
under
“APP
STORE
QUICK
LINKS”
and
than
choose
Lifestyle
? Search
Table
4.6b
Scenario
1B
iPad
App
Store:
Find
the
News
category
for
both
iPhone
and
iPad.
Task
goal
To
see
if
users
can
find
the
News
category
for
both
iPhone
and
iPad
using
the
iPad
App
Store.
Task
Find
all
News
apps
for
the
iPhone
and
iPad
description
Scenario
1A
Säg
att
du
är
intresserad
av
nyhets
appar
och
du
vill
se
alla
nyhets-?appar
först
till
din
iPhone
och
sedan
till
din
iPad.
Limit
time
1
minute
Measure
Path
and
time
Possible
ways
? First
select
iPhone
or
iPad
from
the
main
page
? Then
use
the
“App
Store”
menu
and
click
on
Lifestyle
? Or
click
on
the
“All
Categories”
drop
down
menu
under
“APP
STORE
QUICK
LINKS”
and
than
choose
Lifestyle
? Search
28
Table
4.6c
Scenario
1C
From
all
units:
Find
the
sub-?category
puzzle
on
the
App
Store
from
respective
units
Task
goal
To
see
if
users
can
find
the
sub
category
puzzle
from
the
Game
category
from
all
three
units.
Task
description
Find
all
puzzle
games
Scenario
1B
Limit
time
Measure
Possible
ways
Säg
att
du
är
intresserad
av
pusselspel.
Hitta
alla
pusselspel
till
din
enhet.
1
minute
Path
and
time
? Coose
the
Category
Games,
? Than
look
for
the
sub-?category
puzzle.
? Search
for
puzzle
games
4.6.2
Block
2
of
Scenarios
(Search
for
apps
in
the
App
Store)
This
second
block
was
used
to
see
how
users
search
for
apps
in
the
App
Store.
Since
there
are
both
iPhone
and
iPad
apps
available
in
both
iTunes
and
iPad
App
Store
user
can
filter
and
sort
apps
using
the
advance
search.
The
goal
with
this
task
was
to
see
if
the
participants
would
use
the
advance
search
functions
to
filter
and
find
apps
from
these
two
units.
In
order
to
ensure
that
the
participants
would
use
the
advance
search
that
is
the
Power
Search
in
the
iTunes
App
Store
I
asked
them
to
find
specific
apps
that
were
developed
by
a
company.
In
this
case
in
was
about
finding
all
sports
apps
for
the
iPad,
which
were
developed
by
Bonnier
Corporation.
However
to
make
the
task
a
bit
challenging
I
only
told
the
participants
to
find
sports
apps
for
the
iPad
developed
by
Bonnier
and
not
Bonnier
Corporation.
I
choose
this
because
I
wanted
to
see
if
the
participants
could
find
all
apps
by
a
category
for
a
specific
device
from
a
specific
company
and
since
Bonnier
Corporation
had
many
sports
apps
for
iPad
I
decided
to
employ
that.
On
mobile
App
Store
the
participants
were
asked
to
find
all
apps
developed
by
Bonnier
Tidskrifter.
On
the
iPad
App
Store
both
iPhone
and
iPad
apps
are
displayed
thus
I
also
asked
the
participants
to
sort
the
apps
by
their
device
and
only
show
the
iPad
apps
that
were
developed
by
Bonnier
Tidskrifrer.
Once
the
participants
found
all
apps
developed
by
Bonnier
Tidskrifter,
I
asked
their
opinion
about
the
apps
in
terms
of
design,
price
and
content.
29
Table
4.6.2a
Scenario
2A
Find
all
sports
apps
for
iPad
developed
by
Bonnier
(only
from
the
iTunes
App
store)
Task
goal
To
see
if
users
can
use
the
Power
search
in
the
iTunes
App
Store
to
find
only
sports
magazine
apps
for
the
iPad,
which
are
developed
by
Bonnier.
Task
description
Find
all
sports
magazine
apps
developed
by
Bonnier.
Scenario
Du
vill
veta
om
Bonnier
har
gjort
några
sport
magazine
appar
till
iPad.
Hur
skulle
du
göra
för
att
hitta
dessa
appar?
Limit
time
2
minutes?
Measure
Path,
time
Possible
ways
1. Use
the
Power
Search
and
choose
apps
from
the
all
results
drop
down
menu
then
type
in
Bonnier
in
the
Developer
Name
field
and
select
sport
from
the
Category
also
mark
Search
for
show
iPad
Apps
only.
Table
4.6.2b
Scenario
2B
Find
all
iPhone
apps
that
Bonnier
Tidskrifter
has
developed.
Task
goal
Task
description
Scenario
Limit
time
Measure
Possible
ways
Table
4.6.2c
Scenario
2C
Find
all
iPad
apps
by
Bonnier
Tidskrifter
.
Task
goal
Task
description
Scenario
Limit
time
Measure
Possible
ways
To
see
if
users
can
find
all
iPad
apps
from
Bonnier
Tidskrifter.
Find
all
iPhone
apps
that
Bonnier
Tidskrifter
has
developed
and
show
which
of
the
apps
that
attract
you.
Nu
är
du
istället
intresserad
av
att
veta
vilka
iPad
appar
som
Bonnier
Tidskrifter
har
gjort.
Hitta
alla
iPad
appar
som
Bonnier
Tidskrifter
har
gjort.
2
minutes
Path,
time
1. Search
for
Bonnier
Tidskrifter
To
see
if
users
can
find
all
iPhone
apps
from
Bonnier
Tidskrifter.
Find
all
iPhone
apps
that
Bonnier
Tidskrifter
has
developed
and
show
which
of
the
apps
that
attract
you.
Du
vill
se
vilka
iPhone
appar
som
Bonnier
Tidskrifter
har
gjort.
Hitta
alla
iPhone
appar
från
Bonnier
Tidskrifter
och
visa
vilka
appar
som
lockar
dig.
2
minutes
Path,
time
1. Search
for
Bonnier
Tidskrifter
2. Filter
them
to
show
only
iPad
apps.
30
4.7
Visual
elements
in
the
App
Store
Since
the
App
Store
is
full
of
visual
elements
such
as
text,
lines,
shapes
colors
and
icons
it
is
important
to
understand
what
visual
elements
that
trigger
the
consumers.
To
achieve
this
goal
I
prepared
nine
quiz
questions
that
tested
the
participant’s
memory
retention
of
the
visual
elements
on
the
App
Store.
This
was
made
by
letting
the
participants
look
at
a
number
of
apps
on
the
App
Store
for
a
very
short
time
and
immediately
after
that
give
them
the
nine
quiz
questions
to
find
out
what
they
remember.
By
using
method
we
can
obtain
the
visual
elements
that
were
stored
in
the
participants
short-?term
memory.
As
there
are
various
kinds
of
visual
elements
on
the
App
Store
I
only
tested
the
most
essential
elements
namely
the
icons.
The
quiz
questions
consisted
of
two
parts
and
they
are
described
as
follows:
Part
1
The
first
part
consisted
of
four
questions
where
the
first
three
questions
were
used
to
test
the
participant’s
memory
retention
“what”
pathway.
This
was
used
to
identify
an
icon
from
a
list
of
apps
that
the
participants
had
previously
seen
for
a
very
short
time.
The
last
question
(Q
No.
4)
in
this
part
was
used
to
understand
why
the
participants
remembered
that
particular
app.
The
four
quiz
questions
are
listed
below.
1. Do
you
remember
an
app
from
the
previous
Top
list?
(NOT
the
app
you
just
visited)
2. What
was
on
the
icon
and
what
color
did
it
have?
3. Where
was
the
app
located
in
list?
4. Why
do
you
think
you
remember
this
app?
Since
the
participants
may
remember
different
visual
elements
from
one
and
the
same
icon,
it
will
be
very
difficult
to
analyze
and
assess
the
participant’s
responds.
Hence
I
divided
the
results
of
each
memory
retention
quiz
questions
described
above,
in
the
following
three
groups,
yes,
no
and
partly.
The
following
points
describe
where
a
respond
from
a
participant
should
fit
in.
? The
answer
is
yes
to
the
first
question,
if
the
participant
remembers
the
first
name
of
the
app,
and
the
answer
is
partly
if
the
participant
remembers
a
word
from
the
name
or
a
part
of
the
name.
?
The
answer
is
yes
to
the
second
question,
if
the
participant
remembers
the
item
that
was
one
the
icon
and
also
remembers
at
least
one
color
from
the
icon,
and
the
answer
is
partly
if
the
participant
remembers
either
a
color
or
the
item
on
the
icon.
? The
answer
is
yes
to
the
third
question,
if
the
participant
remembers
the
exact
position
number
of
the
app
or
almost
the
exact
position,
and
the
answer
is
partly
if
the
participant
remembers
the
location
area
of
the
app
i.e.
the
app
was
located
around
the
top
area,
or
in
the
middle
area.
31
Part
2
The
second
part
consisted
of
the
remaining
five
questions.
They
were
used
to
test
the
participant’s
memory
retention
what
and
immediacy
of
understanding
of
an
application
that
participants
recently
had
visited
from
the
list.
The
first
two
questions
in
this
part
(Q
No.
5
and
6)
are
practically
the
same
as
the
first
two
questions
in
part
1.
They
were
used
to
see
if
the
participants
remember
the
name
and
the
visual
elements
of
the
app
they
visited
from
the
Top
Grossing
and
Top
Education
list.
The
other
two
questions
(Q.
No.
7
and
8)
were
used
to
see
if
participants
remember
the
price
of
the
app
and
also
the
compatibility
of
the
app
meaning
whether
it
works
for
both
iOS
devices
or
not.
The
last
question
was
used
to
see
if
the
participants
understand
what
the
app
they
visited
is
about.
The
quiz
questions
are
listed
below.
5. What
was
the
name
of
the
app
you
just
visited?
6. What
icon
and
what
color
did
it
have?
7. How
much
did
it
cost?
8. Is
the
app
compatible
with
the
other
iOS
devices?
9. What
do
you
think
the
app
does?
And
do
you
remember
which
category
it
belonged
to?
This
task
aimed
to
test
the
participant’s
memory
retention
and
not
how
fast
they
can
remember
an
element
from
the
App
Store.
Hence
there
was
no
limited
time,
however
the
participants
were
not
allowed
to
spend
too
much
time
on
a
question,
if
the
participants
didn’t
remember
what
they
saw
they
were
allowed
to
guess
or
write
down
what
they
think
they
remember.
By
allowing
participants
to
freely
write
down
whatever
they
remember
about
a
question
I
would
get
more
information
regarding
the
elements
they
remembered.
Nevertheless
there
is
a
weakness
with
this
approach.
If
participants
are
not
remembering
anything
quickly
they
may
go
to
the
next
question
with
out
thinking
too
much,
they
might
also
write
down
very
few
things
or
detail
things
and
forgets
to
write
down
the
bigger
visual
elements.
To
prevent
this
kind
of
threats
to
validity
I
told
the
participants
before
giving
them
the
questions
to
think
carefully
and
try
to
remember
as
much
as
possible
regarding
each
quiz
questions.
Moreover
I
included
two
general
questions
in
each
part
to
understand
why
the
participants
think
they
remembered
that
particular
app
and
what
they
think
the
app
they
remembered
does.
The
quiz
questions
were
given
to
the
participants
on
each
unit
immediately
after
the
participants
had
seen
a
list
of
apps
from
the
Top
Grossing
and
Top
Education
category.
The
reason
why
these
two
categories
were
chosen
on
each
unit
is
described
in
the
following
sections.
32
4.7.1
Visual
elements
in
the
iTunes
App
Store
On
the
iTunes
App
Store
the
participants
were
asked
to
go
to
the
Top
Grossing
section
and
quickly
go
to
the
app
number
25.
The
Top
Grossing
section
was
chosen
because
the
apps
are
numbered
and
it
includes
both
free
and
paid
apps.
The
reason
for
choosing
the
25th
app
was
because
there
are
25
apps
displayed
in
the
Top
Grossing
section
in
the
iPhone
App
Store
and
I
wanted
the
participants
to
look
at
the
same
amount
of
apps
in
the
iTunes
App
Store
before
they
could
select
the
app.
Since
the
Top
apps
in
App
Store
changes
all
the
time
all
participants
was
not
seeing
the
same
apps
in
the
same
position
all
the
time.
Once
the
participants
entered
the
25th
app
in
the
Top
Grossing
section
I
asked
them
to
go
down
to
the
bottom
of
the
page
and
point
at
the
last
app
that
other
customers
have
bought
and
immediately
after
that
I
gave
them
the
quiz
questions.
All
this
was
used
to
distract
the
participants
from
remembering
what
they
just
have
seen.
4.7.2
Visual
elements
in
the
iPad
App
Store
On
the
iPad
App
Store,
on
the
other
hand
the
list
of
free
and
paid
apps
in
the
Top
Charts
are
displayed
simultaneously,
thus
I
asked
half
of
the
participants
to
select
the
10th
(the
last
app)
from
the
Top
Free
column
on
the
right
side
and
the
other
half
participants
to
select
the
other
10th
(last
app)
from
the
Top
paid
column
on
the
left
side.
Both
were
selected
from
Top
Education
category.
I
chose
the
Education
category
because
there
were
several
apps
that
appeared
on
both
free
and
paid
sides
at
the
same
time
i.e.
apps
that
had
lite
version
and
paid
version
and
I
wanted
to
see
if
the
participants
would
remember
these
apps.
Once
participants
selected
the
app
I
used
the
same
procedure
as
I
used
in
the
iTunes
App
Store
meaning
I
asked
the
participants
to
go
to
the
bottom
of
the
page
and
point
at
the
last
app
that
other
customer
has
bought
and
gave
them
the
quiz
questions
immediately
after
that.
4.7.3
Visual
elements
in
iPhone
App
Store
On
the
iPhone
App
Store
I
asked
the
participants
to
go
to
the
Top
Grossing
section
and
select
the
last
25th
app.
Since
the
App
Store
view
is
different
on
the
iPhone
I
asked
the
participants
to
scroll
down
to
the
bottom
of
the
page
and
say
out
loud
the
size
of
the
app,
just
as
they
entered
the
app,
and
then
immediately
gave
them
the
quiz
questions.
33
4.8
Reliability
and
validity
A
major
concern
in
any
research
is
the
validity
of
the
procedures
and
conclusions.
The
term
“Validity”
has
several
meanings
and
there
are
many
types
of
validity,
however
in
most
cases,
they
all
refer
to
the
quality
of
precision
of
a
study,
a
procedure,
or
measure
–
to
“how
well”
each
does
what
it
is
supposed
to
do.
There
are
many
potential
threats
to
the
validity
of
a
research
study,
and
therefore
it
is
important
that
the
researcher
create
procedure
to
eliminate
or
reduce
them.
During
my
pre
study
I
read
several
literature
and
related
research
on
the
subject
in
order
to
have
a
better
understanding
of
the
problem
and
create
a
good
study.
I
also
discussed
about
my
research
with
experts
in
the
area,
which
helped
me
to
select
relevant
research
questions
and
methods.
During
the
actual
study
I
tried
to
avoid
and
reduce
the
threats
by
preparing
the
whole
study
in
advance
and
making
the
study
as
realistic
as
possible.
I
prepared
the
laboratory
in
advanced
used
reliable
instruments
and
tested
them
beforehand.
Moreover
I
used
counterbalancing
to
solve
potential
order
issues
and
randomized
the
tasks
to
counter
the
sequence
effect.
I
also
did
a
pilot
test
in
order
to
find
possible
problems
before
the
actual
test
began.
Finally,
I
treated
the
participants
well,
offered
them
coffee
so
they
could
feel
comfortable
and
relaxed,
explained
about
the
session
in
advance
and
tried
to
make
the
whole
procedure
as
natural
as
possible.
4.9
Possible
cretic
The
major
problem
that
was
difficult
to
control
in
this
study
was
the
different
conditions
that
changed
constantly,
particularly
the
order
of
the
apps.
Since
the
participants
performed
most
of
the
tasks
in
the
top
charts
sections
the
order
of
the
apps
may
have
changed
at
different
times.
This
order
change
in
the
App
Store
may
have
affected
the
result.
To
avoid
this
I
always
looked
for
changes
of
the
apps
prior
to
each
study
session.
Another
state
that
may
have
been
confounding
is
the
App
Store
language.
Both
the
desktop
iTunes
App
Store
and
the
mobile
iPad
App
Store
were
set
to
Swedish,
however
participants
had
set
English
language
on
their
iPhone
App
Store.
Furthermore
since
the
participants
were
allowed
to
freely
browse
the
App
Store,
e.g.
in
the
warm
up
task
they
constantly
changed
from
one
place
to
another
and
frequently
clicked
at
different
items.
This
could
have
affected
the
result
because
it
was
not
always
the
case
that
participants
knew
why
they
looked
or
clicked
on
a
certain
item.
As
Martin
Lindstrom
states
in
his
book
[Buyology,
2010]
people
have
the
tendency
to
say
things
that
their
actions
are
opposed.
This
is
because
according
to
Lindstrom
people
most
of
the
time
acts
unconscious
and
therefore
cannot
tell
why
they
behaved
in
a
specific
way.
Although
video
recordings
and
think
aloud
method
was
used
in
this
study
it
was
still
difficult
to
understand
why
participants
choose
to
click
on
a
certain
item
because
sometimes
participant’s
behavior
contradicted
on
what
they
were
actually
say.
34
5.
Results
In
this
chapter
the
results
from
the
quantitative
data
pre-?test
questionnaires
(the
study
participants),
the
qualitative
data
from
the
Task
analysis
and
post-?test
questionnaires
(the
study
App
Store)
is
presented.
5.1
Result
of
the
Pre
test-?questionnaires
Primary
data
on
participant’s
basic
information
such
as
demographics,
participant’s
experience
of
using
the
Apples
devices
and
the
Apples
App
Store
were
collected
using
a
pre-?test
questionnaire.
The
pre
test
questionnaires
had
three
parts
and
they
are
presented
as
follows.
5.1.1.
Participant’s
demography
About
12
participants
living
in
Stockholm
and
Uppsala
with
different
professions
including
students
were
included
in
the
study.
The
age
of
participants
ranged
from
20
to
47
years
and
their
monthly
income
is
depicted
in
table
5.1.1
Table
5.1.1.
Demographic
characteristics
of
the
study
participants,
Uppsala,
Fall2011
Participants
1
2
3
4
5
6
7
8
9
10
11
12
Gender
M
M
M
M
F
M
M
M
M
M
M
M
Age
20
24
23
23
25
28
29
38
26
47
25
29
Profession
Student
Student
Student
Student
Student
IT
consult
Construction
Engineer
Accounting
assistant
Civil
Engineer
PhD
in
Language
Lawyer
Programmer
Income
after
tax
5000
-?
6
999
kr
7000
-?
8
999
kr
7000
-?
8
999
kr
<
5000
kr
<
5000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
50
000
?
13
000
kr
35
5.1.1a
Summary
of
consumer
demographics
Table
5.1.1a
A
summary
of
consumer
demographics
factors
Factory
Type
Demographics
Individual
The
study
Factors
Participants
Gender
The
participants
consisted
of
eleven
men
and
one
female.
Major
Findings
The
female
participant
had
never
purchased
an
app
from
the
App
Store
before
and
she
was
also
the
only
one
who
did
not
download
games
from
the
App
Store.
Age
The
participant’s
The
younger
participants
age
range
was
had
more
experience
of
20–
47
years
old.
using
the
App
Store
from
Median (25) both
iTunes
and
iPad,
they
were
also
more
willing
to
pay
for
an
app
than
the
older
participants.
Profession
The
participants
The
majority
of
the
student
consisted
of
five
had
a
good
experience
of
students
and
using
the
App
Store
from
other
educated
both
iTunes
and
iPad.
Two
professions
i.e.
of
the
students
also
owned
Programmer
an
iPad.
Most
of
the
students
also
purchased
apps
from
the
App
Store.
Income
The
students
had
The
income
did
not
affect
an
income
the
buying
tendency
of
between
5000
–
apps
on
the
App
Store.
8999
kr
after
tax
Most
of
the
participants
whereas
the
rest
who
purchased
apps
on
the
had
an
income
of
App
Store
were
students
50
000
?
13
000
and
had
an
income
kr
between
5000-?
8999kr
36
5.1.2.
Participants
usage
of
the
iOS
devices
Table
5.1.2.1
Participants
experience
for
iOS
devices
(iPhone,
iPod
Touch,
iPad
and
Android
Smartphone
and
Tablet).
#
iPhone
Have
had
the
(Pod
device
for
Touch)
iPod
Touch,
2
years,
both
devices
iPhone
3GS
1,5
years
iPhone
4,
5
month
(iPhone)
&
7
month
(iPad)
iPhone
3GS
2
years
Time
spent
on
the
Have
used
and
device
per
day
iPad
30
min
–
3h(iPod
Touch)
30
min
–
3
h
4
–
7
h
(iPhone),
30
min
-?
3h(iPad)
>7
h
Yes,
have
used
it
7-?10
times
No
Yes,
owns
an
iPad
Yes,
have
used
it
2-?6
times
Have
used
Android
Phone/tablet
Yes,
own
an
Android
Phone
No
Yes,
have
used
an
Android
Phone
(2-?6
times)
Yes,
have
used
an
Android
Phone
(2-?6
times)
No
No
Yes,
owned
Android
tablet
(for
6
month)
Yes,
have
used
an
Android
Phone
(2-?6
times)
No
No
Yes,
Have
used
an
Android
Phone
(2-?6
times)
No
1
2
3
4
5
6
7
8
iPhone
3G,
iPhone
iPhone
4
iPhone
4
2
years
(iPhone),
4
–
7
h
(iPhone),
Yes,
owns
an
8
month
(iPad)
30
min
-?
3h(iPad)
iPad
3
years
<
30
min
Yes,
have
used
it
one
time
1
years
>7
h
(iPhone)
Yes,
have
used
it
2-?6
times
7
month
>7
h
Yes,
have
used
it
2-?6
times
Yes,
have
used
it
one
time
Yes,
have
used
it
one
time
No
9
iPhone
3G
3
years
6
month
2
years
4
–
7
h
4
–
7
h
4
–
7
h
10
iPhone
4
11
iPhone
3G
12
iPhone
4
6
month
4
–
7
h
No
Among
the
participants,
eleven
of
them
have
had
iPhone
of
different
models
i.e.
five
of
them
had
iPhone
4,
the
other
five
had
iPhone
3GS
and
one
participant
had
the
earliest
model.
Only
one
participant
had
iPod
touch
however,
this
participant
has
performed
the
task
that
was
set
for
iPhone
App
Store.
There
were
also
two
participants
in
the
study
who
owned
an
iPad
(Table
5.1.2.1).
Regarding
participants
experience
for
Android
Phone
or
tablet,
almost
half
of
the
participants
have
been
using
the
phone
including
the
Android
smartphone
except
37
one
who
used
it
before.
Still
more
than
half
of
the
participants
have
the
experience
of
using
iPad
though
it
was
for
short
period
(not
for
more
than
10
minutes)
see
table
5.1.2.1
What
did
the
participants
use
their
iOS
devices
for?
Most
of
the
participants
used
their
phone
device
primarily
to
call
or
send
SMS/MMS
depends
up
on
the
type
of
the
device
they
are
using.
For
instance,
the
participant
who
used
the
iPod
Touch
was
not
included
in
this
group
since
he
cannot
call
or
send
SMS
directly
from
an
iPod
touch
(Table
5.1.2.2)
According
to
participants
response
illustrated
in
Table
5.1.2.3,
four
of
the
participants
primarily
used
the
iPad
for
surfing
the
web
with
Safari
and
the
same
number
of
participants
also
used
the
device
to
play
games
as
a
second
priority.
However,
most
of
the
participants
did
not
download
applications
as
frequently
as
other
activities
by
iPad
users
and
only
three
participants
considered
downloading
applications
using
iPad
as
their
fifth
priority.
The
stars
in
table
5.1.2.3
indicate
the
two
owners
of
the
iPad.
Table
5.1.2.2
List
of
Participant’s
priority
usage
of
the
iPhone
in
rank.
iPhone
usage
1st
2nd
3rd
4th
5th
Priority
Priority
Priority
Priority
Priority
Call/SMS/MMS
8
2
-?
1
-?
E-?mail
1
3
3
4
-?
Search
information
-?
2
2
4
4
Play
games
1
3
2
1
-?
Listen
to
music
2
2
4
1
-?
Watch
video
clips
-?
-?
1
-?
2
Download
apps
-?
-?
-?
1
6
Total
12
12
12
12
12
Table
5.1.2.3
List
of
Participant’s
priority
usage
of
the
iPad
in
rank
iPad
usage
1st
2nd
3rd
4th
5th
Priority
Priority
Priority
Priority
Priorit y
Read
news/magazines
2(**)
1
2
2
1
Played
games
1
4(**)(***)
3
1
-?
Watched
video
clips
1
2
1
3(**)
2(**)
Surfed
the
web
with
Safari
4(***)
2
-?
2(***)
1
Downloaded
apps
-?
-?
-?
-?
3(***)
Listened
to
music
-?
-?
-?
1
-?
E-?mail
1
-?
3(**)(***)
-?
2
Total
9
9
9
9
9
**
The
first
participant
who
owned
an
iPad
***The
second
participant
who
owned
an
iPad
38
How
many
apps
have
the
participants
downloaded
on
their
device?
Participants
were
asked
whether
they
have
downloaded
applications
on
their
device
and
whether
the
applications
are
for
paid
or
free
of
charge.
All
participants
downloaded
free
applications
and
the
number
of
free
applications
downloaded
were
relatively
larger
compared
to
paid
applications.
Even
some
participants
who
downloaded
the
maximum
number
of
free
applications
did
not
download
a
single
of
paid
applications
(see
table
5.1.2.4).
Table
5.1.2.4
Number
of
free
and
paid
Apps
downloaded
into
participant’s
iOS
device
Participants
Number
of
free
apps
Number
of
paid
apps
1
2
3
4
5
6
7
8
9
10
11
12
21
–
50
21
–
50
>100
(iPhone
&
iPad)
81
–
100
21 –
50
(iPhone
&
iPad)
21
–
50
>100
21
–
50
51
–
80
20
>
21
–
50
51
–
80
1
–
5
1
–
5
>10
(iPhone
&
iPad)
>10
1
–
5,
(iPad
6
-?
10)
None
None
6
–
10
>10
None
>10
6
–
10
5.1.3.
Participant’s
frequency
of
visit
and
usage
of
the
App
store.
The
last
part
in
this
section
was
used
to
find
out
how
often
the
participants
visit
the
App
Store
and
from
which
device
they
visit
it.
It
was
also
used
to
find
what
they
do
when
they
visit
the
App
Store.
Most
of
the
participants
visit
the
iPhone
App
Store
seldom.
One
participant
who
has
the
earliest
version
of
iPhone
has
never
visited
the
App
Store
from
his
iPhone;
because
the
iPhone
does
not
have
a
3G
network.
However
this
participant
uses
iTunes
to
download
and
sync
apps
into
his
iPhone.
Half
of
the
participants
have
never
used
the
iTunes
App
Store
and
the
other
half
used
it
only
few
times.
Only
three
participants
have
visited
the
iPad
App
Store
two
of
these
were
the
owners
of
the
iPa
(see
table
5.1.3.1).
39
Table.
5.1.3.1
Frequency
of
visits
of
participants
on
the
App
store
from
the
iOS
devices
and
the
desktop
iTunes.
Frequency
of
visit
#
Of
Participantswho
#
Of
Participants
#
Of
Participants
of
App
Store
used
iPhone/iPod
who
used
the
iPad
who
used
iTunes
Touch
Never
1
9
6
Seldom
8
2
-?
Every
other
day
1
-?
-?
Once
a
day
1
-?
-?
Several
times
a
day
1
-?
-?
Few
times
-?
-?
5
Very
few
times
-?
1
1
Total
12
12
12
Table
5.1.3.2
Participant’s
usage
of
the
App
Store
from
the
iPhone
in
rank
Usage
of
App
Store
From
1st
2nd
3rd
4th
5th
iPhone
Priority
Priority
Priority
Priority
Priority
Browse
Top
Charts
8
-?
-?
2
1
Browse
by
Category
-?
2
1
1
2
Browse
by
Feature
-?
-?
2
2
1
Search
for
apps
3
3
1
3
1
Purchase
apps
-?
-?
1
1
2
Download
free
apps
-?
5
4
1
1
Read
app
description
-?
1
2
1
3
Total
11
11
11
11
11
Eight
of
the
participants
used
the
App
Store
to
primarily
browse
through
the
Top
Charts.
Secondly
five
participants
used
the
App
Store
to
download
free
apps.
Since
the
participant
with
the
first
iPhone
had
never
visited
the
App
Store
from
his
iPhone,
he
was
not
included
in
this
table.
The
next
table
5.1.3.3
shows
which
of
the
seven
participants
how
have
used
an
iPad
also
have
visited
the
App
Store.
Since
the
two
participants
who
owned
an
iPad
had
visited
the
App
Store
more
then
the
other
they
are
not
included
in
the
table.
40
Table
5.1.3.3
Participant’s
usage
of
the
App
Store
from
the
iPad
in
rank
Usage
of
App
Store
1st
2nd
3rd
4th
5th
from
the
iPad
Priority
Priority
Priority
Priority
Priority
Browsed
Top
Charts
4(**)(***)
-?
-?
-?
-?
Browsed
by
Category
-?
1
-?
-?
1
Browsed
by
Feature
-?
-?
1
-?
2(**)(***)
Searched
for
apps
-?
-?
2(**)(***)
1
-?
Purchased
apps
-?
-?
-?
2(**)(***)
1
Downloaded
free
apps
-?
2(**)(***)
1
1
-?
Read
app
description
-?
1
-?
-?
-?
Total
2
2
2
2
2
**
The
first
participant
who
owned
an
iPad
***The
second
participant
who
owned
an
iPad
As
can
be
seen
from
the
table
above
all
four
participants
used
the
iPad
App
Store
primarily
to
browse
the
Top
Charts.
Moreover,
both
participants
who
owned
the
iPad
used
the
App
Store
in
the
same
way.
The
next
table
5.1.3.4
shows
what
the
six
participants
who
had
visited
the
App
Store
from
the
iTunes
did.
Table
5.1.3.4
Participant’s
usage
of
the
App
Store
from
the
iTunes
in
rank
Usage
of
App
Store
in
iTunes
1st
2nd
3rd
4th
5th
Priority
Priority
Priority
Priority
Priority
Browse
Top
Charts
2
-?
1
1
1
Browse
by
Category
-?
-?
1
1
-?
Browse
by
Feature
-?
1
-?
-?
2
Search
for
apps
3
3
-?
-?
-?
Purchase
apps
-?
-?
1
2
1
Download
free
apps
1
1
3
-?
1
Read
app
description
-?
1
-?
2
1
Total
6
6
6
6
6
Half
of
these
six
participants
used
the
iTunes
App
Store
to
primarily
search
for
apps
or
download
free
apps.
The
final
table
5.1.3.5
shows
the
number
of
the
participants
who
have
visited
Google’s
Android
Market
and
from
which
unite
they
visited
it
from.
Table
5.1.3.5
Number
of
participant
who
used
the
Googel’s
Android
Market
Visited
Google’s
Android
Market
Participants
No
7
Yes,
from
an
Android
Phone
3
Yes,
both
from
the
webb
and
Android
Phone
1
Yes,
both
from
Android
Phone
&
Andorid
Tablet
1
Total
12
41
5.1.3a
Summary
of
consumer’s
prior
experience
of
the
App
store.
Table
5.1.3
a
A
summary
of
consumer’s
prior
experience
and
usage
of
the
App
Store
Factory
Type
App
Store
Experience
Individual
The
study
Factors
Participants
Frequency
of
All
participants
visit
on
iPhone
except
one
had
App
Store
used
the
iPhone
App
Store
before.
Frequency
of
4
out
of
9
visit
on
iPad
participants
had
App
Store
used
the
iPad
App
Store
before
including
the
two
participants
who
owned
an
iPad.
Frequency
of
Six
participants
visit
on
iTunes
had
used
the
App
Store
iTunes
App
Store
before.
Major
Findings
Most
of
the
participants
visited
the
iPhone
App
Store
seldom
and
they
used
it
mainly
to
search
for
apps.
The
owners
of
the
iPad
and
the
participants
who
had
most
experience
of
the
iPad
App
Store
succeeded
with
the
tasks
that
were
given
to
them.
The
participants
who
had
never
used
the
iTunes
App
Store
failed
the
tasks
that
were
given
to
them.
5.2
Result
of
task
analysis
The
aim
of
using
the
pre-?test
questionnaire
information
about
participant’s
prior
experience
for
the
Apple
devices
and
App
Store
was
presented
in
the
previous
section.
The
tasks
given
to
all
participants
and
their
outcomes
were
recorded
in
video
and
the
analyses
of
the
results
are
presented
in
this
section.
Before
presenting
the
results
there
is
an
important
factor
that
I
would
like
to
point
out
that
is
the
participants
prior
knowledge
about
using
the
App
Store.
As
we
saw
in
the
previous
section
half
of
the
participants
never
used
the
desktop
iTunes
App
Store,
thus
I
thought
it
would
be
interesting
to
see
how
long
it
would
take
for
the
participants
to
actually
open
the
App
Store
from
the
desktop
iTunes.
It
turned
out
that
opening
the
App
Store
from
the
iTunes
on
a
computer
was
much
more
difficult
then
I
thought.
Several
participants,
especially
those
who
had
never
used
it
before
had
hard
time
getting
to
the
App
Store
from
the
iTunes
App
Store.
Three
of
these
participants
struggled
to
open
the
App
Store
from
the
iTunes
all
because
they
didn’t
know
where
to
click.
After
having
successfully
entered
the
iTunes,
these
three
participants
spent
more
than
15
seconds
looking
for
the
App
Store
link
without
doing
anything.
All
three
participants
looked
for
the
App
Store
link
in
the
left
column
menu
of
iTunes.
42
An
interesting
notation
was
that
one
of
these
participants
had
actually
used
the
App
Store
before,
but
for
very
short
time.
The
time
distribution
among
all
participants
is
shown
in
figure
below.
Time
distribution
Time
(seconds)
25
20
15
10
5
0
P1
P2
P3
P4
P5
P6
P7
P8
Participants
P10
P11
P12
20,02
18,02
16,34
14,48
14,37
13,58
8,13
7,12
6,88
6,24
6,17
6,03
Value
Average
Table
5.2.
Time
taken
by
the
participants
top
open
the
App
store
in
the
iTunes
5.2.1
Result
from
the
warm
up
task
The
task
analysis
phase
started
with
a
warm
up
task
in
all
units.
The
participants
were
asked
the
questions
that
were
described
in
the
warm
up
task
section
in
the
method
part.
All
warm
up
tasks
began
with
asking
the
participants
to
show
and
tell
the
first
thing
they
do
when
they
visit
the
App
Store.
5.2.1.2
What
is
the
first
thing
users
do
when
they
visit
the
App
Store?
People
visit
the
App
Store
to
either
browse
or
search
for
a
specific
type
of
app.
They
might
also
visit
the
App
Store
to
update
their
existing
apps.
In
order
to
find
out
what
type
of
user
these
participants
are,
they
were
asked
to
show
and
state
what
they
do
in
first
hand
when
they
visit
the
App
Store.
The
same
question
was
given
to
the
participants
in
the
pre-?test
questionnaires
the
results
can
be
found
in
table
5.1.3.2
–
5.1.3.4.
In
this
part
however
they
were
asked
to
show
live
the
first
thing
they
do
when
they
visit
the
App
Store
from
the
three
units.
Table
5.2.1.2
below
shows
the
first
thing
that
participants
did
when
they
visited
the
App
Store
from
all
three
units.
43
Table
5.2.1.2
The
first
thing
participants’
did
when
they
visited
the
App
Store
Show
the
first
thing
you
do
when
you
visit
the
App
Store
iTunes
iPhone
iPad
Looked
at
the
New
and
Noteworthy
section
6
2
2
Looked
at
the
what’s
hot
section
on
the
first
page
1
Searched
for
an
app
in
first
hand
2
5
Checked
the
top
front
slideshow
on
the
first
page
1
Looked
at
App
of
the
week
on
the
first
page
1
Looked
at
the
Top
Charts/Top
25
1
2
9
Looked
at
Category
-?
1
Update
3
Total
12
12
12
The
overall
result
shows
that
more
than
half
of
the
participants
first
looked
at
the
apps
in
the
“New
and
Noteworthy”
and
“What’s
Hot”
section
in
the
iTunes
App
Stores.
Five
participants
searched
on
the
iPhone
App
Store
and
nine
participants
looked
at
the
Top
Chart
on
the
iPad
App
Store.
5.2.1.3.
What
is
the
first
item
users
look
at
on
the
App
Store
before
going
to
the
app
description
page?
Next,
in
order
to
see
which
visual
elements
the
participants
are
attracted
to
before
going
to
the
app
description
page
they
were
asked
to
show
and
explain
which
items
they
would
look
at
first
and
second
on
the
App
Store
from
all
three
units.
On
the
iTunes
App
Store
the
participants
demonstrated
this
task
on
the
apps
from
the
“New
and
Noteworthy”
and
“What’s
Hot”
section
whereas
on
the
iPad
and
iPhone
App
Store
participants
demonstrated
on
the
apps
from
the
Top
Chart
section.
Table
5.2.1.3
shows
that
all
participants
looked
at
the
icons
in
first
hand
in
all
three
units
and
the
name
of
the
app
in
second
hand
from
the
iTunes
App
Store.
From
the
iPad
on
the
other
hand
only
half
of
the
participants
looked
at
the
name
in
the
second
hand
the
other
half
looked
at
ratings.
Seven
participants
in
the
second
hand
also
looked
at
the
ratings
from
the
iPhone
App
Store.
Table
5.2.1.3
Participants
first
and
second
look
at
on
the
App
Store.
App
Store
First
look
Second
look
iTunes
Icon(12)
Name(12)
iPhone
Icon(12)
Name(5),
Ratings(7)
iPad
Icon(12)
Name(6),
Ratings(6)
44
5.2.1.4.
What
is
the
first
thing
users
look
at
in
the
app
description
page?
The
overall
result
shows
that
when
participants
visited
the
app
product
page
they
were
more
drawn
to
the
graphics
on
the
iTunes
and
iPad
App
store.
Table
5.2.1.4
shows
that
half
of
the
participants
on
the
iTunes
App
Store
looked
at
screenshots
first
and
only
three
participants
looked
at
the
Screenshots
in
the
iPad
App
Store.
None
of
the
participants
looked
at
the
screenshots
in
the
iPhone
App
Store
in
first
hand.
In
the
second
place
we
see
that
participants
on
the
iTunes
and
iPad
App
Store
looked
at
the
ratings
whereas
no
participants
looked
at
the
ratings
in
the
iPhone
App
Stores.
Table
5.2.1.4
Participants
first
and
second
hand
look
in
the
app
description
page.
App
Store
iTunes
iPhone
iPad
5.2.1.5
How
do
users
navigation
on
the
iTunes
App
Store
First
look
Description(6),
Screenshots(6)
Description(10),
Free
button(2)
Description(9)
,Screenshots(3)
Second
look
Screenshots(6),Ratings(6)
Screenshots(10)
Screenshots(9),
Ratings(3)
During
the
warm
up
tasks
navigation
in
the
App
Store
was
also
observed
especially
the
navigation
in
the
desktop
iTunes
App
Store.
This
is
because
there
are
various
paths
that
users
can
take
to
navigate
back
and
forward
to
a
page
in
the
iTunes
App
Store.
Hence
I
have
observed
the
most
common
path
users
take
to
navigate
in
iTunes
App
Store.
After
analysis
of
the
various
paths
that
the
participants
take
to
go
back
to
a
page,
and
the
home
page
I
found
that
there
are
typically
two
paths
users
take
to
navigate
back
to
a
page
and
another
two
different
path
to
go
back
to
the
home
page.
The
paths
are
described
as
follows:
To
navigate
back
to
a
page
on
the
iTunes
App
Store
11
participants
used
the
small
triangle
back
button
in
the
iTunes
whereas
one
participant
used
the
backspace
button
keyboard.
An
interesting
observation
made
was
that
four
participants
had
trouble
finding
the
back
button
in
the
iTunes
App
Store
at
first.
One
of
them
tried
to
use
the
iTunes
music
back
button
as
shown
in
the
left
picture
in
figure
5.2.1.6
and
two
participants
tried
to
click
on
the
iTunes
Store
link
to
go
back
as
shown
in
right
picture
in
figure
5.2.1.6
The
last
participant
who
had
trouble
finding
the
back
button
in
iTunes
App
Store
used
the
backspace
on
the
keyboard
to
navigate
back.
Although
this
participant
used
the
iTunes
App
Store
before
he
spent
more
than
20
seconds
finding
a
way
to
go
back
to
a
page
before
he
decided
to
use
the
backspace
button
on
the
keyboard.
45
Figure
5.2.1.6
Participants
tried
to
use
the
iTunes
Music
back
button
and
iTunes
Store
link
to
go
back
to
a
page
To
go
back
to
iTunes
App
Store
home
page
from
an
app
product
page
ten
participants
used
the
top
App
Store
link
while
two
participants
used
the
breadcrumb
as
illustrated
in
figure
5.2.1.7
below.
Figure
5.2.1.7
Participants
used
the
main
App
Store
link
and
breadcrumb
link
of
App
Store
to
go
back
to
the
iTunes
App
Store
home
page.
5.2.1.8
What
kind
of
apps
are
the
users
interested
in?
Since
there
was
no
question
about
what
kind
of
apps
the
participants
might
be
interested
in
in
the
pre-?test
questionnaires
they
were
asked
during
the
warm
up
task.
Ten
of
twelve
participants
were
in
interested
in
games
from
the
App
Store.
Two
of
these
participants
were
the
owners
of
the
iPod
Touch
and
the
iPhone
original.
Since
their
devices
are
limited
compared
to
the
other
devices
versions,
they
used
their
devices
to
mainly
downloaded
games.
Productivity,
utility,
social
networking,
fitness
and
health
care
and
weather
apps
were
also
popular
among
the
participants.
5.2.2
Result
from
the
task
scenarios
The
result
from
the
two
scenario-?based
task
is
presented
below.
As
stated
in
the
method
chapter
these
scenario-?based
tasks
are
concerned
with
finding
categories
and
searching
on
the
App
Store.
46
5.2.2.1
Block
1
of
Scenarios:
(Participant’s
attempt
to
find
categories
in
App
Store)
This
section
was
used
to
see
how
users
find
categories
on
the
App
Store
and
filter
the
categories
by
their
device.
Because
user
can
look
for
both
iPhone
and
iPad
apps
and
take
different
ways
to
find
a
category
for
both
devices
from
both
iTunes
and
iPad
App
Store
participants
were
divided
into
three
groups
to
see
which
way
they
take
to
find
a
categories
for
both
iOS
devices
using
the
iTunes
and
iPad
App
Store.
The
first
group
consisted
of
four
participants
and
they
were
asked
to
find
a
category
for
the
iPhone
from
both
units.
The
second
group
consisted
of
another
four
participants
who
were
asked
to
find
a
category
for
the
iPad
from
both
iTunes
and
iPad
App
Store.
The
last
four
participants
were
asked
to
find
a
sub-?category
from
all
three
units.
Since
the
goal
of
this
task
was
to
see
which
path
the
participants
take
to
find
a
category
I
did
not
focus
that
much
on
the
time
and
because
there
was
no
starting
point
for
each
task,
the
performance
time
may
vary
from
one
participant
to
another.
However
there
was
a
limit
time
for
each
task
and
if
the
participants
were
not
finished
within
the
given
time
the
task
was
considered
as
failed.
Scenario
1A.
Finding
category
for
the
iPhone
from
both
iTunes
and
iPad
App
Store
? Specific
concern:
To
see
which
way
the
users
take
to
find
the
Lifestyle
category
for
the
iPhone
from
the
iTunes
and
the
Top
News
category
for
the
iPhone
from
the
iPad
App
Store.
? Task:
Find
the
Lifestyle,
and
Top
News
category
for
the
iPhone.
? Time
Limit
1
minute
? Median
time
for
the
iTunes:
15s
(13s,
18s)
? Meadian
time
for
the
iPad:
56s
(,53s,
62s)
8
7
Participants
6
5
4
3
2
1
0
Succeeded
iTunes:
Top
App
Store
Menu
1
Failed
iTunes:
App
Store
Quick
links
1
2
1
Figure
5.2.2.1b
Scenario
1A
47
As
can
be
seen
from
the
above
figure
all
four
participants
in
the
first
group
succeeded
to
find
the
lifestyle
category
for
the
iPhone
from
the
iTunes
App
Store.
Three
of
these
participants
used
the
main
App
Store
Menu
link
and
one
participant
used
the
App
Store
Quick
links
drop
down
menu.
From
the
iPad
App
Store
only
three
participants
managed
to
find
the
Top
News
category
apps
for
the
iPhone.
Two
of
them
took
the
path
through
the
top
chart,
chose
the
category
news
for
from
there
and
finally
taped
on
the
Show
iPhone
Apps
tab
at
the
bottom
of
the
page,
one
of
them
actually
went
to
the
category
section
first
but
when
he
realized
there
was
no
way
to
sort
the
apps
by
their
devices
he
went
to
the
top
chart
and
found
the
category
from
there.
The
last
participant
who
succeeded
finding
the
iPhone
Top
News
Category
searched
for
News
and
filtered
the
iPhone
apps
from
there;
however
he
had
problem
sorting
the
apps
by
their
popularity
or
(showing
the
top
apps),
this
is
all
because
the
participant
had
difficult
time
to
find
the
sort
by
option
button.
One
participant
failed
trying
to
find
the
top
news
iPhone
apps
in
the
category
section.
Scenario
1B
Finding
category
for
the
iPad
from
both
iTunes
and
iPad
App
Store
? Specific
concern:
To
see
how
users
find
the
category
Lifestyle
for
the
iPad
from
the
iTunes
App
Store
and
the
News
category
for
the
iPad
from
the
iPad
App
Store
? Task:
Find
the
lifestyle
and
news
category
for
the
iPad.
? Time
Limit
1
minute
? Median
time
iTunes:
42s
(29s,
63s)
? Median
time
iPad:
39s
(31s,
51s)
8
7
Participants
6
5
4
3
2
1
0
Succeeded
iTunes:
Top
App
Store
Menu
iPad:
Category
tab
1
3
1
1
Failed
iTunes:
App
Store
Quick
links
iPad:
Searched
Figure
5.2.2.1b
Scenario
1B
The
participants
found
it
harder
to
find
the
Lifestyle
category
for
the
iPad
from
the
iTunes
App
Store;
this
was
because
the
participants
didn’t
set
the
option
to
iPad
at
the
beginning.
Nevertheless
three
participants
succeeded
whereas
one
participant
failed.
Two
of
the
participants
who
succeeded
used
the
Main
App
Store
link
whereas
one
of
them
used
the
App
Store
Quick
link
drop
down.
48
The
participant
who
failed
did
not
find
the
lifestyle
category
for
the
iPad,
because
this
participant
didn’t
know
how
to
set
the
option
to
iPad
first.
However
the
participant
found
the
category
for
the
iPhone
from
the
App
Store
Quick
links
drop
down
menu.
This
participant
had
never
used
the
iTunes
App
Store
before.
Finding
the
Top
news
category
for
the
iPad
from
the
iPad
App
Store
was
no
problem
for
the
participants.
All
four
of
them
succeeded
finding
the
category;
three
of
them
used
the
category
section
by
tapping
on
the
category
tab
at
the
bottom
and
then
selected
news
and
finally
sorted
the
apps
by
their
popularity.
The
other
participant
searched
for
news
and
sorted
the
top
news
from
there.
All
three
participants
who
took
the
path
through
the
category
were
confused
about
the
apps
displayed
there.
They
didn’t
understand
that
each
icon
belonged
to
a
particular
category
and
that
they
had
to
tap
on
it
to
get
to
that
category.
Scenario
1C
Find
a
game
sub-?category
from
the
App
Store
using
all
three
units.
? Specific
concern:
To
see
how
users
find
the
sub-?category
puzzle
for
the
iPhone
using
all
three
units.
? Task:
Find
the
sub-?category
puzzle
? Limited
time
1
minute
? Median
time
iTunes:
72s
(67s,
76s)
? Median
time
iPad:
92s
(82s,
109s)
? Median
time
iPhone:
28s
(21s,
37s)
9
8
7
Participants
6
5
4
3
2
1
0
Succeeded
iTunes:
Top
App
Store
Menu
iTunes:
Search
iPhone:
Category
Failed
iTunes:
App
Store
Quick
links
iPad:
Category
Tab
iPad:Search
4
1
3
1
1
Figure
5.2.2.1c
Scenario
1C
Finding
a
sub-?category
was
much
more
difficult
to
find
on
the
iTunes
and
iPad
App
Store.
As
can
be
seen
from
the
figure
above
all
participants
failed
to
find
the
puzzle
sub
category
from
the
iTunes
and
iPad
App
Store
whereas
all
participants
succeeded
with
the
task
from
the
iPhone
App
Store.
Almost
all
participants
who
used
the
iPad
App
Store
failed
trying
to
find
the
puzzle
sub
category
in
the
category
section.
One
participant
tried
to
search
for
puzzle
after
having
spent
more
than
one
minute
searching
for
it
in
the
category
section.
On
the
iTunes
App
49
Store
three
participants
actually
managed
to
find
the
puzzle
sub-?category
but
unfortunately
exceeded
the
time
limit.
Two
of
them
used
the
Top
App
Store
Menu
whereas
one
used
the
App
Store
Quick
links
drop
down.
The
last
participant
failed
searching
for
puzzle
games.
5.2.2.2
Block
2
of
scenarios
(Participant’s
attempt
to
search
for
apps
in
App
Store)
This
section
was
used
to
see
how
users
search
for
apps
in
the
App
Store.
The
first
scenario
was
used
to
see
if
users
would
use
the
Power
Search
in
the
iTunes
App
Store
to
find
specific
apps.
The
second
and
the
last
scenario
was
used
to
see
if
users
can
find
apps
developed
by
Bonnier
Tidskifter
for
both
iPhone
and
iPad
using
the
two
iOS
devices.
It
was
also
used
to
see
which
of
the
Bonnier
Tidskrifter
apps
that
attracted
the
participants.
Scenario
2A
Find
all
sports
magazine
apps
for
the
iPad
developed
by
Bonnier
? Specific
concern:
To
see
if
users
can
use
the
iTunes
Power
search
function
to
find
all
iPad
sports
magazine
apps
which
are
developed
by
Bonnier
? Task:
Find
all
iPad
sports
magazine
apps
developed
by
Bonnier
? Median
time:
72s
(67s,
76s)
12
11
10
9
8
7
6
5
4
3
2
1
0
Succeeded
Did
normal
search
1
Participants
11
Failed
Choosed
Sport
from
App
Store
Quick
Links
Figure
5.2.2.2a
Scenario
2A
As
we
can
see
from
the
above
figure
all
participants
failed
this
task.
Eleven
participants
failed
the
task
searching
for
the
apps
in
the
standard
search.
Nine
of
these
participants
searched
for
Bonnier
in
first
place
and
two
participants
searched
for
Bonnier
sports
and
one
participant
tried
to
go
through
the
sport
category
from
the
App
Store
Quick
Links
and
find
the
apps
from
there.
Eight
of
the
participants
who
searched
for
Bonnier
clicked
on
the
Bonnier
Corporation
link
and
showed
all
the
iPad
Apps
by
Bonnier
Corporation.
50
Then
they
pointed
at
the
sports
app
and
said
they
have
found
them.
However
even
though
there
was
the
big
title
saying
“iPad
Apps
By
Bonnier
Corporation”
all
participants
were
not
sure
whether
all
the
apps
were
really
from
Bonnier
Corporation.
This
was
because
the
developer
name
was
not
shown
under
the
icon.
Although
the
participants
managed
to
find
most
of
the
sports
apps
for
the
iPad
developed
by
Bonnier
Corporation
there
were
still
other
apps
from
other
categories
in
the
list.
None
of
the
participants
could
filter
the
apps
when
they
were
asked
but
able
to
show
only
the
sports
apps
from
the
list.
After
I
pointed
out
that
they
could
use
the
Power
search
to
filter
apps,
I
tried
to
see
if
they
could
actually
use
the
Power
Search
to
filter
the
apps
and
only
show
the
sport
iPad
apps
that.
It
turned
out
that
many
of
the
participants
had
difficulties
in
using
the
Power
search
especially
novice
once.
The
first
common
mistake
all
participants
did
was
forgetting
to
choose
Apps
from
the
drop
down
menu
below
the
Power
Search
as
illustrated
in
figure
5.2.2.2a1.
Five
participants
started
their
search
by
typing
in
Bonnier
in
the
title
field
whereas
the
other
three
typed
Bonnier
in
the
artist
field,
when
they
pressed
enter
they
were
presented
with
a
list
of
songs,
albums
and
movies
contain
the
keyword
Bonnier
as
a
result.
What
these
participants
didn’t
know
was
that
the
Power
Search
searches
for
everything
in
the
iTunes
including
music
and
movies
and
other
things
unless
you
specify
your
choose
at
the
beginning
as
shown
in
the
figure
below
Figure
5.2.2.2a1
The
Power
Search
in
iTunes
Another
problem
that
all
participants
faced
was
not
being
able
to
show
the
apps
only
for
the
iPad
in
the
Power
Search.
This
was
because
they
didn’t
select
the
Search
only
for
iPad
Apps
option
as
illustrated
in
figure
5.2.2.2a2.
All
participants
choose
iPad
from
the
Device
Compatibility
option
and
assumed
that
it
was
enough
to
show
all
iPad
apps,
which
in
this
case
were
not.
The
Device
Compatibility
option
is
only
used
for
showing
apps
that
are
compatible
with
each
other
devices.
Figure
5.2.2.2a2
Show
iPad
Apps
only
in
the
Power
Search
The
Power
Search
in
iTunes
51
Scenario
2B
Find
all
iPhone
apps
developed
by
Bonnier
Tidskrifter
? Specific
concern:
To
see
if
users
can
find
iPhone
apps
from
Bonnier
Tidskrifter
and
to
see
which
of
the
apps
that
attract
user’s
attention.
? Task:
Find
all
iPhone
apps
that
Bonnier
Tidskrifter
has
developed
and
show
which
of
the
apps
that
attract
you.
NOTE:
No
time
is
taken
for
this
task
since
the
task
is
only
focusing
on
the
participant’s
choice
of
app
from
Bonnier
Tidsktifter
in
the
iPhone
App
Store.
When
searching
for
Bonnier
Tidskrifter
in
the
iPhone
App
Store
you
get
two
search
results,
bonnier
tidskrifter
and
bonnier
tidskrifter
ab
as
illustrated
in
the
left
screenshot
in
figure
5.2.2.2b
Figure
5.2.2.2b
Searching
for
Bonnier
Tidskrifter
on
the
iPhone
App
Store
From
this
search
result
eight
participants
choose
the
first
option
bonnier
tidskrifter.
Six
of
them
were
drawn
to
the
second
app
Krysset
because
they
thought
Krysset
was
the
most
coherent
and
descriptive
app
of
them
all,
they
explained
that
one
could
immediately
understand
from
the
name
and
the
icon
what
the
app
does.
Since
two
of
these
participants
were
also
interested
in
puzzle
they
willing
to
download
it
and
maybe
buy
it
if
it
doesn’t
cost
much.
Two
participants
were
drawn
to
the
first
app
VinVin
because
they
both
thought
they
had
recently
downloaded
that
app.
For
participants
accidentally
choose
the
second
option
Bonnier
Tidskrifter
AB
and
ended
up
viewing
only
the
two
apps
from
Bonnier
Tidskrifter
AB,
Teknikens
Värld
–
Bilnyheter
and
Dagens
Sanakis.
All
four
participants
choose
to
look
at
Dagens
Snakis
at
first,
because
they
were
52
drawn
to
the
apps
high
ratings,
nevertheless
when
they
found
out
what
the
app
was
really
about
three
of
them
changed
to
Teknikens
Väld
–
Bilnyheter
because
they
were
not
interested
in
gossip.
The
participant
who
remained
in
the
Dagens
Snakis
app
was
a
female
and
she
explained
that
she
liked
the
app
because
of
its
distinctive
icon
but
also
because
she
was
more
interested
in
gossip
rather
than
technique.
Yet,
she
didn’t
think
she
would
download
the
app.
All
three
participants
who
switched
to
the
app
Teknikens
Värld
–
Bilnyheter
were
interested
in
technique
and
were
therefore
drawn
to
that
app
because
of
the
first
word
technique,
however
they
doubted
when
they
saw
the
two
cars
on
the
icon
because
none
of
them
were
interested
in
cars,
thus
they
were
not
interested
in
downloading
the
app.
Scenario
2C
Find
all
iPad
apps
developed
by
Bonnier
Tidskrifter
? Specific
concern:
To
see
if
users
can
find
iPad
apps
from
Bonnier
Tidskrifter
and
find
out
which
apps
that
attract
users’
attention.
? Task:
Find
all
iPad
apps
that
Bonnier
Tidskrifter
has
developed
and
show
which
of
the
apps
that
attract
you.
NOTE:
There
was
no
time
limitation
for
this
task
either
since
the
task
is
only
focusing
on
the
participant’s
choice
of
app
from
Bonnier
Tidsktifter
in
the
iPad
App
Store
When
participants
searching
for
bonnier
tidskrifter
on
the
iPad
they
got
the
six
apps
that
are
illustrated
in
figure
5.2.2.2c.
Figure
5.2.2.2c
Searching
for
Bonnier
Tidskrifter
on
the
iPad
Among
these
apps
the
participants
found
Allt
om
mat,
Krysset
and
Illustrerad
Vetenskap
to
be
the
most
attractive
apps.
Five
participants
found
the
app
Allt
om
mat
to
be
attractive,
one
of
them
said
it
was
because
of
it’s
large
font
on
the
word
mat
and
it’s
shiny
shading.
53
Four
participants
were
drawn
to
the
app
Illustrerar
Vetenskap
because
they
recognized
it
from
the
magazine;
one
of
them
indicated
that
it
has
the
same
font
as
the
magazine.
Two
of
the
participants
who
were
attracted
in
the
app
Krysset
on
the
iPhone
App
Store
were
also
attracted
to
it
on
the
iPad
App
Store;
one
of
them
even
liked
it
more
on
the
iPad.
One
participant
liked
the
app
Sköna
hem;
he
thought
it
had
an
attractive
pattern
and
color.
The
participants
were
also
asked
whether
they
would
buy
or
subscribe
to
the
magazine
app
they
have
chosen
to
be
attractive.
Table
5.2.2.2c1
shows
how
the
participants
responded
to
this
question.
Table
5.2.2.2c1
What
magazine
would
participants
subscribe
to?
Magazines
Subscription
Yes
No
Maybe
Illustrerad
V etenskap
1
3
Allt
om
mat
2
2
2
Sköna
hem
1
As
we
can
see
the
majority
of
the
participants
responded
maybe.
Most
of
them
said
maybe
because
they
thought
the
price
were
a
bit
expensive
especially
those
who
picked
Illustrerad
Vetenskap
which
cost
56kr
for
each
number,
however
all
of
them
said
they
can
imagine
buying
a
number
or
two
if
they
really
like
it
and
they
get
something
for
free.
The
three
participants
who
answered
“no”
also
thought
the
price
was
a
bit
expensive,
particularly
the
participant
who
picked
Illustrerad
Vetenskap,
he
would
rather
download
a
free
magazine
which
has
advertising
in
it.
The
other
two
who
picked
Allt
om
mat
felt
that
they
could
find
free
good
recipes
on
the
internet.
On
the
other
hand
two
other
participants
who
also
picked
Allt
om
mat
said
that
they
would
definitely
buy
it
if
it
is
the
same
magazine
as
you
get
from
the
physical
store.
5.2.3
Result
from
the
visual
elements
quiz
questions
In
this
section
the
result
of
the
nine
quiz
questions
described
in
the
method
part
will
be
presented.
As
noted,
the
quiz
questions
were
divided
into
two
parts
where
the
first
part
consisted
of
four
quiz
questions
used
to
test
the
participant’s
memory
retention
“what”
and
“where”
while
the
second
part
consisted
of
five
quiz
questions
used
to
test
the
participant’s
memory
retention
“what”
and
immediacy
of
understanding
of
the
application
that
the
participant
visited
from
the
list.
The
result
of
both
parts
from
all
units
is
presented
as
follows.
54
Part
1
(First
four-?quiz
questions)
The
first
four
quiz
questions
that
was
given
to
the
participants
immediately
after
they
had
seen
a
list
of
apps
and
visited
one
of
them
is
listed
below:
1. Do
you
remember
an
app
from
the
Top
Grossing/Education
category
list?
2. Do
you
remember
the
item
on
the
icon?
And
its
colors?
3. Do
you
remember
the
position
of
the
app?
4. Why
do
you
think
you
remember
this
app?
The
overall
result
from
the
first
part
shows
that
there
were
more
participants
who
remembered
an
app
from
the
Top
Grossing
list
on
the
iPhone
and
iTunes
App
Store
than
from
the
Top
Education
Category
list
on
the
iPad
App
Store.
Seven
participants
remembered
an
app
from
the
Top
Grossing
list
on
the
iPhone
App
Store
whereas
six
participants
remembered
an
app
from
the
Top
Grossing
list
in
the
iTunes
App
Store.
Only
four
participants
remembered
an
app
from
the
Top
Education
Category
list
on
the
iPad
App
Store.
When
it
comes
to
remembering
the
visual
elements
from
the
icon,
half
of
the
participants
remembered
both
the
item
and
color
from
the
icon
in
the
Top
Grossing
list
in
both
iPhone
and
iTunes
App
Store.
Only
three
participants
remembered
these
from
the
Top
Education
category
list
in
the
iPad
App
Store.
And
finally
five
participants
remembered
the
apps
position
from
the
Top
Grossing
list
in
both
iPhone
and
iTunes
App
Store
while
only
one
participant
remembered
that
from
the
Top
Education
category
list
in
the
iPad
App
Store.
The
following
three
sections
will
present
the
result
of
part
one
from
each
unit
in
more
detail.
Detail
result
from
the
iTunes
App
Store
(Part
1)
Only
half
of
the
participants
remembered
the
name
of
the
app
they
visited.
Five
participants
did
not
remember
the
apps
name
at
all.
One
participant
remembered
part
of
the
name.
Participants
remembered
the
name
of
the
following
five
apps
NAVIGON MobileNavi..
Pages
iKamastura - Sex Posi..
Aftonbladet
Army of Darkness Def..
Figure
5.2.3a1
Apps
participants
remembered
in
the
first
part
(From
the
Top
Grossing
section
in
the
iTunes
App
Store).
Three
participants
remembered
the
app
Navigon,
because
it
was
the
first
app
in
the
list
and
it
was
the
only
icon
that
was
shown
in
the
Top
Charts
Grossing
list,
moreover
one
of
the
participants
remembered
it
because
he
had
the
app
on
his
iPhone.
All
three
participants
remembered
the
orange
arrow
on
the
icon
and
its
correct
position.
55
One
participant
remembered
Pages
because
he
also
had
the
app
on
his
iPhone;
this
participant
also
remembered
the
item
and
the
color
blue.
This
participant
also
remembered
the
apps
correct
position.
Another
participant
remembered
Aftonbladet
because
he
recognized
the
logo.
This
participant
remembered
the
letters
and
the
yellow
color
he
also
remembered
the
apps
correct
position.
The
last
participant
remembered
the
app
iKamasutra.
This
participant
remembered
the
name
and
its
position
because
he
thought
it
was
funny
to
see
a
sex
app
become
so
popular
on
the
App
Store.
All
four
apps
were
positioned
among
the
top
10
apps
in
the
Top
Grossing
list.
The
participant
who
remembered
the
app
Army
of
Darkness
did
remember
the
name
War
of
Darkness
instead
of
Army
of
Darkness.
The
participant
remembered
the
skull
and
the
black
color,
from
the
icon,
the
participant
remembered
the
app
because
he
had
accidentally
clicked
on
it
by
mistake
earlier
and
therefore
could
also
remember
the
app
and
where
it
was
positioned.
Detail
result
from
the
iPhone
App
Store
(Part
1)
Seven
participants
remembered
the
name
of
the
app
they
visited,
whereas
five
participants
did
not
remember
anything.
Half
of
the
participants
also
remembered
the
visual
elements
that
were
on
the
icon.
The
participants
remembered
the
five
apps
illustrated
in
figure
5.2.3b1
below.
Once
more
three
participants
remembered
Navigon
however
they
were
not
the
same
participants
who
remembered
the
same
app
in
the
previous
unit.
Tower Defense Hipstamatic Angry Birds NAVIGON MobileNavi..
Figure
5.2.3b1
Apps
participants
remembered
in
the
first
part
(From
the
Top
Grossing
section
in
the
iPhone
App
Store).
Again
all
of
them
remembered
it
because
it
was
the
first
app
in
the
list.
Even
though
they
all
remembered
the
name,
its
correct
position
and
the
arrow
on
the
icon,
only
one
of
them
remembered
the
correct
color
(orange).
The
other
two
participants
thought
the
arrow
was
red.
Two
participants
remembered
Angry
Birds
because
they
recognized
it.
They
both
remembered
the
bird
and
the
color
red;
one
of
them
also
remembered
the
colors
blue,
white
and
purple.
Both
participants
remembered
where
the
app
was
located.
One
participant
remembered
Tower
Defense
because
he
had
seen
it
in
the
Top
Chart
on
the
other
units.
The
participant
remembered
a
tank
and
the
colors
bluish
and
black
he
also
remembered
where
the
he
app
was
located
in
the
list.
56
The
last
participant
remembered
the
app
Hipstamatic
because
he
knew
it
from
before.
This
participant
remembered
the
black
cameras
with
a
yellow
dote.
However
the
participant
didn’t
exactly
know
where
the
app
was
located.
This
app
was
located
among
the
top
five
apps
and
the
participant
thought
it
was
located
somewhere
further
down
in
the
middle.
All
the
other
apps
were
also
located
among
the
top
ten
except
the
Tower
Defense,
which
was,
located
further
down.
Detail
result
from
the
iPad
App
Store
(Part
1)
Only
four
participants
remembered
an
app
including
its
first
name.
One
participant
remembered
part
of
the
name
while
the
rest
of
the
participants
did
not
remember
any
name
at
all.
The
four
participants
who
remembered
the
correct
first
name
remembered
the
apps
TED
and
NASA
shown
in
the
figure
5.2.3c1.
Two
of
them
remembered
TED
and
the
other
two
remembered
NASA.
One
participant
remembered
the
app
Peka
&
Lär
ABC.
TED
Nasa App
Peka & Lär ABC
The
participant
who
remembered
Peka
&
Lär
ABC
remember
the
name
1-?2-?3
räkne
app
för
barn
and
for
this
reason
also
remembered
the
incorrect
elements
123
instead
of
ABC.
Despite
the
incorrect
name
and
elements
the
participant
remembered
almost
all
the
colors
and
where
the
app
was
located.
The
participant
reason
for
remembering
this
app
was
the
large
spelled
numbers
(letters
in
this
case)
in
different
colors
on
the
icon.
Both
participants
who
remembered
TED
owned
an
iPad.
They
both
remembered
the
app
because
they
have
it
on
their
iPad.
Both
remembered
the
correct
colors
and
the
element
on
the
icon.
However
only
one
of
them
remembered
roughly
where
the
app
was
located,
the
other
participant
did
not
remember
the
location
at
all.
The
other
two
participants
remembered
the
NASA
App
because
they
recognized
the
NASA
logo.
One
of
them
also
had
the
app
on
his
iPhone
because
he
was
very
interested
in
space.
This
participant
remembered
the
exact
item;
colors
and
position
of
the
app
while
the
other
one
did
only
remember
the
logo
and
it’s
approximate
located
57
Figure
5.2.3c1
Apps
participants
remembered
in
the
first
part
(From
the
Top
Education
section
in
the
iPad
App
Store).
Part
2
(Last
five-?quiz
questions)
The
last
five
quiz
questions
in
the
second
part
are
listed
below:
As
noted
these
quiz
question
questions
were
used
to
test
the
participant’s
memory
retention
“what”
and
immediacy
of
understanding
of
the
application
that
the
participant
selected
from
the
list.
5. Do
you
remember
the
name
of
the
app
you
visited?
6. Do
you
remember
the
item
on
the
icon
and
its
colors?
7. Do
you
remember
the
price
of
the
app?
8. Do
you
remember
if
the
app
works
for
both
devices?
9. Do
you
know
what
the
app
does
or
which
category
it
belongs
to?
The
overall
result
from
this
part
shows
that
the
majority
of
the
participants
remembered
the
app
they
visited
from
Top
Grossing
list
on
the
iPhone
App
Store
and
from
the
Top
Education
list
on
the
iPad
App
Store.
Five
participants
remembered
the
correct
name
of
the
app
they
visited
from
both
Top
Grossing
list
on
the
iPhone
App
Store
and
Top
Education
list
on
the
iPad
App
Store
whereas
only
three
participants
remembered
the
correct
name
of
the
app
they
visited
from
the
iTunes
App
Store.
It
also
shows
that
the
majority
of
the
participants
remembered
the
item,
the
color
and
the
correct
price
of
the
app
they
visited
in
the
Top
Education
list
from
the
iPad
App
Store.
Participants
also
understood
the
apps
function
or
its
category
more
from
the
Top
Grossing
list
on
the
iTunes
App
Store
and
from
the
Top
Education
list
on
the
iPad
App
Store.
Nine
participants
who
visited
an
app
from
these
two
units
knew
what
the
app
does
or
the
category
it
belongs
to.
When
it
comes
to
remembering
whether
the
app
the
participants
visited
works
for
both
iOS
devices
or
not
the
majority
of
the
participants
remembered
the
correct
answer
from
the
iPhone
App
Store.
The
following
three
sections
will
present
the
result
of
part
two
from
each
unit
in
more
detail.
Detail
result
from
the
iTunes
App
Store
(Part
2)
In
the
iTunes
App
Store
only
three
participants
remembered
the
correct
name
of
the
app
they
visited
five
participants
remembered
only
part
of
the
name
and
three
participants
did
not
remember
anything.
All
three
participants
who
remembered
the
name
of
the
app
they
visited
also
remembered
the
colors
and
the
element
that
was
on
the
icon.
The
apps
they
remembered
were
T3,
NOVA2
and
Flight
Control
HD
as
illustrated
in
figure
5.2.3a2
on
the
next
page
58
T3 Flight Control HD N.O.V.A. 2 - Near Orbi..
Figure
5.2.3a2
Apps
participants
visited
and
remembered
in
the
second
part
(From
the
Top
Grossing
section
in
iTunes
App
Store)
As
we
can
see
from
the
figure
above
T3
have
a
strong
color
and
big
character
on
the
icon,
which
is
the
same
as
its
name,
as
for
the
flight
control
I
should
mention
that
the
participant
who
visited
it
said
the
name
out
loud
before
he
clicked
on
it;
this
may
have
helped
him
to
remember
the
name,
nevertheless
the
participant
had
played
the
game
earlier
thus
could
have
remembered
it
anyway.
The
participant
who
visited
the
last
app
remembered
the
first
name
NOVA2;
this
participant
also
knew
the
game
from
before
and
this
maybe
the
reason
why
he
remembered
it
so
well.
The
participants
also
remembered
the
right
price
of
the
apps,
they
also
remembered
whether
the
app
works
for
both
iOS
devices
or
not
and
both
participants
who
visited
the
Flight
Control,
and
NOVA2
app
knew
the
category
of
the
app
while
the
participant
who
visited
the
T3
didn’t
have
any
clue
about
what
the
app
doses
or
which
category
it
belonged
to.
The
rest
of
the
participants
had
very
difficult
time
remembering
the
name
of
the
app
they
visited.
Five
participants
remembered
part
of
the
name
of
the
app
they
visited.
Three
of
them
remembered
part
of
the
first
word
and
one
remembered
the
middle
word.
There
were
also
participants
who
remembered
other
words
that
they
made
relation
to
the
name
for
example
one
participant
who
visited
the
app
“istart
Japanese”
remembered
the
name
“iLearn
Japanese”
instead.
Most
of
the
participants
did
not
remember
whether
the
app
they
visited
was
free
or
paid
or
how
much
it
costs,
only
two
participants
remembered
the
correct
cost
of
the
app
and
three
participants
tried
to
answer
but
failed
two
of
these
participants
remembered
7kr
when
the
app
was
actually
free,
one
participant
remembered
15kr
when
the
app
was
also
free
and
one
remembered
22kr
when
the
app
was
only
7
kr.
Even
though
many
of
the
participants
didn’t
remember
the
price
of
the
app,
the
majority
of
the
participants
remembered
what
the
app
does
or
at
least
remembered
which
category
it
belongs
to.
Detail
result
from
the
iPhone
App
Store
(Part
2)
On
the
iPhone
App
Store
eight
participants
remembered
the
name
of
the
app
they
visited,
but
only
five
of
them
remembered
the
correct
first
name
the
other
three
participants
only
remembered
only
part
of
the
name.
The
following
five
apps
are
the
apps
that
participants
remembered
the
correct
first
name
of.
59
MIG - Frågespelet du Kingdoms at War Angry Birds Överfallsskydd Feed Me Oil
Table
5.2.3b2
Apps
participants
visited
and
remembered
in
the
second
part
(From
the
Top
Grossing
section
in
the
iPhone
App
Store)
All
five
participants
who
remembered
the
name
of
these
apps
also
remembered
the
item
that
was
on
the
icon.
Almost
all
of
them
also
remembered
the
color
that
was
on
the
icon
except
the
participant
who
visited
the
app
Kingdom
at
War,
this
participant
didn’t
remember
any
colors
at
all.
All
five
participants
also
knew
what
the
app
was
about
or
at
least
knew
which
category
it
belonged
to
and
all
of
them
except
the
participant
who
visited
first
app
in
figure
5.2.3b2
MIG
–
Frågespelet
remembered
whether
the
app
worked
for
both
devises
or
not.
Three
participants
remembered
part
of
the
name
of
the
app
they
visited.
Two
of
them
visited
the
app
Kingdoms
at
War
but
remembered
only
the
first
word
Kingdom.
The
other
participant
visited
the
app
named
Akinator
but
only
remembered
the
first
four
letters
Akin
from
the
name
however
the
participant
remembered
the
item
that
was
on
the
icon.
Three
of
the
five
participants,
who
did
not
remember
the
name
of
the
app,
remembered
the
item
from
the
icon
and
the
screenshots.
One
of
these
participants
visited
the
app
MIG-?frågespelet
and
this
participant
remembered
an
iPhone
picture
from
the
screenshot
and
for
that
reason
the
participant
thought
the
app
was
an
accessory
app
for
the
iPhone,
when
it
was
actually
a
pop
quiz
app,
which
just
happened
to
have
a
screenshot
of
an
iPhone.
Another
participant
visited
the
app
WordCollapse
illustrated
in
the
in
left
side
figure
below.
This
participant
remembered
brown
flying
rectangle
elements
from
the
icon
and
associated
this
with
music;
the
participant
thought
it
was
a
music
instrument
app
that
will
teach
users
play
music
instrument.
This
was
incorrect
since
the
app
was
actually
a
word
puzzle
game.
Word Collapse Fashion Story
Figure
5.2.3b2.1
Apps
participants
visited
and
remembered
part
of
it
in
the
second
part
(From
the
Top
Grossing
section
in
the
iPhone
App
Store)
60
The
last
participant
visited
the
app
Fashion
Story
illustrated
in
right
side
in
the
above
figure.
This
participant
remembered
the
blond
girl
the
color
pink
from
the
icon
and
assumed
that
it
was
some
kind
of
gossip
social
network
app
for
girls
however
this
was
a
game
for
young
girls.
Although
these
participants
remembered
the
visual
elements
from
the
icon
they
did
not
remembered
the
price
of
the
app
or
knew
what
the
app
does
or
which
category
it
belonged
too.
Detail
result
from
the
iPad
App
Store
(Part
2)
On
the
iPad
App
Store
five
participants
remembered
the
first
name
of
the
app
they
visited,
another
five
participants
remembered
part
of
the
name
of
the
app
they
visited
and
two
did
not
remember
any
name
at
all.
Four
participants
had
visited
the
app
Ballon
Darts
Deluxe
illustrated
in
figure
5.2.3c2.
All
four
of
them
remembered
the
first
word
balloon,
two
of
them
remembered
the
name
balloon
darts
but
one
of
them
added
the
word
children
in
front
of
the
balloon
hence
it
became
children’s
balloon
darts.
Ballon Darts Deluxe
Figure
5.2.3c2
App
participants
visited
and
remembered
part
of
in
it
(From
the
Top
Education
section
in
the
iPad
App
Store)
From
the
icon
one
participant
remembered
balloons
and
darts,
one
remembered
only
the
darts
and
two
remembered
only
the
balloons.
Three
participants
remembered
the
color
yellow,
one
remembered
red
and
blue
and
another
one
remembered
the
color
green
and
pink.
Moreover
only
two
of
the
participants
remembered
the
price
of
the
app,
which
was
free.
One
participant
thought
it
costs
7kr
and
the
other
one
did
not
remember
at
all.
Furthermore
this
app
works
for
both
iOS
devices,
however
two
of
the
participants
could
not
tell
if
it
did
or
not.
The
other
two
assumed
it
was
either
for
iPhone
or
iPad
only.
And
finally
only
two
of
the
participants
understood
what
the
app
was
about.
Although
the
rest
of
the
participants
did
not
remember
the
name
of
the
app
they
visited
they
remembered
something
from
the
icon.
For
example
two
participants
remembered
the
visual
elements
from
the
following
two
apps.
61
Plex Hubble Top 100
Figure
5.2.3c3
Apps
participants
visited
and
remembered
part
of
in
it
(From
the
Top
Education
section
in
the
iPad
App
Store)
Both
participants
remembered
the
shape
of
the
element
that
was
on
the
icon,
the
participant
who
visited
Plex
remembered
an
arrow
and
the
other
participant
remembered
a
globe
from
the
icon.
None
of
them
did
remember
any
of
the
colors
but
both
understood
what
the
app
was
about.
The
participant
who
remembered
the
Hubble
Top
100
was
also
correct
about
the
price
of
the
app
but
did
not
remember
whether
the
app
worked
for
both
devices
or
not,
whereas
the
other
participant
did
remember
it
but
was
wrong
about
the
price.
Two
participants
had
visited
Finger
Doodle
and
Mina
Första
ord
HD
(shown
on
the
left
side
in
figure
5.2.3c2.1
below).
They
remembered
the
word
color
and
children
app
as
their
names,
color
for
the
Finger
Doodle
and
children
app
for
Mina
Första
ord
HD.
None
of
them
wrote
any
of
the
colors
but
they
both
understood
what
the
apps
did
and
both
were
right
about
the
plus
sign,
however
only
one
of
them
remembered
the
correct
cost
of
the
app.
Finger Doodle Mina Första ord HD
Stava djur Lite
Djurparken- En rolig
Phone for kids - All i
Table
5.2.3c2.1
More
apps
participants
visited
and
remembered
part
of
in
the
second
part
(From
the
Top
Education
section
in
the
iPad
App
Store)
Three
participants
remembered
almost
the
full
name
of
the
app
they
visited.
For
example
two
participants
remembered
the
fist
name
of
the
apps
“Djurparken”
and
“Phone
for
kids”
correctly
and
one
participant
remembered
the
name
“Stava
djur
lätt”
instead
of
“Stava
djur
Lite”,
(illustrated
in
the
middle
in
figure
5.2.3c2.1)
All
three
participants
also
remembered
something
from
the
icon.
The
participant
who
visited
the
app
“Djurparken”
remembered
a
blue
bird,
the
other
participant
who
visited
the
app
“Phone
for
kids”
remembered
the
colors
blue,
yellow,
red
and
green,
and
the
last
participant
remembered
blue
background
and
something
white,
from
the
app
“Stava
djur
Light”.
All
three
participants
understood
the
function
of
the
app.
Two
of
them
did
not
remembered
if
the
app
worked
for
both
devices
or
not,
where
as
one
of
them
wrote
that
he
saw
the
plus
sign,
which
was
wrong.
The
same
two
participants
were
also
right
about
the
price
whereas
the
other
participant
was
wrong.
62
5.3
Result
of
Post
test-?questionnaires
As
mentioned
in
the
method
section
participants
received
questionnaires
after
each
performance
on
all
three
units
and
also
a
comparative
questionnaire
at
the
end
of
the
session.
In
this
part
the
result
from
respective
questionnaires
is
presented.
5.3.1.
Participant’s
feedback
on
use
of
the
App
Store
In
this
section
the
participant’s
feedback
about
the
use
of
the
App
Store
on
respective
units
is
presented.
The
feedback
is
mainly
concerned
on
how
the
participants
felt
about
using
the
App
Store
to
perform
each
tasks
on
all
units.
Your
overall
impression
of
the
App
Store?
11
10
9
8
7
6
5
4
3
2
1
0
Excellent
Good
Satisfacory
Bad
Very
bad
iTunes
iPhone
iPad
Table
5.3.1
Participants
overall
impression
of
the
App
Store
Your
thoughts
about
biltering
apps
by
free/paid/grossing?
7
6
5
4
3
2
1
0
Excellent
Good
Satisfactory
Bad
Very
bad
iTunes
iPhone
iPad
63
Your
thoughts
about
bilering
apps
by
their
device
?
8
7
6
5
4
3
2
1
0
Excellent
Good
Satisfactory
Bad
Very
bad
Note:
This
question
was
only
designed
for
the
iTunes
and
the
iPad
App
Store
iTunes
iPad
Table
5.3.3
Participants
thought
about
filtering
apps
by
their
device
Your
thoughts
about
the
navigation
back
to
a
page?
11
10
9
8
7
6
5
4
3
2
1
0
Very
Easy
Easy
Average
Difzicult
Very
Difzicult
iTunes
iPhone
iPad
Table
5.3.4
Participants
thought
about
navigation
on
the
App
Store
64
Your
thoughts
about
binding
a
category
on
the
App
Store
?
7
6
5
4
3
2
1
0
Very
Easy
Easy
Average
Difzicult
Very
Difzicult
Note:
This
question
was
only
given
to
six
participants
iTunes
iPhone
iPad
finding
a
category
on
the
App
Store
Table
5.3.5
Participants
thought
about
Your
thoughts
about
binding
a
sub-?
category
on
the
App
Store
?
5
4
3
2
1
0
Very
Easy
Easy
Average
Difzicult
Very
Difzicult
Note:
This
question
was
only
given
to
the
remaining
six
participants
iTunes
iPhone
iPad
finding
a
sub-?category
on
the
App
Store
Table
5.3.6
Participants
thought
about
65
Your
thoughts
about
searching
on
the
App
Store
?
8
6
iTunes
4
2
0
Very
Good
Good
Satisfactory
Bad
Very
Bad
Note:
This
question
was
mainly
used
to
find
out
the
participant’s
thought
about
the
Power
search
in
iTunes
App
Store
iPhone
iPad
Table
5.3.7
Participants
thought
about
the
search
function
especially
the
Power
Search
on
the
iTunes.
“Which
three
things
did
the
participants
like
most
with
the
App
Store?
”
? On
the
iTunes
App
Store
the
participants
liked
the
following
things:
? The
Interface
? Easy
navigation
? The
range
and
diversity
of
apps
? Big
and
clear
icons
? On
the
iPhone
App
Store
the
participants
liked:
? The
navigation
? Intuitive
? The
search
i.e.
it
remembers
earlier
searches
? Clear
logos
and
pictures
? On
the
iPad
App
Store
the
participants
liked
the
following
things:
? Filtering
of
multiple
options
? Intuitive
? The
range
and
diversity
of
apps
? Easy
navigation
? The
search
function
? The
interface
? More
function
included
66
? ? ?
Good
screen
resolution
Big
and
clear
icons
Easy
to
find
popular
apps
(Top
Charts)
“Which
three
things
did
the
participants
like
least
with
the
App
Store?
”
? On
the
iTunes
App
Store
the
participants
thought
it
was:
? Messy
and
disordered
? Bad
navigation
? Small
buttons
such
as
the
navigation
buttons
? Insufficient
information
in
the
lists,
i.e.
rating
? To
many
boxes
? On
the
iPhone
App
Store
the
participants
thought
it
was:
? Limited
download
(only
20MB)
? Few
functions
? No
tilt
function
? “More
Apps
by
X
developer”
is
missing
in
the
app
description
page
? “Costumers
also
bought”
feature
is
missing
in
the
app
description
page
? On
the
iPad
App
Store
the
participants
thought
it
was:
? Difficult
to
find
Sub-?categories
? Disordered
Categories
? Easy
to
miss
the
option
current/all
versions
choice
in
the
customer
rating
? Gray
&
boring
design
? Difficult
to
find
the
sorting
button
67
The
App
Store
grade
from
A
to
F,
where
A
is
exemplary
and
F
is
faild
8
7
6
5
4
3
2
1
0
A
B
C
D
E
F
iTunes
iPhone
iPad
Table
5.3.8
Participants
grade
of
the
App
Store
“What
changes
would
the
participants
make
to
the
App
Store?”
On
the
iPhone
App
Store
participants
wanted
to
see
more
advance
functions,
and
more
information
without
mixing
them
up,
and
removing
the
20MB
download
limit.
There
were
also
few
other
comments
concerning
refund
to
be
able
to
get
the
money
back
in
case
an
app
didn’t
work,
as
expected.
When
it
comes
to
the
iTunes
App
Store
some
participants
actually
said
they
would
redesign
the
whole
store
from
scratch
creating
bigger
buttons
making
easier
navigation
between
the
functions
and
adding
ratings
to
the
lists.
Some
participants
also
wanted
to
place
the
sub-?categories
at
the
top
instead
of
at
the
bottom
and
replace
the
iTunes
left
menu
with
icons.
They
also
wanted
to
edit
the
description
part,
scale
down
and
reduce
the
big
headlines.
On
the
iPad
App
Store
participants
wanted
to
make
the
categories
frillier,
make
it
easier
to
find
the
sub
categories,
make
the
layout
the
same
everywhere
and
make
the
buttons
clearer,
remove
the
iPhone
apps
and
make
more
rooms.
Add
a
comparison
function;
add
the
tilt
feature,
text
size
zoom,
and
have
better
sorting
function.
68
Would
you
visit
the
App
Store
in
the
future?
13
12
11
10
9
8
7
6
5
4
3
2
1
0
Yes
No
Mabye
iTunes
iPhone
iPad
Table
5.3.9
Participants
thought
about
visiting
the
App
Store
again
Would
you
recommend
someone
to
use
the
AppStore?
12
11
10
9
8
7
6
5
4
3
2
1
0
Yes
No
Maybe
iTunes
iPhone
iPad
Table
5.3.9
Participants
App
Store
recommendation
to
others
Participants
agreed
towards
the
following
statements
for
the
iTunes
App
Store
? Sven
participants
agreed
that
the
iTunes
App
Store
was
unnecessarily
complex;
however
only
two
of
them
stated
that
they
would
need
the
support
of
a
technical
person
to
be
able
to
use
the
iTunes
App
Store.
69
?
?
Only
three
participants
agreed
that
the
various
functions
in
the
iTunes
App
Store
were
well
integrated.
Moreover
only
four
participants
could
imagine
that
most
people
would
learn
to
use
the
iTunes
App
Store
very
quickly.
Finally
seven
participants
found
the
iTunes
App
store
very
cumbersome
to
use.
Participants
agreed
towards
the
following
statements
for
the
iPad
App
Store
?
Only
two
participants
agreed
that
the
iPad
App
Store
was
unnecessarily
complex.
None
of
the
participants
agreed
that
they
would
need
the
support
of
a
technical
person
to
be
able
to
use
the
iPad
App
Store.
Nine
participants
agreed
that
the
various
functions
in
the
iPad
App
Store
were
well
integrated.
Finally
none
of
the
participants
found
the
iPad
App
store
very
cumbersome
to
use.
?
?
5.3.2.
Participant’s
comparison
of
the
App
Store
In
this
part
the
results
of
the
comparison
of
the
App
Store
on
the
three
different
units
will
be
presented.
In
general
the
participants
thougth
the
App
Store
was
best
in:
7
6
5
4
3
5
2
1
1
0
iTunes
iPhone
iPad
iTunes
iPhone
iPad
6
Figure
3.3.2
Participants
favourite
unit
70
Filtering
apps
by
free/paid/grossing
was
best
in
8
7
6
5
4
3
2
1
0
iTunes
App
Store
iPhone
App
Store
iPad
App
Store
7
5
iPad
iPhone
iTunes
Figure
3.3.3
Filtering
apps
by
free/paid/
grossing
in
the
App
Store
In
general
it
was
easiest
to
bind
apps
in:
8
7
6
5
4
3
2
1
0
iTunes
App
Store
iPhone
App
Store
iPad
App
Store
3
2
7
iPad
iPhone
iTunes
Figure
3.3.4
Easies
unit
to
find
apps
on
the
App
Store
71
In
general
it
was
easiest
to
navigate
in:
7
6
5
4
3
5
2
1
1
0
iTunes
App
Store
iPhone
App
Store
iPad
App
Store
6
iPad
iPhone
iTunes
Figure
3.3.5
Easies
unit
to
navigate
on
the
App
Store
What
do
participants
think
is
the
biggest
difference
between
the
iTunes
App
Store,
the
iPhone
App
Store
and
the
iPad
App
Store?
The
biggest
difference
between
the
iTunes
App
Store
and
iPhone
App
Store
• Easier
to
find
the
categories
on
the
iPhone
App
Store
• More
information
on
the
iTunes
App
Store
• Everything
was
batter
and
easier
on
the
iPhone
App
Store
• Easier
to
find
apps
on
the
iPhone
App
Store
• More
functions
on
the
iTunes
App
Store
• Extremely
pared
down
in
the
iPhone
App
Store
• iTunes
is
not
suited
for
PCs
• Cluttered
on
the
iTunes
App
Store
• iPhone
App
Store
is
more
focused
• iTunes
App
Store
is
slower
• iPhone
App
Store
was
easier
but
boring.
• Bigger
and
better
view
on
the
iTunes
App
Store
The
biggest
difference
between
the
iTunes
App
Store
and
iPad
App
Store
• Easier
to
find
categories
and
sub-?categories
on
the
iPad
App
Store
• The
iPad
App
Store
was
clearer
and
had
bigger
buttons
• (2)
Easier
to
find
apps
on
the
iPad
App
Store
72
• • • •
(2)Easier
to
navigate
on
the
iPad
Both
has
bigger
view
but
its
more
clearer
on
the
iPad
iPad
App
Store
is
more
comfortable
Easier
to
navigate
on
the
iTunes
The
biggest
difference
between
the
iPhone
App
Store
and
iPad
App
Store
• Not
much
difference
• Bigger
view
and
better
filtering
in
the
iPad
App
Store
• (2)
More
information
was
displayed
simultaneously
on
the
iPad
App
Store
• The
iPhone
App
Store
was
easier
• More
features
on
the
iPad
App
Store
• Easier
to
find
apps
on
the
iPhone
App
Store
• Clearer
on
the
iPad
App
Store
• iPad
App
Sotre
is
more
comfortable
• iPhone
App
Store
easier
but
iPad
App
Store
had
richer
content
• Better
sorting
in
the
iPad
What
do
participants
think
is
the
biggest
difference
between
the
Apple’s
App
Store
and
Google’s
Android
Market?
This
question
was
only
given
to
the
participants
who
have
used
the
Google’s
Android
market
before.
In
total
there
were
four
participants
who
used
Android
Market.
One
participant
used
the
Android
Market
both
on
the
web
and
his
smartphone.
This
participant
thought
the
biggest
difference
between
the
iTunes
App
Store
and
the
Android
Market
on
the
web
was
the
sync,
because
you
don’t
have
to
sync
with
Android
Market.
The
participant
also
thought
it
was
equally
easy
to
find
apps
on
both
platforms.
However
the
participant
thought
it
was
more
difficult
to
find
good
apps
on
Android
Market
for
phones
because
there
are
so
many
strange
and
bad
apps
there,
moreover
he
found
the
iPhone
App
Store
clearer
and
simpler
The
participant
who
had
used
the
Android
Market
on
a
tablet
also
found
the
iPad
App
Store
much
more
clearer
and
simpler,
he
also
though
it
was
easier
to
find
apps
on
the
iPad
App
Store
because
it
has
a
better
search
options.
He
found
the
main
difference
between
the
iPhone
App
Store
and
Android
Market
on
a
smartphone
to
be
the
download
progress
of
an
application
he
believed
it
was
better
in
the
iPhone
because
the
download
progress
it
shown
on
the
icon
screen
of
the
application
that
is
being
downloaded.
He
also
thought
it
was
easier
to
find
apps
on
the
iPhone
App
Store.
The
other
two
participants
who
also
had
used
the
Android
Market
on
a
smartphone
considered
the
iPhone
App
Store
to
be
best
because
it
was
easier
to
sort
apps
and
find
apps
but
also
because
it
was
easier
to
follow
up
the
download
progress
of
an
application.
73
6.
Discussion
This
chapter
will
discuss
the
major
findings
of
the
study
using
some
of
the
theories
mentioned
in
the
theory
section.
6.1
Discussion
of
findings
from
pre-?test
questionnaires
Consumer
demographics
are
among
the
most
commonly
studied
factors
in
on
online
consumer
behavior
research.
The
effects
of
gender,
age
and
income
of
consumers
on
online
purchase
behavior
have
been
studied
since
late
1990s
[Bellman
et
al.1990].
For
example
several
studies
have
shown
that
men
make
more
purchases
and
spend
more
money
online
than
women
[Li
et
al.
1999;
Stafford
et
al.
2004
&
Susskind
2004].
Even
though
it
was
only
one
female
who
participated
in
this
study
this
effect
can
be
seen
anyway.
As
can
be
seen
in
the
table
summary
of
consumer
demographics
factor
in
table
5.1.1a
the
female
participant
had
never
purchased
an
app
from
the
App
Store
before.
When
it
comes
to
the
age,
we
see
today
that
the
age
gap
between
online
and
off-? line
consumers
is
shrinking,
but
the
effect
of
age
on
consumer’s
intention
to
purchase
online
is
still
unclear.
In
this
study
we
have
seen
that
the
younger
peoples
intention
to
purchase
application
is
more
than
the
older
one.
One
of
the
reasons
could
be
because
the
games
for
iPhone
have
become
very
popular
among
the
young
people.
Today
we
see
a
lot
of
young
people
play
games
on
their
iPhone
everywhere
i.e.
on
the
train.
Furthermore
we
see
that
the
income
does
not
hinder
the
consumers
from
purchasing
applications
from
the
App
Store.
As
shown
in
in
table
5.1.1a
young
participants
with
lower
income
purchase
apps
more
frequently
than
the
participants
with
higher
income.
A
reason
for
this
could
be
that
the
young
people
with
lower
income
has
more
time
to
look
for
apps
on
the
App
Store
and
eventually
buys
one
or
two.
It
should
be
noted
that
these
young
participants
only
purchase
apps
that
are
cheap
i.e.
apps
that
cost
7kr.
Otherwise
most
of
the
participants
download
free
apps
from
the
App
Store.
As
mentioned
in
the
theory
section
prior
experience
or
a
reflection
of
a
consumer’s
familiarity
with
the
product,
has
been
shown
to
strongly
influence
successive
behavior.
As
we
see
from
the
table
participants
with
most
experience
performed
well
on
the
tasks
where
as
the
novice
participants
could
not
complete
the
tasks
that
were
given
to
them.
A
typical
example
of
this
can
be
seen
in
the
app
description
page
on
the
iPad.
When
novice
participants
who
have
no
experience
of
using
the
iPad
looked
at
the
screenshot
in
the
app
description
page
they
thought
there
was
only
one
screenshot
whereas
the
experienced
participants
knew
there
were
more
screenshots
hidden
inside
the
box.
74
6.2
Discussion
of
findings
from
the
Task
Analysis
This
section
will
discuss
the
findings
from
the
tasks
that
were
performed
by
the
participants.
6.2a
What
do
users
do
when
they
visit
the
App
Store?
According
to
[Hughes,
2010]
there
are
two
types
of
users,
the
types
that
simply
browse
on
the
App
Store
and
the
types
that
search
for
a
specific
app.
However
Hughes
only
identify
these
types
of
users
for
the
desktop
iTunes
App
Store.
In
this
section
I
will
discuss
what
type
of
users
the
participants
in
my
study
are
and
what
they
actually
do
when
they
visit
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices.
Users
who
search
for
apps
on
the
App
Store
This
study
shows
that
users
not
only
search
for
specific
apps
to
solve
their
problems
but
also
search
for
apps
that
they
have
been
recommended
by
someone.
For
example
five
participants
said
that
they
used
their
iPhone
to
“search
for
apps
that
they
have
heard,
either
from
a
friend,
colleague
or
seen
it
on
the
internet”.
They
simply
search
for
the
app
to
see
if
it
is
worth
downloading
or
buying.
They
also
said
that
when
they
are
looking
for
a
specific
app
and
they
don’t
know
the
name
of
the
app
they
usually
search
for
the
apps
function
or
the
company’s
name.
For
example
one
participant
showed
that
if
he
were
looking
for
a
weather
app
he
would
search
for
“weather”
or
“SMHI”
if
he
were
looking
for
a
Swedish
weather
app.
Users
who
browse
on
the
App
Store
[Hughes,
2010]
also
clarified
that
if
users
are
just
browsing
the
App
Store
from
the
desktop
iTunes
they
will
probably
start
their
search
by
looking
at
the
“What’s
Hot”
and
“New
and
Noteworthy”,
or
the
“Top
Charts”
for
ideas.
This
statement
was
partly
true.
Half
of
the
participants
started
to
look
for
apps
in
the
“New
and
Noteworthy”
sections.
The
rest
“What’s
Hot”
when
they
visited
the
App
Store
from
the
desktop
iTunes.
75
According
to
[Hughes,
2010],
this
happens
because
most
visitors
on
the
iTunes
App
Store
are
first
attracted
to
the
colorful
icons.
And
as
most
of
the
colorful
icons
on
the
iTunes
App
Store
are
shown
on
the
first
page
in
the
“New
and
Noteworthy”
and
“What’s
Hot”
section
as
illustrated
in
the
figure
below
ten
out
12
participants
started
their
search
by
looking
in
these
two
sections
Colorful icons
Hidden icons
Colorful icons
Figure
6.2a
Participants
first
search
in
the
iTunes
App
Store.
Moreover
as
the
most
the
icons
in
the
Top
Charts
are
hidden
in
the
right
corner
of
the
App
Store’s
home
page
as
we
can
see
in
the
above
figure
almost
none
of
the
participants
were
attracted
to
look
there.
Additionally
Hughes
claimed
that
visitors
on
the
iTunes
App
Store
will
first
look
at
the
icon
and
if
the
icon
looks
interesting
they
will
read
the
name
of
the
app
and
its
category.
This
statement
was
also
found
to
be
true
as
all
participants
followed
this
order
as
we
can
see
in
figure
6.2a1.
12 12
Icon Name App Store
iTunes
Figure
6.2a1Participants
first
and
second
attention
in
the
iTunes
App
Store
76
In
the
iPad
App
Store
however,
the
statement
only
worked
partly.
As
we
can
see
in
the
next
figure
all
participants
looked
at
the
icons
first
but
only
half
of
them
looked
at
the
name
after
that.
The
other
half
looked
at
the
ratings
instead.
6 Name
12
Icon App Store
Rating
6
iPad
Finally
on
the
iPhone
App
Store
seven
participants
looked
at
the
ratings
where
as
only
five
looked
at
the
name
after
having
looked
at
the
icons
first.
5 Name
12
Icon App Store
Rating 7
Figure
6.2a2
Participants
first
and
second
attention
in
the
iPad
App
Store
iPhone
The
reason
why
participants
looked
at
the
rating
and
not
the
name
after
the
having
looked
at
the
icons
on
the
iPhone
and
iPad
App
Store
is
because
ratings
are
shown
in
the
list
on
both
iOS
devices
as
shown
in
figure
6.2a4
below.
Figure
6.2a3
Participants
first
and
second
attention
in
the
iPhone
App
Store
iPhone App Store
iTunes App Store
iPad App Store
Figure
6.2a4
The
app’s
ratings
are
shown
in
both
iPhone
and
iPad
App
Store
(iPhone
screenshot
on
the
left
and
iPad
on
the
right)
but
no
ratings
are
shown
in
the
iTunes
App
Store
(middle
screenshot).
The
app’s
category
is
show
in
both
iTunes
and
iPad
App
Store.
77
Users
in
the
app
description
page
Depending
on
the
unit
and
the
price
of
the
app
participants
behaved
differently
once
they
got
to
the
app
description
page.
If
it
was
a
free
app
they
visited,
almost
all
participants
skipped
or
quickly
skimmed
through
the
description
and
look
at
the
screenshots
and
ratings
instead.
However
if
it
was
a
paid
app
they
visited
all
participants
read
the
description.
An
interesting
notation
was
that
more
than
half
of
the
participants
looked
at
the
customer
reviews
more
on
the
iPad
and
iTunes.
This
is
because
the
customer
reviews
on
these
units
were
displayed
on
the
same
page
in
contrast
to
the
iPhone
App
Store,
which
was
displayed
on
the
following
page.
6.2b
What
obstacles
do
users
encounter
on
the
way
to
purchase
application
from
the
App
Store?
Most
of
the
participant
encountered
problems
in
the
app
description
page.
For
example
they
found
the
separation
between
current
version
and
all
version
reviews
unclear
(see
figure
6.2b).
Most
participants
did
not
know
there
was
different
versions
of
reviews,
thus
when
there
was
there
were
no
review
on
the
current
version
they
assumed
it
applied
for
all,
most
participants
missed
to
click/tap
on
the
“All
Versions”
to
see
the
older
reviews
of
an
application.
Another
obstacle
the
participants
encountered
was
on
the
screenshots
on
the
iPad
App
Store.
Most
of
the
participants
especially
those
who
never
used
the
iPad
App
Store
found
the
screenshot
in
the
app
description
page
deceiving.
This
is
because
there
was
no
indication
that
showed
the
number
of
screenshots
thus
participants
thought
there
was
only
one
screenshot
that
was
displayed.
Similarly
when
the
participants
visited
the
category
section
in
the
iPad
App
Store
they
found
the
icon
of
the
categories
misleading.
This
was
because
the
icon
that
represented
each
category
was
taken
from
the
same
category
and
this
made
the
participants
confusing
thinking
it
is
an
app
and
not
a
category.
Another
difficulty
many
participants
had
was
finding
sub-?categories
on
the
App
Store
from
both
iTunes
and
iPad.
All
participants
failed
this
task
on
both
units
because
it
was
not
intuitive.
Figure
6.2b
Customer
Reviews
“Current”
and
“All
versions”
in
the
App
Store
78
To
find
the
sub
categories
on
the
iTunes
App
Store
participants
had
to
first
choose
a
category
that
has
a
sub
category
i.e.
Games
and
then
scroll
down
to
the
bottom
of
the
page.
On
the
iPad
App
store
the
participants
had
to
filter
the
apps
by
selecting
Games
from
the
Top
Chart
category
section.
6.2c
What
do
users
think
of
digital
magazine
subscription
on
the
App
Store?
Most
of
the
participants
were
confused
about
the
price
of
the
magazines
on
the
App
Store.
Since
none
of
the
participants
had
ever
subscribed
to
a
digital
magazine
before,
most
of
them
though
the
magazines
were
all
free
because
the
app
was
free.
The
participants
did
not
understand
that
it
was
a
subscription
and
that
they
had
to
pay
for
each
number.
Those
who
understood
that
it
was
a
subscription
said
they
would
expect
to
get
some
discount
or
get
few
numbers
for
free.
Participants
were
also
confused
about
the
plus
signs
inside
the
icons,
and
they
thought
the
icons
had
the
more
or
less
the
same
pattern
and
look
which
is
easy
to
recognized
nevertheless
they
thought
there
should
be
an
image
on
the
icon
instead
i.e.
the
first
page
of
the
magazine.
When
the
participants
were
asked
whether
they
would
buy
or
subscribe
to
any
of
the
magazines
from
Bonnier
Tidskrifter
most
of
them
said
they
would
subscribe
to
“Krysst”,
“Illustrerad
Vetenskap”
or
“All
om
mat”.
Participants
chose
“Illustrerad
Vetenskap”
because
they
recognized
it
and
they
liked
that
it
has
the
same
font
as
the
magazine
and
they
chose
“All
om
mat”
because
they
liked
the
design
but
also
because
they
were
interested
in
food.
In
general
most
of
the
participants
thought
the
price
of
the
magazines
was
a
bit
expensive
especially
those
who
picked
Illustrerad
Vetenskap
which
cost
56kr
for
each
number.
Some
participants
said
they
would
rather
download
a
free
magazine,
which
has
some
kind
of
advertising
in
it.
Some
participants
said
they
could
imagine
buying
a
number
or
two
if
they
really
liked
it
and
they
get
something
for
free
as
well.
6.2d
What
visual
elements
did
participants
remember
from
the
App
Store?
As
pointed
out
by
[Ware,
2008]
visual
memory
is
a
process
that
is
pure
attention.
It
is
a
temporary
binding
together
of
visual
features
and
patterns
that
seem
most
relevant
to
the
cognitive
thread.
To
find
a
pattern
and
see
what
visual
features
attracts
users
attention
on
the
App
Store
I
identified
nine
quiz
questions,
which
I
used
to
test
the
participants
memory
retention
“what
”
and
“where”.
In
this
section
I
will
identify
the
major
findings
from
the
quiz
questions.
79
What
visual
elements
did
participants
remember
on
the
App
Store
from
respective
units?
In
general
the
majority
of
the
participants
remembered
apps
from
the
Top
Grossing
list
on
the
iPhone
App
Store.
This
is
because
participants
could
recognize
most
of
the
apps
from
the
list.
The
reason
why
participants
remembered
more
apps
from
the
iPhone
App
Store
than
from
the
iTunes
App
Store
might
be
because
there
are
fewer
apps
listed
on
the
iPhone
App
Store.
Moreover
the
apps
on
the
iPhone
App
Store
are
displayed
in
a
compact
way
unlike
the
iTunes
App
Store.
This
may
have
helped
the
participant’s
process
of
finding
an
app
that
they
recognize
which
they
eventually
could
remember.
It
should
also
be
note
that
even
though
there
is
less
information
in
the
lists
on
the
iPhone
App
Store,
the
existing
information
is
highly
visible.
As
we
could
see
in
figure
6.2a4
it
is
not
only
the
ratings
that
is
highly
visible
in
the
list
on
the
iPhone
App
Store
but
also
the
name
of
the
app,
which
is
bigger
and
bolder
than
what
it
is
on
the
iPad
App
Store
for
instance.
Similarly
we
could
observe
from
the
figure
that
the
plus
sign
(which
indicates
the
compatibility
of
the
app)
is
also
more
visible
on
the
iPhone
App
Store
hence
most
participants
could
remember
apps
with
the
plus
sign
more
from
the
iPhone
App
Store
than
the
other
two
units.
Moreover
most
participants
remembered
an
app
because
they
recognized
it
from
earlier
or
because
it
was
among
the
top
apps
i.e.
the
first
app.
When
participants
were
asked
to
remember
which
specific
app
they
visited
recently
they
often
tried
to
remember
a
name,
which
sounded
convenient
to
them.
For
example
the
participant
who
visited
the
app
Peka
&
Lär
ABC
shown
in
figure
below
remembered
the
name
1-?2-?3
Räkne
app
för
barn.
Nasa App Peka & Lär ABC
TED
Figure
6.2d
App
remembered
by
a
participant
The
understanding
if
this
participant
could
be
that
the
app
was
an
education
app
for
children,
and
because
the
names
leaning
ABC
and
learning
1-?2-?3
for
children
is
related
to
each
other
and
they
both
sound
convenient
the
participant
remembered
the
name
Räkne
app
för
barn
instead.
Because
of
this
the
participant
also
wrote
the
wrong
elements
1-?2-?3.
Most
participants
remembered
the
item
from
the
icon
and
most
of
its
colors
especially
if
the
icon
had
strong
colors
such
as
blue,
red,
yellow,
green
and
black.
If
we
take
the
app
Peka
&
Lär
ABC
again
we
see
that
it
has
strong
colors
hence
the
participant
who
visited
the
app
remembered
all
the
colors
plus
the
color
red,
which
is
not
shown
in
the
app.
80
When
participants
were
asked
how
much
the
app
they
visited
cost
the
majority
of
the
participants
remembered
the
correct
price
of
the
app
from
the
iPad
App
Store
and
the
iPhone
App
Store
this
may
be
because
the
price
of
the
app
is
already
shown
in
the
list
on
both
iOS
devices.
The
price
of
the
app
is
not
displayed
in
the
list
on
the
iTunes
App
Store,
however
what
is
interesting
is
that
if
users
hovers
the
mouse
over
the
apps
on
the
Top
Char
the
price
is
suddenly
displayed.
This
is
was
something
that
several
participants
found
confusing.
6.3
Discussion
of
findings
from
Post
test
questionnaires
In
this
part
I
will
present
the
insights
from
the
post
test-?questionnaires.
The
findings
from
the
post-?test
questionnaires
will
help
us
answering
the
last
research
questions.
Which
unit
do
users
prefer
to
use
to
visit
the
App
Store?
Half
of
the
participants
preferred
the
iPad
App
Store
of
all
the
three
units.
They
preferred
it
because
they
felt
it
was
a
mixture
of
both
iTunes
App
Store
and
iPhone
App
Store.
They
thought
it
was
intuitive,
clear
and
easy
to
use.
Most
participants
also
liked
the
interface,
the
navigation
and
the
filtering
of
multiple
options.
However
participants
found
it
difficult
to
find
sub-?categories
on
the
iPad
App
Store,
they
also
didn’t
like
the
categories
they
found
it
disordered
and
misleading
because
of
the
misleading
icons.
Likewise
they
found
the
separation
of
the
current/
all
version
choice
of
the
customer
rating
in
the
app
description
page
misleading.
Five
participants
preferred
the
iPhone
App
Store
of
all
three
units
because
they
found
it
to
be
intuitive
and
easy
to
navigate,
nevertheless
most
participants
thought
it
had
to
limited
functions
i.e.
participants
wanted
to
see
the
features
“More
Apps
by
this
developer”
and
“Customers
also
bought”
in
the
app
description
page.
Finally
only
one
participant
preferred
the
desktop
iTunes
App
Store.
Although
few
other
participants
also
thought
it
had
a
good
interface
and
a
range
and
diversity
of
apps
the
majority
of
the
participants
found
it
messy
and
disordered,
they
also
thought
it
had
a
bad
navigation
and
that
it
didn’t
display
important
information
such
as
ratings
in
the
list.
81
7.
Conclusions
This
chapter
will
present
the
conclusions
that
were
drawn
from
my
study.
It
will
also
give
implications
for
application
developers
specifically
for
the
digital
magazine
publishing
company
Bonnier
Tidskifter
AB.
There
are
various
factors
that
mobile
application
consumers
takes
into
consideration
when
purchasing
mobile
application
from
the
App
Store.
From
the
main
findings
of
the
present
study
it
can
be
concluded
that:
1. Consumers
on
the
App
Store
behave
differently
depending
on
the
unit
they
are
using.
This
is
because
applications
on
the
App
Store
are
presented
differently
in
the
desktop
iTunes
App
Store
and
the
mobile
App
Store
on
the
iOS
devices.
2. When
consumers
are
looking
at
a
paid
app
in
the
app
description
page
no
matter
which
unit
they
visit
it
from,
they
often
consider
the
description
the
screenshots,
and
the
ratings
whereas
they
do
not
consider
these
features
so
much
when
they
look
at
a
free
app
on
the
App
Store.
3. Consumers
consider
reading
the
customer
reviews
on
the
iTunes
and
iPad
App
Store
more
than
on
the
iPhone
App
Store
because
the
customer
reviews
on
these
two
units
are
displayed
on
the
same
page.
4. When
consumers
browse
the
App
Store
from
the
iTunes
they
may
browse
more
on
the
main
page
because
that
is
where
all
the
attractive
icons
are
listed.
On
the
other
hand
consumers
may
browse
more
on
the
Top
Chart
on
the
iPad
and
iPhone
App
Store.
5. According
to
the
present
study
the
following
factors
are
identified
as
obstacles
for
consumers
on
the
way
to
purchase
application
from
the
App
Store.
• Confusion
about
the
customer
reviews
separation
that
is
between
the
current
version
and
all
versions
in
both
iTunes
and
iPad
App
Store.
• Lack
of
knowledge
on
the
appearance
of
screenshot
in
the
app
description
page
on
the
iPad
App
Store.
6. Consumers
on
the
App
Store
seem
to
be
attracted
of
visual
elements
that
they
are
already
familiarized
with,
apps
with
famous
logos
and
known
fonts
and
styles
but
also
to
coherent
and
descriptive
app
names
and
strong
colors
(i.e.
red,
green,
yellow,
black
and
blue,
respectively).
7. Consumers
found
the
iTunes
App
Store
messy
and
cumbersome
to
use.
They
preferred
using
the
iPad
App
Store
because
they
found
it
to
be
a
good
mixture
of
both
iTunes
and
iPhone
App
Store
but
also
because
it
has
more
options
to
consider
e.g.
the
ability
to
view
both
Top
Free
and
Top
Paid
apps
on
the
same
page.
82
7.1
Recommendations
This
study
provides
us
with
useful
suggestions
and
recommendations,
which
application
developers,
and
digital
magazine
publishers
can
take
advantage
of.
In
order
to
influence
more
downloads
and
successfully
sell
iPhone/iPad
apps
on
the
App
Store
one
should
consider
to:
? Have
a
recognizable
and
understandable
app
icon
with
branded
font
styles
and
strong
colors
e.g.
red,
green,
yellow,
blue
or
black.
Making
the
app
recognized
seem
to
be
the
best
way
to
influence
more
visit
and
possible
download.
Advertise
the
app:
A
good
way
to
make
an
app
more
recognizable
is
by
advertising
it.
This
can
be
done
for
example
using
the
electronic
word
of
mouth.
The
study
showed
that
users
also
search
for
apps
that
they
have
been
recommended,
i.e.
by
their
friends,
colleges
hence
using
the
word
of
mouth
method
would
be
an
excellent
way
to
get
the
apps
message
out.
The
word
of
mouth
is
reputation-?based
form
of
marketing.
It
is
about
building
momentum
for
an
app
and
getting
everyone,
especially
key
influencers,
to
talk
about
the
app.
Put
the
magazines
coverage
on
the
icon:
Since
consumers
might
recognize
the
magazines
coverage
putting
the
cover
page
of
the
magazine
on
the
icon
may
trigger
the
consumers
even
more.
Fortunately
Bonnier
Tidskrifter
AB
has
already
done
this
change.
At
the
time
of
this
study
the
cover
page
of
the
magazines
from
Bonnier
Tidskrifter
AB
was
not
on
the
icons.
Have
icons
that
clearly
show
a
connection
with
the
apps
function:
A
good
example
of
this
can
be
seen
on
the
app
“Krysset”.
Because
this
app
had
a
clear
connection
with
its
function
participants
immediately
understood
what
the
app
was
about
and
quickly
decided
to
click
on
it
to
see
more
information.
Get
your
app
on
the
main
page
on
the
iTunes
App
Store:
This
is
particularly
important
when
your
app
is
new.
Hence
most
consumers
will
look
at
the
main
page
in
first
hand
when
they
visit
the
App
Store
from
the
iTunes.
Once
the
app
is
known
you
should
try
to
move
it
among
the
Top
Chart
to
gain
more
visits
and
downloads
from
consumers
who
visit
the
App
Store
from
their
mobile
devices.
Get
customer
reviews
fast
for
the
updated
version
of
your
app:
It
is
important
that
the
app
gets
customer
reviews
as
soon
as
it
has
been
updated
in
order
for
consumers
to
see
there
are
reviews
on
the
current
version.
One-?way
of
doing
this
is
can
be
by
rewarding
frequent
app
users
to
write
review
about
the
updated
version.
?
?
?
?
?
83
?
?
Choose
the
right
screenshot
for
your
iPad
app:
When
deciding
which
screenshot
you
want
to
show
on
the
iPad
App
Store
you
should
focus
on
putting
the
most
relevant
screenshot
first
since
novice
users
may
miss
to
look
at
the
other
screenshots.
Another
solution
would
be
to
add
indication
e.g.
an
arrow
on
the
first
screenshot
that
shows
the
consumers
there
are
more
screenshot
to
follow.
Since
most
participants
seem
to
prefer
to
use
the
iPad
App
Store
it
is
advisable
to
give
more
attention
on
the
iPad
apps
in
the
future,
however
as
most
participants
found
the
price
of
digital
magazines
confusing
and
a
bit
expensive
it
would
be
advisable
to
reconsider
the
pricing
strategy
and
make
it
more
clear
e.g.
highlight
discounts
and
new
offers
in
the
app
description
page.
7.2
Future
research
This
has
been
a
very
interesting
and
rewarding
study.
In
the
future
I
recommend
similar
study
in
a
larger
scale,
since
the
present
study
had
time
and
resource
limitations
I
could
only
conduct
the
study
with
a
small
groups
of
people.
Hence
it
would
be
interesting
to
conduct
a
study
on
a
larger
sample
including
people
from
different
backgrounds
with
different
gender.
This
could
find
new
segments,
with
new
analytical
possibilities.
It
would
also
be
interesting
to
do
similar
study
with
and
without
the
think
aloud
method
and
other
data
gathering
techniques
e.g.
eye
tracing
technology
to
see
the
possible
different
result
that
could
be
obtained.
This
study
was
conducted
from
the
consumers
point
of
view;
in
the
future
it
could
be
conducted
with
greater
focus
towards
the
application
retailer
or
look
at
the
consumer
behavior
on
other
platforms
such
as
Google’s
Android
Market
and
see
if
the
found
factors
are
the
same.
In
general,
this
study
could
be
conducted
with
a
greater
range
of
properties
and
with
greater
detail
towards
the
specific
factors.
84
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J.
S.
(2003).
Human
Computer
Interaction:
Psychological
Aspects
of
the
Human
Use
of
Computing.
Annual
Reviewof
Psychology.
54,
491-? 516.
Pedersen,
E.
P.
(2003).
Adoption
of
Mobile
Internet
services:
An
Exploratory
Study
of
Mobile
Commerce
Early
Adopters,”
Journal
of
Organizational
Computing
and
Electronic
Commerce,
(forthcoming).
Pielot,
M.,
Poppinga,
B.,
&
Boll,
S.
(2010).
PocketNavigator:
Vibro-?Tactile
Waypoint
Navigation
for
Everyday
Mobile
Devices.
In
Proc.
of
MobileHCI
87
Reuters,
Apple
phone
revenue
tops
Nokia
-?Strategy
Analytics,
http://www.reuters.com/article/2011/04/21/nokia-?apple-? idUSLDE73K12P20110421,
Retrieved,
May
14
2011
Review
Roster,
Over
425,000
Apps
Available.
90,000
Tailored
for
iPad
http://blog.reviewroster.com/post/6315851332/over-?425-?000-?apps-?available-? 90-?000-?tailored-?for-?ipad,
Retrieved,
August
14
2011.
Schiffman,
L.G.,
&
Kanuk,
L.L.
(2000).
Consumer
Behavior.
Prentice-?Hall,
Upper
Saddle
River,
NJ.
Stafford,
T.
F.,
Turan,
A.
and
Raisinghani,
M.
S.
(2004).
International
and
Cross-? Cultural
Influences
on
Online
Shopping
Behavior.
Journal
of
Global
Information
Management,
7(2),
pp.70-?87.4.
Strategy
Analytics,
Mobile
Media
Forecast
2001
-?2016
2011,http://www.strategyanalytics.com/default.aspx?mod=reportabstractviewer &a0=6169,
Retrieved
June
14
2011
Strategy
Analytics,
Amazon
Appstore
Provides
Excellent
User
Experience
but
App
Purchases
Process
a
Major
Concern
http://www.strategyanalytics.com/default.aspx?mod=reportabstractviewer&a0= 6363,
Retrieved
June
14
2011
Susskind,
A.
(2004).
Electronic
commerce
and
World
Wide
Web
apprehensiveness:
An
examination
of
consumers’
perceptions
of
the
World
Wide
Web.
Journal
of
Computer-?Medicated
Communication,
9(3),
pp.
78-?90.Gartner,
Ware,
C.
(2008).
Visual
Thinking
for
Design,
Chapter
1
Visual
Queries.
Wireless
Media
Lab,
How
to
Create
a
Superior
Application
Store
User
Experience,http://blogs.strategyanalytics.com/WML/post/2011/03/10/How-?to-? Create-?a-?Superior-?Application-?Store-?User-?Experience.aspx,
Retrieved
August
10
2011
Zeithaml,
V.
(2007).
Service
Marketing.
Chapter
4
Consumer
Behavior
in
Service
88
Appendix
Hej
Jag
håller
på
att
gör
en
studie
om
App
Store
för
mitt
examensarbete
tillsammans
med
Bonnier
Tidskrifter
AB
och
jag
söker
13
deltagare
som
är
mellan
20
och
50
år,
har
en
iPhone,
iPod
Touch
eller
iPad
och
är
intresserade
av
appar.
Studien
äger
rum
på
Ekononmikum
i
Uppsala
och
tar
ca
1
timme.
Jag
kommer
att
bjuda
på
lite
fika
och
som
kompensation
får
man
en
årsprenumeration
på
valfri
tidning
från
Bonnier
Tidskrifter.
Kravet
för
att
man
ska
delta
i
studien
är
att
ni
har
en
iPhone,
iPod
Touch
eller
en
iPad
och
att
ni
har
besökt
App
Store
mer
än
en
gång.
Om
ni
är
intresserad
av
att
delta
i
studien
behöver
ni
ta
med
er
eren
iPhone
eller
iPod
Touch
när
ni
kommer.
Ni
kan
delta
i
studien
när
som
helst
under
vecka
25
–
27.
Skicka
ett
e-?mail
till
[email protected]
eller
ring
073
-?
583
71
93
så
bokar
jag
in
er
direkt.
Med
vänliga
Hälsningar
Romel
89
Appendix
I.
Looking
for
Participants
Deltagare
sökes
till
en
studie
om
App
Store
Appendix
II
Introduction
to
the
study
Hej
och
välkommen!
Först
och
främst
vill
jag
tacka
dig
för
att
du
har
kommit
hit.
Du
har
alltså
kommit
hit
för
att
delta
i
en
studie
om
App
Store
som
jag
genomför
tillsammans
med
Bonnier
Tidskrifter
AB.
Du
kommer
att
får
göra
ett
antal
uppgifter
på
App
Store
från
iTunes
på
datorn,
din
iPhone/iPod
Touch
och
iPaden.
Uppgifterna
på
varje
enhet
tar
ca
10
minuter
och
efter
varje
session
kommer
du
att
få
en
kort
frågeformulär
där
du
får
svara
på
några
frågor
gällande
användningen
av
App
Store
på
varje
enhet.
När
du
har
gjort
klart
uppgifterna
på
alla
enheter
kommer
du
att
få
en
jämförelse
frågeformulär
där
du
får
jämföra
App
Store
i
all
tre
enheter
och
därefter
är
du
klar.
Hela
sessionen
kommer
att
ta
ungefär
1
timme.
Jag
kommer
undertiden
att
sitta
med
dig,
ställa
lite
frågor
och
be
dig
göra
ett
antal
uppgifter.
Sedan
kommer
jag
att
observera
dig
medan
du
löser
uppgifterna.
När
du
löser
uppgifterna
är
det
viktigt
att
du
försöker
lösa
de
som
du
skulle
göra
under
vanliga
förhållanden.
Du
skall
veta
att
jag
inte
testar
dig
på
något
sätt
utan
du
gör
detta
för
att
hjälpa
mig
och
företaget
att
förstå
användningen
av
App
Store
från
dessa
tre
enheter.
Jag
kommer
att
ta
anteckningar
och
spela
in
sessionen
på
video
och
ljud.
Jag
gör
detta
för
att
mina
anteckningar
skall
vara
så
noggranna
som
möjligt.
Innan
vi
börjar
måste
du
skriva
några
papper.
Intoduktion
till
studien
90
Appendix
III.
The
consent
form
Välkommen
till
studien
om
App
Store!
Jag
är
mycket
tacksam
över
att
du
vill
ställa
upp
och
hjälpa
till
med
denna
studie.
Som
deltagande
har
du
ett
antal
rättigheter
som
du
bör
känna
till.
De
data
som
genereras
och
sparas
är
inte
för
att
förknippa
dig
med
enskilda
resultat.
Du
har
när
som
helst
rätt
att
avbryta
studien.
Du
har
rätt
att
få
hela
studien
förklarat
för
dig
om
du
så
önskar,
dess
syfte,
metod
etc.
Jag
kommer
att
observera
dig
och
ställa
frågor
under
hela
sessionen.
Studien
kommer
att
spelas
in.
Utdrag
ut
denna
inspelning
kan
komma
användas
vid
en
presentation
för
Bonnier
Tidskrifter
AB
samt
vid
en
presentation
inför
lärarna
vid
Uppsala
Universitet.
Nedan
får
du
två
val.
Ringa
in
det
val
du
samtycker
med.
Jag
godkänner
att
utdrag
ur
inspelningen
får
visas.
Jag
godkänner
INTE
att
utdrag
ur
inspelningen
får
visas.
_________________________
_________________________
___________________________
Ort
och
datum
Namnteckning
Namnförtydligande
Samtyckande
form
om
inspelning
91
Appendix
IV.
Pre
test
questionnaire
? Man
Bakgrunds
frågeformulär
1. Är
du
man
eller
kvinna?
? Kvinna
2. Hur
gammal
är
du?
________________________
3. Vad
har
du
för
yrke?
____________________________________________________________________________________
4. Hur
mycket
pengar,
efter
skatt,
tjänar
du
i
genomsnitt
varje
månad?
(Ink.
Lön,
bidrag,
lån,
etc)
5. Har
du
en
iPhone?
Om
ja,
vilken
modell
? ? ? ? ?
5
000
–
6
999
SEK
7
000
–
8
999
SEK
9
000
–
10
999
SEK
11
000
–
12
999
SEK
?
13
000
SEK
? ? ? ?
iPhone
iPhone
3G
iPhone
3GS
iPhone
4
6. Har
du
använt
en
androidtelefon
förut?
? Ja
? Nej
7. Hur
länge
har
du
haft
din
iPhone?
92
Ca:________________________
8. Hur
många
timmar
per
dag
använder
du
din
iPhone?
<
½
h ? ½
h
-?3
h ? 4-?7
h ? >7
h ?
9. Till
vad
använder
du
din
iPhone
främst? (Rangordna
5
alternativ)
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
främst
använder
din
iPhone
till
och
5
är
det
alternativ
du
använder
din
iPhone
minst
till.
____
Ringa/SMS/MMS
____
E-?mail
____
Söka
information/surfa
runt
____
Spela
spel
____
Lyssna
på
musik
____
Titta
på
video
klipp
____
Hämta
och
köpa
appar
från
på
App
Store
10. Hur
många
appar
har
du
i
din
iPhone? (Om
du
inte
räknar
med
förinstallerade appar)
? ? ? ? ?
<
20
21
–
50
51
–
80
81
–
100
>
100
11.
Hur
många
av
dem
är
betalda
appar?
Inga
?
1-?5
st
?
6-?10
st
?
>
10
st
?
12.
Har
du
en
iPad?
(Om
nej
gå
till
fråga
16)
Ja
?
Nej
?
13.
Till
vad
använder
du
din
iPad
främst? (Rangordna
5
alternativ)
93
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
främst
använder
din
iPad
till
och
5
är
det
alternativ
du
använder
din
iPad
minst
till.
____
Läsa
tidning/magasin
____
Spela
spel
____
Titta
på
film
____
Surfa
på
internet
med
Safari
____
Leta
efter
och
hämta
appar
på
App
Store
____
Lyssna
på
musik
____
Skicka
/läsa
E-?mail
14. Hur
många
appar
har
du
i
din
iPad? (Om
du
inte
räknar
med
förinstallerade appar)
? ? ? ? ?
<
20
21
–
50
51
–
80
81
–
100
>
100
15. Hur
många
av
dem
är
betalda
appar?
Inga
?
1-?5
st
?
6-?10
st
?
>
10
st
?
16. Har
du
använt
en
iPad
eller
annan
surf-?eller
läsplatta
förut?
Om
ja
hur
många
gånger,
om
nej
gå
till
fråga
18
1
gång
?
2-?6
gånger
?
7-?10
gånger
?
>
10
gånger
?
17.
Till
vad
använde
du
surf-?eller
läsplattan
främst?
(Rangordna
5
alternativ)
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
främst
använde
surfplattan
till
och
5
är
det
alternativ
du
använde
läsplattan
minst
till.
____
Läste
en
tidning/magasin
____
Spelade
spel
____
Tittade
på
video
____
Surfade
på
internet
med
Safari
____
Hämtade/
köpte
appar
på
App
Store
____
Lyssnade
på
musik
____
Skickade
/läste
E-?mail
18. Har
du
besökt
App
Store
med
en
iPad
förut?
Om
ja
hur
många
gånger,
om
nej
gå
till
fråga
20
1
gång
?
2-?6
gånger
?
7-?10
gånger
?
>
10
gånger
?
19. Vad
gjorde
du
när
du
besökte
App
Store
med
iPaden?
(Rangordna
5
alternativ)
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
främst
gjorde
när
du
besökte
App
Store
och
5
är
det
alternativ
du
gjorde
minst
när
du
besökte
App
Store
med
iPaden.
94
____
Bläddrade
runt
Top
Charts
____
Bläddrade
runt
i
Kategorier
____
Bläddrade
runt
i
blickfånget
____
Sökte
efter
appar
____
Köpte
appar
____
Hämtade
gratis
appar
____
Läste
beskrivningar
och
användarens
omdöme
av
olika
appar
20. Hur
ofta
besöker
du
App
Store
med
din
iPhone?
Sällan
? Varannan
dag
?
En
gång
per
dag
?
Flera
gånger
per
dag
?
21. Vad
gör
du
när
du
besöker
App
Store
med
din
iPhone?
(Rangordna
5
alternativ)
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
gör
främst
när
du
besöker
App
Store
med
din
iPhone
och
5
är
det
alternativ
du
gör
minst
när
du
besöker
App
Store
med
din
iPhone.
_____Bläddrar
runt
i
Topp
25
_____Bläddrar
runt
i
Kategorier
_____Bläddrar
runt
i
blickfånget
_____Söka
efter
appar
_____Köpa
appar
____
Hämta
gratis
appar
_____Läsa
beskrivningar
och
användarens
omdöme
av
en
olika
appar
22.
Har
du
besökt
App
Store
med
iTunes
på
datorn
förut?
Om
Ja
hur
många
gånger
om
NeJ
gå
till
fråga
24.
Nej
?
En
gång ?
2-?6
gånger
?
7-?10
gånger
?
>
10
gånger
23. Vad
gjorde
du
när
du
besökte
App
Store
med
iTunes
på
datorn?
Ranka
från
1
till
5.
Där
1
är
det
alternativ
du
gjorde
främst
när
du
besökte
App
Store
med
iTunes
på
dator
och
5
är
det
alternativ
du
gjorde
minst
när
du
besökte
App
Store
med
iTunes
på
datorn.
Ringa
också
in
till
vilken
enhet
du
använde
App
Storen
till
(iPhone,
iPad
eller
båda
enheterna)
____
____
____
____
____
____
____
Letade
efter
appar
i
Top
Charts
till
iPhone
iPad
båda
enheterna
Letade
efter
appar
i
blickfånget
till
iPhone
iPad
båda
enheterna
Letade
efter
appar
i
kategorier
till
iPhone
iPad
båda
enheterna
Sökte
efter
appar
till
iPhone
iPad
båda
enheterna
Köpte
appar
till
iPhone
iPad
båda
enheterna
Hämtade
gratis
appar
till
iPhone
iPad
båda
enheterna
Läste
beskrivningar
och
användarens
omdöme
till
iPhone
iPad
båda
enheterna
24.
Har
du
besökt
Googles
Android
Market
för
ut?
Om
ja
med
vilken
enhet/enheter?
Nej
?
Telefonen
?
Webben
?
Surf-?eller
läsplattan
?
95
Appendix
V.
Questions
about
the
use
of
App
Store
Frågeformulär
om
användningen
av
App
Store
Var
snäll
och
markera
enheten
och
fyll
i
enkäten
så
ärligt
som
möjligt,
motivera
gärna
ditt
svar.
Ditt
svar
kommer
att
ha
stort
betydelse
för
denna
studie.
1. Vad
är
ditt
allmänna
intryck
av
App
Store
i
iTunes,
iPhonen
och
iPaden?
? Mycket
bra
? Bra
? Tillfredsställande
? Dåligt
? Mycket
dåligt
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
2. Vad
tycker
om
sortering
funktionen
(Free/Paid/Grossing)
i
App
Sore
i
iTunes,
iPhonen
och
iPaden?
? Mycket
bra
? Bra
? Tillfredsställande
? Dåligt
? Mycket
dåligt
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
3. Hur
lätt
var
det
att
navigera
tillbaka
till
en
sida
i
App
Store
i
iTunes,
iPhonen
och
iPaden?
? Mycket
lätt
? Enkel
? Medel
? Svårt
? Mycket
svår
Motivera
Gärna
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
96
4. Hur
lätt
var
det
att
navigera
tillbaka
till
App
Stores
huvudsida
i
iTunes?
? Mycket
lätt
? Enkel
? Medel
? Svårt
? Mycket
svår
Motivera
Gärna
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
5. Hur
lätt
var
det
att
hitta
kategorierna
i
App
Store
i
iTunes,
iPhonen
och
iPaden?
? Mycket
lätt
? Enkelt
? Medel
? Svårt
? Mycket
Svår
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
6. Hur
lätt
var
det
att
hitta
del-?kategorin
pusselspel
i
App
Store
i
iTunes,
iPhonen
och
iPaden?
? Mycket
lätt
? Enkelt
? Medel
? Svårt
? Mycket
Svår
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
97
7. Vad
tycker
du
om
sökningen
i
App
Store
i
iTunes,
iPhone
och
iPaden?
? Mycket
bra
? Bra
? Tillfredställande
? Dåligt
? Mycket
dåligt
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
8. Vad
tycker
du
om
söknings
funktionen
Power
Search
i
App
Store
i
iTunes?
? Mycket
bra
? Bra
? Tillfredställande
? Dåligt
? Mycket
dåligt
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
10. Vad
tycker
du
om
filtreringen
av
iPhone
och
iPad
appar
i
App
Store
i
iTunes
och
iPaden?
? Mycket
bra
? bra
? Tillfredställande
? Dåligt
? Mycket
dåligt
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
98
11. Hur
lätt
var
det
att
hitta
appar
i
App
Store
i
iTunes,
iPhone
och
iPaden?
? Mycket
lätt
? Enkelt
? Medel
? Svårt
? Mycket
svårt
Motivera
gärna
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
12. Vilka
tre
saker
gillar
du
bäst
med
App
Stor
i
iTunes,
iPhonen
och
iPaden?
a. ___________________________________________________________
b. ___________________________________________________________
c.
___________________________________________________________
13. Vilka
tre
saker
gillar
du
minst
med
App
Stor
i
iTunes,
iPhonen
och
iPaden?
a. ___________________________________________________________
b. ___________________________________________________________
c. ___________________________________________________________
14. Om
du
var
tvungen
att
betygsätta
App
Store
i
iTunes,
iPhonen
och
iPaden,
från
A
till
F,
där
A
var
lyckat
och
F
misslyckat,
vilket
betyg
skulle
du
ge
det
och
varför?
? A
? B
? C
? D
? E
? F
Motivera
gärna
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
99
15. Om
du
fick
göra
ändringar
i
App
Store
i
iTunes,
iPhone
och
iPaden
vilka
förändringar
skulle
du
göra?
Motivera
gärna
______________________________________________________________________________________
______________________________________________________________________________________
______________________________________________________________________________________
16. Kommer
du
att
fortsätta
använda
App
Store
i
iTunes,
iPhonen
och
iPaden?
? Ja
? Kanske
? Nej
17.
Skulle
du
rekommendera
någon
att
använda
App
Store
i
iTunes,iPhonen
och
iPaden?
? Ja
? Kanske
? Nej
18. Vänligen
ange
om
du
håller
med
eller
inte
i
följande
uttalande.
100
Appendix
VI.
Comparison
questions
about
the
App
Store
Jämförelse
av
App
Store
i
iTunes,
iPhonen
och
iPaden
Var
snäll
och
fyll
i
denna
enkät
så
ärligt
som
möjligt,
motivera
gärna
ditt
svar.
Ditt
svar
kommer
att
ha
stort
betydelse
för
denna
studie.
1. I
allmänt
så
tycker
jag
att
App
Store
var
bäst
i:
Välj
ett
av
de
alternativen.
? i
iPhonen
? iTunes
? iPaden
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
2. Jag
tycker
att
filtreringen
av
iPhone
och
iPad
appar
var
bättre
i
iPaden
jämfört
med
i
iTunes.
Ringa
in
den
siffran
i
skalan
som
passar
dig
bäst
Håller
inte
med
1
2
3
4
5
6
7
Håller
med
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
3. Jag
tycker
att
sorteringen
av
Free/Paid/Grossing
var
bäst
i:
Välj
ett
av
alternativen
? i
iPhonen
? iTunes
? iPaden
101
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
4. Jag
tycker
generellt
att
det
var
lättast
att
hitta
appar
i:
Välj
ett
av
alternativen
? iPhonen
? iTunes
? iPaden
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
5. Jag
tycker
att
det
var
enklast
att
navigera
i:
? i
iPhonen
? iTunes
? iPaden
Motivera
gärna:
______________________________________________________________________________________ ______________________________________________________________________________________ ______________________________________________________________________________________
6.
Vad
tyckte
du
var
största
skillnaden
i
App
Store
mellan:
a. iTunes
på
datorn
och
iPhonen
______________________________________________________________________________________
______________________________________________________________________________________
102
b. iTunes
på
datorn
och
iPaden
_____________________________________________________________________________________
c. iPhonen
och
iPaden
_____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
7.
Vad
tyckte
du
är
största
skillnaden
mellan
Apples
App
Store
och
Googles
Android
Market?
Svara
endast
om
du
har
använt
Android
Market
förut.
a. I
datorn:
App
Store
i
iTunes
och
Android
Market
på
webben
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
b. I
telefonen:
App
Store
i
iPhonen
och
Android
Market
i
android-? telefoner
____________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
c. I
surfplattan:
App
Store
för
iPad
och
surfplattor
med
Android.
___________________________________________________________________________________
____________________________________________________________________________________
____________________________________________________________________________________
_____________________________________________________________________________________
_____________________________________________________________________________________
103
doc_477816634.pdf