Sunday, May 25, 2014

Evaluating Trust when Sending Money Online via Web vs. Mobile




Abstract. This research used self-assessments on trust and emotional reactions (hedonics) as well as pragmatic measurements to determine if the UX of two different access methods to the same money transfer service also affected the perception of trustworthiness of said service. It confirms Chu & Yuan’s (2013) observations on how interactivity can affect trust, but further observations of how trust will be affected by completing an actual money transfer instead of simply simulating a transfer order are recommended.


1.     Introduction

TransferWise is an Estonian-British start-up that intermediates currency conversions between peers. The users never interact directly with other users with whom they are converting their currency – price is set at the interbank rate at the moment of transaction and the user only enters with his money in the sending currency and receives the converted money in the other end of the transaction without having to deal with third parties. This approach eliminates many of the trust issues with converting money without involving a bank, retaining the economic advantages.
The service has been operating successfully for three years but only recently launched mobile applications – first for iOS and then for Android in early 2014. The main object of this study was to evaluate trust issues with both approaches to the same platform and, through comparison of pragmatic and hedonic measurements, try to determine if those can be attributed to user interface issues or stem from the different modes of access.

2.     The object of evaluation

TransferWise shifts all of the money-conversion operations to the web, eliminating the human factor in most (or all) steps but for the users themselves. This eliminates trust issues but also creates new ones – people are used to relying on banks for these operations and banks are typical last-century human-centered institutions. Eliminating the human operator on the other side can be jarring for first-time users and this can lead to mistrust.
According to Chu & Yuan (2013), perceived user-control, interactivity, responsiveness and connectedness affect trust and consumer behaviour online. The main object of this study was to determine if completing the same tasks on the same service using different access methods would lead to different levels of trust.

2.1       Design procedure

2.1.1    Procedure

Participants were invited to fill in a form asking for background information containing Yamagishi & Yamagishi’s General Trust Scale (GTS)-like questions. They then proceeded to visiting the company’s website and making a short heuristics evaluation, then completing a series of three tasks – send money to a saved recipient, locate a previous transaction and modify personal settings – using the TransferWise platform, both on the web browser and on a mobile phone. Video was captured of all on-screen interaction as well as from the participants themselves. After completing each task, participants were invited to select an emotion and intensity on the Geneva Emotion Wheel (GEW). At the end of all three tasks, participants took a post-mortem questionnaire containing more GTS-like questions to asses a shift in trust. A post-mortem interview was arranged individually to better understand emotional reactions and shifts in trust indicated.

Fig. 1. The Geneva Emotion Wheel

2.1.2    Apparatus and Materials

Two different access points were used, a common Windows PC running Google Chrome for web access and an Android phone running the native TransferWise application downloaded from the Play Store. A second mobile phone was used to film the interaction to an external memory card. Printed copies of the consent form, the background questionnaire, the heuristics evaluation form, three Geneva Emotion Wheels and the post-mortem questionnaire were provided to all participants.

2.1.3    Tools and Methods

Koyote Software’s Free Screen to Video was used in the Windows machines to capture on-screen interaction, while on the mobile phone, the native screen video capture capabilities of Android 4.4 KitKat was used for the same purpose. Yamagishi & Yamagishi’s GTS evaluation and Bänziger, Tanja, Véronique, Tran, and Scherer’s GEW evaluation methods were applied to the information provided by the participants. The post-mortem interviews were used to make sense of this hedonic layer of information.

 
Fig. 2. Screen Capture of Mobile App vs. Website.

2.1.4    Participants

Participants were nine people with almost-normal gender distribution (five men, four women) aged 21~35 years old. Participants were screened previously for reason to send money abroad – only those with family in other countries or other reasonable expectation to convert money to or from another currency in the next 12 months were invited to participate.

3.     Results and Discussion

In general, there was a shift in trust for the worst after using both web and mobile versions of the system, with a more pronounced negative shift in women and when using the mobile application. Post-mortem interviews revealed that the generalized shift in trust was mostly related to questions of whether the money would be delivered to the intended recipient, in the time frame promised and in the amount expected. This points to the need for a more detailed study with “live” money transfers that follows participants during the whole money transfer process, which can take several days.
GEW emotions also showed a negative shift when comparing web and mobile, with less-intense positive reactions and more frequent and more-intense negative reactions when using the mobile application. These were also reflected in the pragmatic evaluations, showing greater difficulty in completing tasks and, according to the post-mortem interviews, impaired by some user interface bugs and glitches. This perfectly reflects Chu & Yuan’s results in comparing E-Trust and interactivity.

3.1       Recommendations

Pragmatic UX evaluation was invaluable in interpreting the hedonics results. Especially metrics like number of clicks and time to complete tasks, which explained shifts in trust related to poor user experience.
The GEW is a wonderful but confusing tool, both for participants and for evaluators afterwards. After the pilot test showed the Wheel itself had some poor UX aspects, it was decided that evaluators would recommend participants to pick a single emotion that better represented the task to be assessed and mark its intensity. This makes comparing emotional reactions difficult, because there are less overlapping data points between participants. Once again, the post-mortem interview allowed us to better categorize these reactions.
The main recommendation to TransferWise is to take Chu & Yuan’s conclusions in interactivity to heart and trying to make the mobile experience as complete and fluid as the web experience, this way saving the service from negative hedonic UX aspects.
It is also recommended to follow this study up with a more in depth one that follows the participants through the entire process of an actual transfer, as many of the participants questions on trust were left unanswered as this was a non-live test where no money transfer actually took place. A follow up study could also gather more statistically significant numbers, as the sample of participants for this study was rather limited.     

4.     Conclusion

The main conclusion we can take away from this study is that the same platform can produce different trust responses if accessed by different methods. In a user base that’s constantly shifting from web to mobile and back again, this is an important observation as designers must carefully craft the mobile experience to mitigate or eliminate perceptual differences that can lead to perceived untrustworthiness.  

5.     References


1.  Chu, Kuo-Ming, and Benjamin JC Yuan. "The Effects of Perceived Interactivity on E-Trust and E-Consumer Behaviors: The Application of Fuzzy Linguistic Scale." Journal of Electronic Commerce Research 14.1 (2013).
2.  Yamagishi, Toshio, and Midori Yamagishi. "Trust and commitment in the United States and Japan." Motivation and emotion 18.2 (1994): 129-166.
3.  Yamagishi, Toshio. "The provision of a sanctioning system as a public good."Journal of Personality and social Psychology 51.1 (1986): 110.
4.  Bänziger, Tanja, Véronique Tran, and Klaus R. Scherer. "The Geneva Emotion Wheel: A tool for the verbal report of emotional reactions." Poster presented at ISRE (2005).

Philosophy of HCI - Post-mortem

So, I broke the rules - I decided to write about the tools before my final impressions on the course. Why you ask? First, because I find that this post is a better closing chapter than that. I wouldn't want to sound like a band who plays a nice epic final song at a concert and then comes back for an encore and completely breaks the experience. Not that I think this is some epic Queen song, quality wise, but please, let's not spoil the metaphor with technicalities.
Second, because I wanted to speak of how my use of tools during this course influenced my view of my idle times. That's because the most important consequence of this course is I'll never see idle times the same way again.
When I (and most of us) think of human-computer interaction, we think of humans doing something to computers (action) and computers response to this (reaction) in a cycle of communication until a task is completed (interaction). But not all interaction is two-way, and not all interaction is initiated with a purpose, and not all interaction preempts reciprocation.
Computers try to communicate much more than we request of them - they're always telling us what time it is, how much battery is left, how many emails on God know how many inboxes are begging for your attention. And these can be passive information, but most often than not are not - computers are needy, greedy beasts - "Hey, look at me, there's a very important email from your mom you must give your undivided attention to, right now!"
And we also tell computers the most stupid stuff sometimes - why do we spin the mouse around when we are bored, bringing an idle screen back to life and spinning the hard drive up? Are we now begging their attention? Asking for an interruption? Or is this just payback for all those notifications in improper times - "Hey, look, I moved your mouse for no reason whatsoever - who's needy now?"
Maybe I fixated a little too much on our first experiencement, but I'd like to think otherwise - I think it opened my eyes to a whole bunch of interactions that we, interaction designers, neglect - incidental interactions, accidental interactions, non-reciprocated interactions.
All of these are communication and should be studied, improved upon. And now I have more than a fixation - I have a purpose. I don't think I can pretend my thesis will go the same direction it was going only six months ago. I have you to thank and to blame, Emanuele, for killing any chance of me writing anything other than these tiny neglected interactions I had paid so little attention to before!

Saturday, May 24, 2014

What tools did I use during Philosophy of HCI?

What kind of question is that, I ponder? The interesting thing is that studying philosophy requires not much more than a brain (one would joke that a brain with a liking for knowledge, but I digress). I would argue that, before anything, I used my brain a lot.
Ha ha, funny, you'd answer, we all use our brains for learning; but do we? If you're in a simple listen-and-repeat mode, your brain is being taken for a ride - you go to a lecture, you listen (or you waste away playing silly games on your laptop in the hopes that whatever seeps in through the cracks in our concentration accounts for learning) and you then repeat ready-made concepts in a test. We've all been there - able to answer some questions on a given subject, but unable to think critically about it. But if you don't allow yourself to philosophize during a philosophy course, what else are you going to do? I have seen philosophy courses being taught that way - teacher blabbers philosopher's names and their schools of thought, students "learn" them, never think of what they had to say, game over. Not this course though - we heard of movies, football matches, idleness, but not of Spinoza, Kant, Deleuse, Nietzsche. Not much space for easily digested factoids on philosophy there.
So we were not taken for a ride - or maybe we were, but we had to pedal our own bikes this time. Like one of these nice GPS-enhanced countryside explorations Emanuele talked so much about, we were powering our own little exploration of the field and, in the end, our 'brain muscles' hurt, but have we seen some beautiful stuff in the way!
Another good friend of mine that I took to these rides was my trusty smartphone. Nowadays, saying "I brought a smartphone" is like saying "I wasn't naked" - we all carry these little buggers everywhere. But just like our brains, it's not having one that counts, but how you use them. From the very first "experiencement", I used mine as a chamber of isolation, pumping tunes into my head, as a source of easily searchable information, or simply a nice escape for my idle times. Oh, what effect this course had on what I think of idle times - but that I'll leave for another post.
Just as when riding a bike, I could definitely finish this course only using my 'brain muscles', but my trusty sidekick was there. When biking through the marshes and hills and woods of the subject, I could find solace - and distraction, and sometimes some cheap satisfaction during times of doubt by quickly Googling away some question - thanks to my phone. My sidekick. My side-brain. 

Wednesday, May 7, 2014

Social Computing Data Analysis - Will Facebook die out by 2017

The paper titled Epidemiological modeling of online social network dynamics by John Cannarella & Joshua A. Spechler (2014) uses epidemic recovery models (irSIR - infection recovery S = number susceptible, I =number infectious, R =number recovered) to predict the rise and fall of Online Social Networks using Google Trends search data in place of actual usage reports. It first tries to fit the model with the rise and fall of MySpace usage, then uses the adapted model to predict if the same effects apply to Facebook data and, therefore, when Facebook would see similar decline.



The usage of search terms to predict the spread of disease has been proven before and is the basis for Google's Flu Trends, which attempts to predict when and where flu epidemics will hit next. But the model does not exactly fit OSN adoption and the paper discusses some of the shortcoming of the model, but not all. The first shortcoming discussed by the paper is that, differently from diseases, people do not join an OSN expecting and/or making a conscious effort to leave them. People will remain members for as long as it is interesting to them, meaning the as long as there are enough friends using an OSN to justify being a member, they'll stay.


Another shortcoming (one that is not discussed satisfactorily in the paper) is that R, the number of people who recovered from a disease, is replaced by people opposed to join an OSN, both those who never joined in the first place and those who joined and left deciding to never come back. This adaptation is necessary because it assumes S+I+R = N, meaning it assumes population remains constant during the study and adding up susceptible, infected and recovered members gives you the full population. This carries two shortcomings:

First, you cannot consciously decide to resist/accept to be infected by a disease, but people make conscious decisions about joining/not joining an OSN all the time, decisions that can change with time (natural immunity can fluctuate, but not be switched on and off at will);
Second, internet usage numbers in the period have not remained constant, instead growing exponentially. The assumption of S+I+R = N is feeble at best.



The third (or fourth?) shortcoming is that the data includes a highly eschewed input, as Google Trends data shows a circa 20% jump around October 2012 that never recovered. This data was 'corrected' by multiplying all input after that date by a correction factor derived from their own projections of where the data points should be, without feedback from Google on what exactly is the nature of the change in data. The turning point in the search data occurs only after the correction factor is applied, putting into question how much of the reduction observed is actually bias generated by the researchers' own 'correction' of input data.

All in all, the paper interestingly draws a parallel between the decline of MySpace and historical Facebook usage data, but the predictions derived by the parallel must be taken with a big grain of salt.

Reference

John Cannarella & Joshua A. Spechler, Epidemiological modeling of online social network dynamics (2014)

Images: John Cannarella & Joshua A. Spechler, Epidemiological modeling of online social network dynamics (2014)

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