Designing a Digital Service for Users with Low Understanding of a
Language
A Case Study
Fredrik ¨ Ostlund
VT20
Master’s Thesis in Interaction Technology and Design, 30 credits Supervisor: Ole Norberg
Extern Supervisor: Mattias Hagbard
Examiner: Thomas Mejtoft
Abstract
During the last decades Europe has seen an increase in the number of refugees coming to the region. When arriving in a new country one faces several challenges to overcome. In Sweden, a lot of the services the government provides regarding immigration, social in- surance, and health care are digital. This can on some occasions create a situation where the user of these services can not speak or write any of the languages available in the service. This thesis aims to investigate what aspects of user experience design that could support a user completing tasks and understanding context in a digital setting even though the language might not be fully understood. By looking at the aspects of cross-cultural design, design for illiterate users, and understanding icon design, a proto- type was developed and tested on users not literate in the language used. The results showed that the users were able to complete the task given, and understand the context.
Sammanfattning
Under de senaste ˚ artionderna har Europa sett en ¨ okning n¨ ar det
kommer till antalet flyktingar som kommer till regionen. N¨ ar
en kommer till ett nytt land st˚ ar en inf¨ or olika utmaningar. I
Sverige erbjduer staten olika digitala tj¨ anster f¨ or hj¨ alp med so-
cialtj¨ anster, sjukv˚ ard och integration. Detta kan leda till situ-
ationer d¨ ar anv¨ andaren varken kan l¨ asa eller tala n˚ agot av de
tillg¨ angliga spr˚ aken i tj¨ ansten. Det h¨ ar arbetet syftar till att
unders¨ oka vilka aspekter av anv¨ andarcentrerad design som skulle
kunna hj¨ alpa en anv¨ andare att f¨ orst˚ a kontext och genomf¨ ora uppgifter
i en digital milj¨ o ¨ aven fast anv¨ andaren inte f¨ orst˚ ar spr˚ aket till
fullo. Genom att titta p˚ a aspekter som cross-cultural design, de-
sign f¨ or analfabeta anv¨ andare och unders¨ oka ikon-design har en
prototyp skapats och testats p˚ a anv¨ andare som inte kunde spr˚ aket
som anv¨ andes. Resultatet visade att anv¨ andare kunde genomf¨ ora
uppgiften de tillgavs, och f¨ orstod kontexten.
Contents
1 Introduction 2
1.1 Problem Background 3
1.2 Objective 3
1.3 Limitations 3
1.4 Hypothesis 4
2 Background 5
2.1 Humblebee 5
2.1.1 HIVE 5
2.1.2 Case study description 6
2.2 User Experience 6
2.3 Information design 6
3 Method 8
3.1 Empathise 9
3.1.1 Literature Study 9
3.1.2 User Research 10
3.2 Define 10
3.2.1 Persona 10
3.2.2 Design Challenge 10
3.3 Ideate 10
3.4 Prototype 11
3.4.1 Low-Fidelity 12
3.4.2 High-Fidelity 12
3.5 Test 12
3.5.1 Test Case 13
3.5.2 Test Participants 13
4 Theoretical Framework 15
4.1 Icon design 15
4.2 Cross-cultural design 15
4.2.1 Challenges in cross-cultural design 16
4.2.2 Designing in a cross-cultural setting 17
4.3 Universal design 17
4.4 Communication 17
4.4.1 Handling illiteracy in communication 18
4.4.2 Second Language Communication Strategies 18
4.5 Designing for Illiterate Users 19
4.5.1 Presenting information to illiterate users 19
4.5.2 Design guidelines 20
5 Related Works 22
6 Results 23
6.1 Understanding 23
6.1.1 User Research 23
6.1.2 Takes From Literature Study 23
6.1.3 Persona 23
6.2 Exploring 25
6.2.1 Low-Fidelity 25
6.2.2 High-Fidelity 25
6.3 Materialising 28
6.3.1 User testing 28
7 Design choices 29
7.1 Icons 29
7.2 Layout 29
7.3 Interaction 29
7.4 Text 30
8 Discussion 31
8.1 Result Discussion 31
8.2 Methodology Discussion 31
8.2.1 Research methodology 31
8.2.2 Testing methodology 32
9 Conclusion 34
9.1 Future Work 34
10 Acknowledgements 35
1 Introduction
During the last decades the world has become more and more global. Today we are connected in many different ways across the globe, and people are moving to new countries because of love, family, and conflicts among other things. Due to conflicts around the world, Europe is one of the regions that has seen an increase in refugees in the last number of years. In 2015, Sweden had its highest number of asylum seekers ever, leading to the highest number of immigrants in the following year. In Sweden, an asylum seeker is counted as an immigrant once he or she has received a residence permit. In 2018, people from Syria were the largest group of immigrants to Sweden 1 . Coming to a new country with a different culture and language from what one is used to creates several challenges. Housing, finance, work, education, family, and language is just a few of the challenges one must face when integrating into a new country. To be able to integrate successfully one must overcome several of these challenges. It has been found that one of the key factors for immigrants to be able to integrate successfully into a new country and its society is language acquisition [1]. The Swedish government is providing language education to immigrants through ”Swedish for immigrants”(SFI) 2 which purpose is to help immigrants establish themselves faster in the Swedish society.
Apart from the education provided by the government, it exists different kind of digital tools which aims to help the user to learn a new language, one example being Duolingo 3 . Duolingo uses gamification [2] as a tool to help to learn a new language to become more immersive for the user. As a refugee or immigrant, however, one might not be familiar with using such tools. In today’s society the smartphone plays a central role, and most of us use our smartphone several times during the day for different purposes and to complete different tasks. In fact, in Sweden 90% of the population uses their phone to access the internet 4 . Even though the vast majority of the population uses their phone to access the internet, everyone might not be able to use the essential mobile services used to access public transport, banking, etc. This could be due to a lack of understanding of the Swedish language, or the lack of experience with new technology. What could be done in terms of design and development to help these users both understand and be comfortable enough to use these services? This thesis aims to understand and investigate what aspects of user experience design that might help the user understand context and tasks in an application even though the language might not be understood fully.
1
https://www.scb.se/hitta-statistik/sverige-i-siffror/manniskorna-i-sverige/invandring-till- sverige/ (Accessed 2020-02-06)
2
https://www.skolverket.se/undervisning/vuxenutbildningen/komvux-svenska-for-invandrare- sfi/ (Accessed 2020-02-25)
3
https://www.duolingo.com
4
Internetstiftelsen, Svenskarna och Internet 2019, https://svenskarnaochinternet.se/rapporter/svenskarna-
och-internet-2019/, (2020-03-25)
1.1 Problem Background
As explained above, most Swedes use their smartphone every day to complete a number of tasks. If a person for some reason is not able to use a smartphone , it can be tough to be a part of the society we see today. If a person has come to Sweden from a different country, he or she might need to use Swedish digital services or tools to complete different every day tasks. If that person is not proficient in the Swedish language, it can become quite hard to complete these tasks since a lot of digital tools mainly provide information in form of text. Could these users be helped by adapting the design of these applications so they can function even though the user is not proficient in the language in question? If so, these users could better navigate in the society, and complete the tasks that users who speak the language well can.
1.2 Objective
The objective of this Master Thesis is to investigate and analyse how user experience design in a digital product could minimise a language gap for people that are new to the Swedish society.
1.3 Limitations
Some limitations have been defined to this thesis project to narrow down the scope.
Target group This thesis project will aim to target newly arrived women in Sweden living in the outer areas of Gothenburg. The focus will be on women originating from the middle east, in the ages of 18-35 years old.
Case The case will be limited to see if members from the target group can un- derstand context and complete simple tasks in an application. The designed application will not be complex due to the scope of the project. The designed prototype will be of a flow where the user is to book a doctors appointment for a specific symptom, and choose whether to meet in person or through a voice or video call.
Testing The testing of the application will be made through qualitative testing of prototypes. Since there is no coding competence available to utilize, the appli- cation will not be fully implemented in a digital environment.
General The result of the investigation will work as a general guide of how one can
use user experience design to minimise a language gap rather than going into
specific design details. Therefore it should be seen as support when designing
in a cross-cultural setting.
1.4 Hypothesis
The hypothesis for this investigation is that by the use of user experience design,
icon design, and cross-cultural design users can understand context and complete
simple tasks in an application regardless of language abilities.
2 Background
This chapter will inform the reader about parts related to the thesis project, and general information about the company Humblebee and the case that will be inves- tigated in collaboration with them.
2.1 Humblebee
Humblebee is a digital product and service studio based in Gothenburg, Sweden.
Humblebee was founded in 2012 and are a part of Vinngroup 1 . They create great services for companies like Volvo Group, Hultafors Group, Molnlycke, Polestar and Stena Metall. Humblebee evolves around a few common values. These are
• Diversity: Believing that diversity means different opinions leading to a better atmosphere and fostering creativity.
• Equality: Everyone’s opinions is of equal importance at Humblebee and ev- eryone has the opportunity to develop.
• Respect: Working in collaborative teams and respecting colleagues and part- ners at all times.
• Co-creation: Believing that co-creation is the key to success. Humblebee puts the right experts in a room and great things happen.
• Speed: Humblebee knows speed to get services launched is a differentiator for smart companies and brings competetive advantage.
• No bullsh*t: Always aiming to build what’s needed, not always what’s asked for.
Through these values, Humblebee harness technology to jumpstart growth, speed- up time to market and foster innovation 2 .
This Master Thesis will be written in collaboration with Humblebee at their office in Gothenburg.
2.1.1 HIVE
HIVE is a student-driven lab at Humblebee, where students with different compe-
tencies get together and solve a real problem. This Master Thesis is written in
parallel with the HIVE project running during the spring of 2020.
2.1.2 Case study description
Through HIVE, Humblebee has partnered with the organisation ”Tidigt F¨ or¨ aldrast¨ od 3 ” which helps newly arrived women to Sweden that either is, or are becoming a mother with everything from being a support in the maternity care to contact with author- ities. During the spring of 2020, five students in the HIVE team will develop a digital product that is supposed to help these women. This master thesis is written in parallel with the HIVE project, which means that the target group and user re- search are shared. The case study aims to investigate how user experience design can be used to help users understand the context and simple tasks in an application regardless of language abilities.
Through the HIVE project, some research has been made regarding the target group of this thesis project. The research finds that the members of the target group see being able to talk the Swedish language as the number one aspect to be able to become a part of the Swedish society. The members, and persons that work with integration and meet a lot of these women, mention that to be able to truly develop in one’s language, physical meetings need to occur where one can talk Swedish. If this aspect is not fulfilled, the learning of a new language will become harder.
2.2 User Experience
Norman and Nielsen [3] defines User Experience(UX) as:
”The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. Next comes simplicity and elegance that produce products that are a joy to own, a joy to use. True user experience goes far
beyond giving customers what they say they want, or providing checklist features.
In order to achieve high-quality user experience in a company’s offerings there must be a seamless merging of the services of multiple disciplines, including engineering, marketing, graphical and industrial design, and interface design.”
Hassenzahl [4] explains user experience design so that it stands for technology that suggests meaningful, engaging, valuable, and aesthetically pleasing experiences. The shift from thinking communication experiences instead of mobile devices is a shift towards working with user experience design, and it opens up a huge design space for possible devices to unfold from.
2.3 Information design
According to Sless, information designers create and manage the relationship be- tween people and information so that the information is accessible and usable by people, and they provide evidence that the information is accessible and usable to an agreed high standard [5]. The main goal of information design is clarity of communi- cation. By accurately designing, producing, and distributing a message, a designer can fulfil this goal. In the end, the message should be interpreted and understood by members of the intended audience. These processes in information design are
3
https://tidigtforaldrastod.se
guided by principles, which are performed with the help of tools and influenced by
the social context in a specific situation [6].
3 Method
This section will present the chosen method for investigating current research and developing a design proposal for the given case.
This thesis has used the process of design thinking to produce a design proposal.
The concept of design thinking does not come with a distinct definition. The concept is used in lots of different situations, both theoretical and practical. Tom Kelley writes about IDEO’s way of working with design. Through his literature, we get a view of how the company works with lessons in creativity and their design practice meaning that everyone can work with design if one follows the practices of their models [7].
For this thesis, the process which Gibbons [8] describes has been used. She de- scribes the process as an overall flow of understanding, exploring, and materialising, see figure 1. These three phases can be split up into the following phases:
Empathise In the first part of the process the objective is to understand the users in terms of what they do, how they think, and what they want. This includes both physical and emotional needs.
Define In the define phase the research made in the previous section is combined to get an understanding of where the users’ problems exist. The goal is to define the challenges that lie ahead.
Ideate The ideate phase is where the idea generation takes place, based on the knowledge from previous parts of the process. The aim is to generate a wide range of solutions to the identified problems.
Prototype The intention of the prototype phase is to get answers to what will create a good solution and what will not. This is done by iteratively generating design proposals starting with low-fidelity prototypes and ending up with high- fidelity prototypes that are as close to the solution as possible.
Test The testing phase means to return to the users to get feedback. Questions to get answers to are ”Does the solution meet the users’ needs? ” and ”Has it improved how they feel and think?”. This phase is also an iterative process going back and forth to the prototype phase.
Implement In the implementation phase the solution will come to life and end up
as a real product that the users can use.
Figure 1: Visualisation of the design thinking framework based on [8]
Below it will be explained what has been done in all of these phases throughout the project.
3.1 Empathise
This section explains what has been done in the empathise part of the design process.
3.1.1 Literature Study
The first phase in this study was to gain information and knowledge from existing literature and previous work in the field. To achieve this an extensive literature study was conducted. The study aimed to find information about what aspects to take into consideration when designing in a cross-cultural setting and what specific types of tools or methods that could be used. The target group has high written literacy in some language, but for the most part their Swedish writing and reading skills are not so developed. Therefore research has been made into the aspect of de- signing for illiterate users. Several relevant articles, books, and reports were found in the areas of user experience design, designing icons for digital products, designing for illiterate users, and cultural aspects of design. This was accomplished by using sources as the Ume˚ a University library 1 and Google Scholar 2 . To find relevant information searches was done with phrases such as ”cross-cultural design”, ”lan- guage design”, ”designing icons”, ”understand context UX”, ”design illiteracy”, and
”culture interaction”. The literature study resulted in the theoretical framework, see chapter 4.
1
https://www.umu.se/bibliotek/
2
https://scholar.google.com
3.1.2 User Research
To get a deeper understanding of the users a user research phase was performed. The overall goal of this research was to understand what pain points and experiences with digital services the user might experience. The research was done by investigating the previous work the team at HIVE, explained in section 2.1.1 had done. The team had made interviews with women in the ages between 18-35 years old about their life in Sweden and how they are using digital services. The interviews were made both in a group and one to one.
Furthermore, experts within the field had been interviewed. This included persons that have been working with helping women establish in Swedish society through different initiatives focusing on language acquisition, cultural fit, and much more. The purpose of these interviews was to get an understanding of their expe- riences working with services and projects which will be used by women who have newly arrived to Sweden.
3.2 Define
During the define phase, the goal was to define the design challenge rising from the research findings from the previous phase. The data from the empathise phase were analysed and clustered to be able to present them as insights. The insights provided knowledge about the users’ needs, wants, challenges, and opportunities. This was boiled down into a persona.
3.2.1 Persona
To set a specific target group for the design to be evolved around, a persona was created. This was done by analysing the research done in the empathise phase, specifically looking into the most common background, living situation, and digital experience. Personas are a good tool to use in the design process since it offers a fictional character that still is realistic [9].
3.2.2 Design Challenge
After creating a persona, all theories gained in the literature study were collected into a theoretical framework that was used to create a design that fulfills the needs of the target group.
To investigate if the theories gained could be applied properly in a designed prototype, a context was to be decided. The prototype to test was a service where the user would be able to book an appointment with a doctor. This was chosen because it is a limited scope, and something the target group could find beneficial.
3.3 Ideate
Based on the knowledge gained from the previous step, the objective of the ideate
phase was to generate ideas that would solve the problems defined in the define
phase.
Figure 2: Early sketch of persona using pen and paper
When generating ideas in this process, the aim was to generate as many ideas as possible, preferably ideas that are quite differentiated from each other [8]. In order to achieve this, a set of association cards from the company Pollen 3 were used to inspire the mind to be more creative and able to come up with a set of more differentiated ideas, see figure 3.
3.4 Prototype
When a better understanding of how the users behave and think, and how one might use design to overcome language disabilities, the solution could be designed.
To present the design two different prototypes were created; low-fidelity and high- fidelity. Prototypes are often used as a tool in the design process to simulate the finished product in order to examine how the content, aesthetics, and interaction affects the user. Both low-fidelity prototypes and high-fidelity prototypes are a good way to find usability problems early in the development process [10].
3
https://www.pollenideas.com
Figure 3: Examples of association cards from the company Pollen.
3.4.1 Low-Fidelity
To be able to visualise the ideas generated in the ideate phase, simple low-fidelity sketches were created using pen and paper. These sketches were used as a ground to choose which ideas that could work best in the high-fidelity prototype. Since the low-fidelity sketches only served as a foundation for ideas and visualisation, no user tests were performed using these prototypes.
3.4.2 High-Fidelity
To be able to investigate the ideas created in the previous steps, a high-fidelity pro- totype was created. This prototype contained graphical user interface (UI) elements and interaction schemas. This to be able to test the prototype in a setting as similar to a real usage situation as possible. Both the design and interaction schema of the prototype was created in Figma 4 , which is an online tool for creating interactive graphical user interfaces. This prototype was then used in the user test.
3.5 Test
The last phase in the chosen design process was to test the design on users. This was made with the purpose of getting a better understanding of how the users are able to understand the elements of the design, and also investigate the usability of the prototype as described by Nielsen [11]. By testing prototypes in the design process, flaws and usability issues can be found at an early stage [10]. The testing was conducted by doing a qualitative testing session with five users. By doing
4