Skip to main content

Effectiveness of Coach Marks or Instructional Overlay in Smartphone Apps Interfaces

  • Conference paper
  • First Online:
  • 2253 Accesses

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 955))

Abstract

Some mobile applications present a level of complexity with respect to the functionalities of the graphical interface that are not easily understood by all users in a first approach. The use of instructional overlays (IO) or coach marks is a technique used to guide users to where these features are located in the interface by using a darker layer superimposed to the interface (overlay) where elements are placed such as arrows and text (instructional elements). The effectiveness of the IO was tested by measuring the completion time of a pre-established flow in a prototype. A between-subject design was used, with one experimental group completing four tasks with the help of IO, and the control without. Results show a tendency for lower times to complete tasks with instructional overlays, however, due to the reduced sample, a larger study is needed to confirm this result statistically. Interaction design of non-trivial interfaces should consider the implementation of instructional overlays.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Anon.: number of apps available in leading app stores as of 3rd quarter 2018 (2018). https://www.statista.com/statistics/276623/number-of-apps-available-in-leading-app-stores/. Accessed 1 Feb 2019

  2. Anon.: Number of smartphone users worldwide (2019). https://www.statista.com/statistics/330695/number-of-smartphone-users-worldwide/. Accessed 1 Feb 2019

  3. Kim, K.J., Sundar, S.S.: Mobile persuasion: can screen size and presentation mode make a difference to trust? Hum. Commun. Res. 42, 45–70 (2016)

    Article  Google Scholar 

  4. Raptis, D., Tselios, N., Kjeldskov, J., Skov, M.B.: Does size matter? investigating the impact of mobile phone screen size on users’ perceived usability, effectiveness and efficiency. In: MobileHCI 2013 Proceedings of the 15th International Conference on Human-Computer Interaction with Mobile Devices and Services, pp. 127–136 (2013)

    Google Scholar 

  5. Karlson, A., Meyers, B., Jacobs, A., Johns, P., Kane, S.: Working overtime: patterns of smartphone and PC usage in the day of an information worker. In: Tokuda, H., Beigl, M., Friday, A., Brush, Tobe, Y. (eds.) Pervasive Computing, Lecture Notes in Computer Science, vol. 5538, pp. 398–405. Springer, Heidelberg (2009)

    Google Scholar 

  6. Chittaro, L.: Visualizing information on mobile devices. Computer 39(3), 40–45 (2006)

    Article  Google Scholar 

  7. Sarcar, S., Munteanu, C., Jokinen, J.P.P., Oulasvirta, A., Silpasuwanchai, C., Charness, N., Dunlop, M., Ren, X.: Designing mobile interactions for the ageing populations. In: Proceedings of CHI EA 2017, pp. 1131–1134. ACM, New York (2017). https://doi.org/10.1145/3027063.3027074

  8. Levine, B.K., Beason-Held, L.L., Purpura, K.P., Aronchick, D.M., Optican, L.M., Alexander, G.E., et al.: Age-related differences in visual perception: a PET study. Neurobiol. Aging 21, 577–584 (2000)

    Article  Google Scholar 

  9. Krug, S.: Don’t Make Me Think. New Riders, Berkeley (2006)

    Google Scholar 

  10. Barr, N., Pennycook, G., Stolz, J.A., Fugelsang, J.A.: The brain in your pocket: evidence that smartphones are used to supplant thinking. Comput. Hum. Behav. 48, 473–480 (2015)

    Article  Google Scholar 

  11. Ward, A.F., Duke, K., Gneezy, A., Bos, M.W.: Brain drain: the mere presence of one’s own smartphone reduces available cognitive capacity. J. Assoc. Consum. Res. 2(2), 140–154 (2017)

    Article  Google Scholar 

  12. Carr, N.: Is Google making us stupid? Atlantic Monthly 302(1), 56–62 (2008)

    Google Scholar 

  13. Trapp, M., Schneider, L., Holz, N., Döllner, J.: Strategies for visualizing points-of-interest of 3D virtual environments on mobile devices. In: 6th International Symposium on LBS & TeleCartography. Springer, Heidelberg (2009)

    Google Scholar 

  14. Gustafson, S., Baudisch, P., Gutwin, C., Irani, P.: Wedge: clutter-free visualization of off-screen locations. In: CHI 2008, pp. 787–796. ACM, New York (2008)

    Google Scholar 

  15. Hashemi, M., Herbert, J.: UIXSim: a user interface experience analysis framework. In: Fifth International Conference on Intelligent Systems, Modeling and Simulation, pp. 29–34. IEEE (2014)

    Google Scholar 

  16. Vrugte, J., de Jong, T., Vandercruysse, S., Wouters, P., van Oostendorp, H.: Computer game-based mathematics education: embedded faded worked examples facilitate knowledge acquisition. Learn. Instr. 50, 44–53 (2017)

    Article  Google Scholar 

  17. Atkinson, R.K., Renkl, A., Merrill, M.M.: Transitioning from studying examples to solving problems: effects of self explanation prompts and fading worked-out steps. J. Educ. Psychol. 95, 774–783 (2003)

    Article  Google Scholar 

  18. Urbaniak, G.C., Plous, S.: Research Randomizer (Version 4.0) [Computer software] (2013). http://www.randomizer.org/. Accessed 1 Feb 2019

  19. Anon.: correct name of transparent instructional overlays/coach marks for announcing new features or first time use (2018). https://ux.stackexchange.com/questions/91586/correct-name-of-transparent-instructional-overlays-coach-marks-for-announcing/. Accessed 1 Feb 2019

  20. Rebelo, F., Noriega, P., Oliveira, T., Santos, D., Oliveira, S.: Expected user acceptance of an augmented reality service for a smart city. In: Marcus, A., Wang, W. (eds.) Design, User Experience, and Usability: Users, Contexts and Case Studies. DUXU. LNCS, vol. 10920, pp. 703–714. Springer, Cham (2018)

    Chapter  Google Scholar 

  21. Alvarez, G.A., Cavanagh, P.: The capacity of visual short-term memory is set both by visual information load and by number of objects. Psychol. Sci. 15, 106–111 (2004)

    Article  Google Scholar 

  22. Luck, S.J., Vogel, E.K.: The capacity of visual working memory for features and conjunctions. Nature 390, 279–281 (1997)

    Article  Google Scholar 

Download references

Acknowledgements

This work was co-financed by the Portuguese Foundation of Science and Technology under the project UID/EAT/04008/2013 (CIAUD).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Paulo Noriega .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Noriega, P., Carvalho, D., Correia, I., Alves, J.L., Oliveira, T., Rebelo, F. (2020). Effectiveness of Coach Marks or Instructional Overlay in Smartphone Apps Interfaces. In: Rebelo, F., Soares, M. (eds) Advances in Ergonomics in Design. AHFE 2019. Advances in Intelligent Systems and Computing, vol 955. Springer, Cham. https://doi.org/10.1007/978-3-030-20227-9_7

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-20227-9_7

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-20226-2

  • Online ISBN: 978-3-030-20227-9

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics