Efficiencyeffectivenessandsatisfactionofresponsivemobiletourismwebsites-amobileusabilitystudy.pdf

ORIGINAL RESEARCH

Efficiency, effectiveness, and satisfaction of responsive mobile tourism websites: a mobile usability study

Aleksander Groth1 • Daniel Haslwanter1

Received: 2 March 2015 / Revised: 17 November 2015 / Accepted: 20 November 2015 /

Published online: 27 November 2015

� Springer-Verlag Berlin Heidelberg 2015

Abstract Considering the high penetration of internet-enabled smartphones, it is not surprising that DMOs feel the need to adapt their websites and services for

mobile devices, although these adaptations are very cost intensive. Responsive web

design (RWD) offers an efficient and practicable solution to address the plethora of

different mobile devices with countless varying characteristics (scree-size, input,

size, etc.). Moreover, the lack of evidence about the effects of websites employing

RWD on mobile usability, as well as tourism information search behavior, raises

questions both to practitioners and researchers. With this paper we investigate the

efficiency, effectiveness and satisfaction when searching for and encountering

tourism information on a smartphone on a responsive mobile tourism website

compared to a mobile adaptive website. Through an experiment, 20 participants

interacted with two representative websites and fulfilled specific information

retrieval tasks. Effects between both websites could be derived, although differences

were not consistently significant, and well-applied heuristics failed to measure user

behavior systematically. Overall the responsively designed website performed better

but failed to distinguish itself in terms of satisfaction and perceived usability.

Keywords Efficiency � Effectiveness � Satisfaction � Mobile usability � Responsive web design

& Aleksander Groth [email protected]

Daniel Haslwanter

[email protected]

1 Department Management, Communication and IT (MCiT), Management Center Innsbruck,

Innsbruck, Austria

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Inf Technol Tourism (2016) 16:201–228

DOI 10.1007/s40558-015-0041-0

1 Introduction

With increasing mobile-broadband subscription rates, from 268 million in the year

2007 to 2.1 billion in 2013, the market for smartphones and laptops grew by 40 %,

making it the most dynamic ICT market. 1 Taking a closer look at the very saturated

Austrian mobile market, in 2013 almost two out of three Austrians accessed the

Internet while on-the-go or already work via portable devices (e.g. laptop, tablet, or

smartphone). Out of these persons, 56 % made use of mobile phones or smartphones

and one-third used portable computers. 2 This tremendous shift in the pattern of

Internet usage demands for an implementation of appropriate technology to design

and present websites and its content to this still emerging and information hungry

mobile user group. Although technological innovations provide end-users with new

smartphones every year, there are still limitations and challenges for interfaces on

mobile devices due to inherent characteristics of such devices like smaller screen

sizes, non-traditional input methods, and navigational difficulties (Nah et al. 2005).

Being mobile or ‘‘on the move’’ easily conjures the image of a touristic context,

with people searching for context-sensitive information or posting, commenting and

liking everything they deem noteworthy to their friends back home through their

preferred social networks using their smartphones. Especially within the field of

eTourism, research concentrates and recognizes the importance of mobile

technologies and mainly concentrates on four identifiable areas: (1) mobile-

technology-oriented (e.g. Kawase et al. 2013), (2) system-oriented (e.g. Garcia et al.

2013), business-oriented (e.g. Kasahara et al. 2013), and (4) user-oriented. Within

the latter, another three main strands of applied research can be identified: (1) user

acceptance and adoption (e.g. Bader et al. 2012; Bortenschlager et al. 2010), (2)

social context (Tussyadiah 2013), and (3) user data (Not and Venturini 2013). User-

oriented research is mainly understood as quantitative data analysis with a focus on

causal explanations on how users deal, accept and intent to use mobile technologies

within their travel experiences. Although there are exceptions (e.g. Wang and

Fesenmaier 2013), hardly any user-behavioral studies have been conducted, in order

to better understand, how people actually ‘‘use’’ these mobile technologies and

services in a touristic context, or even yield any benefit in regards of tourist

information needs from an interface point-of-view at all.

Through the increasing penetration of the market with internet-enabled

smartphones, developers are challenged to deliver apps and services of superior

quality, in order to compete. Among many aspects of such quality, an important one

is usability (Nayebi et al. 2012). Under the paradigm of usability, developers

promote new web interface concepts like adaptive, responsive or even material

design in order to improve accessibility and user experience for non-experienced

users.

1 International Telecommunication Union, February 2013, http://www.itu.int/en/ITU-D/Statistics/

Documents/facts/ICTFactsFigures2013-e.pdf. 2 Statistik Austria, 2013—3.5 million people go online shopping, http://www.statistik.at/web_en/

dynamic/statistics/information_society/ict_usage_in_households/073632.

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Especially for touristic service providers, the development of mobile apps and

websites poses a significant investment, which is often out-sourced to external web-

marketing-agencies, hence raising additional cost-effective concerns regarding

support, maintenance, and up-to-date information. As immersive, emotional and

usable websites are already quite well established by tourism service providers, the

most cost-efficient solution seems to be the provision of a classic desktop and an

additional adapted mobile, or in some cases, a responsive website. Although

destination management organizations (DMOs) start to recognize the importance of

being innovative in this regard (Gibbs and Gretzel 2015), such responsive websites

still leave a rather contradictive impression on user experience parameters like

attractiveness, intuitiveness and perceived usability (Groth and Haslwanter 2015).

Within this paper we aim to contribute towards a better understanding on, and

even more how, users utilize mobile tourism information websites when encoun-

tering responsive or adaptive destination websites on a smartphone, in order to

complete various touristic information-search-related tasks. Through heuristic

evaluation and user testing, the efficiency, effectiveness, and satisfaction towards

these two types of mobile web interfaces is analyzed and compared.

2 Theoretical background

2.1 The role of smartphones in tourism information search

Research on the usage of smartphones within the tourism domain has generally

revolved around the (1) development of specific applications for mobile phones (e.g.

Rasinger et al. 2009), (2) acceptance and adoption of smartphones as an information

communication tool (e.g. Eriksson and Strandvik 2009, Kim et al. 2008), or (3) the

impact of smartphone use on various aspects on a tourist’s travel experience (e.g.

Kramer et al. 2007). Even more, a tourist’s smartphone enables interactions between

the user and both the virtual and physical world, without any regard for the current

location of use (Gretzel et al. 2006). Within the literature of human–computer-

interaction and tourism information systems and services, the focus has been laid on

(1) mobile recommender systems (e.g. Ricci 2010), (2) navigation systems (e.g.

Haid et al. 2008), (3) location-based systems (e.g. Kaasinen 2005), and naturally (4)

various design aspects and impacts within mobile tour guides (e.g. Grün et al. 2008).

Following a qualitative study by Wang et al. (2014), a tourist’s smartphone not

only plays an important role during the trip itself, but also impacts the whole

touristic experience, hence, changes a tourist’s travel activities on all three stages of

a trip: pre-trip travel planning, en-route activities, and after-trip activities. In their

study, respondents referred to an improved ease-of-use when utilizing their

smartphone for planning activities, as well as their smartphone being the most

convenient solution when searching for tourism information at the destination,

resulting in an increased flexibility during the actual trip. While ‘‘the smartphone

appears to be an effective and handy tool to search for information regarding

transportation, accommodation, dining, things to do during trips, travel ideas, and

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deals both before and during trips.’’ (p. 18), perceived convenience and ease-of-use

has been the top response, when asked for a rationale for their smartphone use.

In comparison towards the context of mobile information search, Kellar et al.

(2007) distinguish three behavioral patterns when utilizing one’s smartphone: (1)

information-seeking (fact-finding, gathering and browsing information), (2) action-

support (in-the-moment and planning), and (3) information-exchange (transaction

and communication). These general behavioral patterns match within a touristic

context through (1) information search (e.g. for restaurants, deals), (2) facilitation

(e.g. navigation during trip, checking weather), and (3) communication (phone calls,

login to Facebook). A further context of entertainment (e.g. taking and sharing

photos, play games, listening to music) is added, although this context may only be

referred less towards mobile tourism information search, but more towards a search

for distraction or killing time (Wang et al. 2014).

Within the extensive research on tourism information search behavior, several

streams of literature can be identified. Firstly, it is commonly understood that people

basically search for information within their (1) internal resources, which are

derived and retrieved from previous experiences and past search results (Chen and

Gursoy 2000). This knowledge of a destination affects information search behavior

and consequently decision-making (e.g. Gursoy 2003). In addition, (2) external

information sources like destination-specific literature, family and friends, media,

and travel agencies (Snepenger and Snepenger 1993), as well as recommendations

through professional advice, advertisements, word-of-mouth, and non-tourism

movies and books are distinguished (Baloglu 2000). Secondly, tourism information

search is considered from a process perspective, providing various models towards

explaining and predicting information search behavior (e.g. Vogt and Fesenmaier

1998; Fodness and Murray 1999). Thirdly, with the rise and importance of the

Internet, literature has focused on specifics of online search patterns and the overall

search process when searching for tourism information online (e.g. Mitsche 2005;

Pan and Fesenmaier 2006) As the Internet further matures, evolvements and

deviations through the introduction and inclusion of social media (e.g. Pan et al.

2007) and virtual travel communities (e.g. Wang and Fesenmaier 2004) into this

search process have been studied. Fourthly, and most relevant for this study,

research in the field of search strategies, distinguishing between searching via

keywords (e.g. Chen et al. 1998), via search engines (e.g. Hawk and Wang 1999),

via browsing the Internet (e.g. Chung 2006), via utilizing sub-directories (e.g.

Nachmias and Gilad 2002), and via visiting known websites (e.g. Fidel et al. 1999).

Acknowledging, that search behavior has been analyzed in regards to User

Experience (e.g. Adukaite et al. 2013), there is still little understanding on how a

mobile user interface and representation of tourism information on smartphones is

actually utilized by users, and how their search behavior, in terms of efficiency,

effectiveness, and satisfaction, is influenced.

Furthermore, Ho et al. (2012) recognize the importance of an effective tourism

information search, especially towards a better understanding of a tourist’s search

behavioral characteristics, as these are not only significant in identifying and

maintaining a strong position within a competitive e-commerce environment, but

also serve as a basis for further improving mobile interfaces and search

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functionalities of mobile tourism information applications. Hence, the difficulties

that are encountered, when tourists utilize such systems through means of online

representations, need to be fully understood, in order to improve accessibility and

usability, as well as efficiency, effectiveness, and satisfaction.

2.2 Usability

Within ISO 9241-11 ‘Usability’ is defined as ‘‘the extent 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’’. In more detail effectiveness addresses the

accuracy and completeness of how users achieve goals, efficiency the resources

expended when achieving this goal, and satisfaction is defined as a user’s comfort

with and positive attitude towards the use of the system.

Nielsen (2012) defines ‘Usability’ as a qualitative attribute in order to assess the

ease of use of system interfaces. The term itself also refers to methods for enhancing

ease-of-use during the design process phase. Furthermore, ‘Usability’ can be defined

through five components strongly contributing to overall product quality:

learnability, efficiency, memorability, errors, satisfaction, and utility. The latter

refers to a design’s functionality and investigates whether the system actually is

fulfilling a user’s needs.

Usability itself should be approached from multiple vantage points in order to

become sensitized to the various aspects and elements that may have an impact on

the usage of a system. A study by Hertzum (2010) identified six images

(perspectives) of usability in order to generate complementary and competing

insights on the usability of systems: universal, situational, perceived, hedonic,

organizational, and cultural usability. All six images do not assume to form an

exhaustive set of usability images, nor are they mutually exclusive. They are

interwoven point of views and their borders blended, providing a good overview on

the variety of issues that have to be genuinely understood to understand the usability

of a system.

Shneiderman (2000, p. 85) defines universal usability as ‘‘having more than 90 %

of all households as successful users of information and communication services at

least once a week’’. One challenge of today’s information and communication

services is to provide functionalities that are accessible and usable for a broad

audience of unskilled users. Some older technologies like postal services,

telephones, and televisions have reached this goal of universal usability. Never-

theless, especially computing technologies are still too difficult to use for a large

number of people. In order to achieve universal usability, three major challenges

can be identified for web-based and other services: (1) technology variety, (2) user

diversity, and (3) gaps in user knowledge.

Technology variety addresses the innate problem of supporting a wide range of

hardware, software, and network access. Modern computing and network services

have to remain usable across a range of very different software technologies, such as

operating systems and protocols, or varying processor speeds, screen sizes, and

network bandwidths. The co-existence of users with vastly different network

connections, like users who continue to use older smartphones while others will

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upgrade to newer, faster, and more capable devices poses a major challenge in this

area (Hertzum 2010). User diversity describes the existence of users with different

skills, knowledge, age, gender, disability, disabling conditions, literacy, culture, and

income (Shneiderman 2000). Gaps in user knowledge identify the divergence

between what users know and what they need to know in order to make use of a

service (Shneiderman 2000). Successful approaches to minimize those gaps in

knowledge include the use of familiar metaphors and an inclusive design in

combination with the allocation of customer service, online help and training, as

well as supportive user communities (Hertzum 2010).

Specifically within the mobile technology sector, these three challenges become

even more crucial as a wider range of people own and use their smartphones for a

variety of online services and functionalities, either via apps or browsing. Mobile

technology between smartphones is very difficult to compare and follows a highly

innovation-based release policy on an annual basis, outdating smartphones very

quickly. In addition, smartphones are already marketed and offered for ‘everybody’,

regardless of social status or income, which directly transfers over to the last

challenge of how users inform themselves about the usage of their phone. Gaps in

user knowledge may also be interpreted as users being structurally uninformed on

how their devices actually work, or how apps should be set up and used properly.

Official instructions are not delivered as a physical manual anymore, so people start

experimenting and learn by their own experience, or through the advice of their

peers, which results in very different, not comparable, and not-predictable use-

behaviors.

Therefore, strategies to cope with these challenges in order to achieve universal

usability, even for mobile websites or applications, remain mostly in the agreement

and adherence to general guidelines and standards (Hertzum 2010). An example for

such a universal guideline is defined as follows: ‘‘If menu selection is accomplished

by pointing, as on touch displays, design the acceptable area for pointing to be as

large as consistently possible, including at least the area of the displayed option

label plus a half-character distance around the label’’ (Smith and Mosier 1986,

p. 230). This guideline stands as a good representation of the above mentioned

‘‘universality’’, as it applies to all menu items that are selected by pointing,

regardless of the user herself, her tasks, and other factors attributing towards the

specific context of use, be it mobile or desktop (Hertzum 2010).

2.3 Mobile usability and guidelines

As already hinted above, the inadequacy of a universal approach in usability

becomes apparent when transferring and applying universal guidelines to the mobile

context. Although mobile usability is recognized among scholars as an important

dimension to focus and research on, there is so far no accepted universal mobile

usability framework at one’s disposal. Suggestions in this direction aim on a specific

context of use within the context of mobility (e.g. user, environment, technology,

and task/activity), all directing on various, well applied usability dimensions, like

effectiveness, efficiency, satisfaction, usefulness, utility, etc. (Coursaris and Kim

2011). In their meta-analytical review of empirical mobile usability studies,

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Coursaris and Kim analyzed all notable studies in this field and identified three—not

surprising—core-constructs, that have been most researched upon in this area:

Efficiency, Effectiveness, and Satisfaction.

Mobile phones do have a variety of advanced functionalities and features, but

usability issues are still increasingly challenging. These advances in mobile

technology have been the accelerator for the development of a wide range of

applications that can be used by people when travelling or generally on-the-go.

However, one aspect that is still overlooked by many developers is the context of

user interaction. Users want to fully use and utilize their devices wherever and

whenever they are. Usability and user experience have a critical impact on the

success of any mobile website or application in this special context of mobility. This

context comes along with small screen sizes, limited connectivity and different data

entry modes, as well as high power consumption rates (Harrison et al. 2013).

In a study by Budiu and Nielsen (2010) on mobile user experience, the overall

evaluation has been significantly inferior as compared to the usability of regular

websites. The average success rate of given tasks on mobile websites was only

59 %, substantially lower than the success rate for websites on a regular PC with

about 80 %. The main identified problems of mobile usability are:

• Small screens The physical characteristics of mobile devices imply that there are fewer visible options at any given time. Users therefore rely more on their short-

term memory to build an understanding of the overall information space. This

has negative consequences on the overall interaction with the device.

• Awkward input Input paradigms differ between desktop computers and mobile devices. Operating graphical interface widgets without a mouse, especially when

typing, or using menus and buttons with your fingers take longer time and are

more error-prone.

• Download delays Mobile bandwidth rates often suffer through lower or unstable connections. This delay leads to longer page-loading times.

• Mis-designed sites Most websites are still optimized and tailored for desktop usability. As a result, they do not adhere to any guidelines of mobile usability.

On a more practical and business-oriented level, Nielsen and Budiu (2013)

compared conversion rates on several e-commerce websites. Conversion rate in this

context is defined as ‘‘the percentage of visiting users who end up taking a desired

action’’ (p. IX). According to their results, these conversion rates dramatically

differed, depending on the type of device used. With 3.5 % desktop computers showed

a significant higher rate than mobile phones with only 1.4 %. Two possible

explanations are proposed: (1) the mobile user experience must be horrible, as mobile

sales could be 2.5 times higher when being on par with desktop websites, and (2) it is

assumed that there is no commitment by the provider to invest in mobile design as

mobile users do not account for very much overall revenue (Nielsen and Budiu 2013).

Traditional usability methods and models that are employed for desktop computers

cannot be simply transferred to a mobile environment owing to the high degree of

mobile specifications (Bahadir et al. 2013). The particular characteristics of these

devices demand an alternative and careful approach when evaluating usability and

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tailored heuristics for mobile devices have to be applied. An adapted and tested

framework for the evaluation of mobile usability would help designers to find usability

problems more efficiently and will eventually lead to the design of better solutions

(Heo et al. 2009).

2.4 Responsive web design

Responsive web design (RWD) can be seen as a methodology introduced to help

realizing the vision of a ‘‘One Web’’ (Gardner 2011). To achieve this, RWD aims to

combine the capabilities of HTML5 and CSS3 with a new design paradigm for

website architectures, which are able to flexibly adapt to different screen sizes

(Groth and Haslwanter 2015). This requires a change within all current approaches

of web design and transforms static websites into responsive, adjustable and fluid

layouts (Frain 2012). Marcotte (2011, p. 8) emphasizes this need for an answer to

the emerging number of mobile devices and the shift in current user behavior, by

‘‘rather than creating disconnected designs, each tailored to a particular device or

browser, we should instead treat them as facets of the same experience.’’ Hence,

through a responsive design approach, a web page adjusts itself in response to the

respective screen size of a device. This results in a layout that handles elements

much more flexibly and rearranges them automatically (Bohyun 2013).

Responsive design changes the way of web development. The approach drifts away

from designing a fully formed site targeting all needs of a perfect desktop experience.

Responsive design forces content providers to consider carefully, what is really

essential about their content and should be delivered to visitors. Following this change

in paradigm, the concept starts with providing minimal services and content in an

effective way on the smallest portable device (Fox 2012). Then, functionalities and

components are added to devices with larger screen dimensions and different sets of

input/output devices. This does not require the design to accomplish a list and rule-set

for every individual device, browser, or portable operating system. Instead, responsive

design uses categories, which are derived from an examination of the typical

characteristics that all devices have in common. This examination covers all devices,

from the average desktop computer to the smallest cellphone (Fox 2012).

Champeon (2003) elaborates on this approach and summarizes his model under the

term ‘‘Progressive enhancement’’. It encourages web designers to focus on

accessibility, semantic HTML markup, external style sheets and scripting technolo-

gies. Progressive enhancement makes use of existing and new web technologies,

which allow everyone to access basic content, and functionalities of a web page,

without special requirements for browser technology or Internet connection. In

addition, more advanced browsers or software and Internet connections with higher

bandwidth are serviced with an enhanced version of the website.

Marcotte (2011) clarifies responsive design to be a composition of three distinct

parts: (1) a flexible grid, (2) flexible images or more correctly, images that work in a

flexible context, and (3) media queries that optimize the design for different viewing

contexts (devices), and spot-fix bugs that occur at different resolution ranges.

Flexible grids change pixel-based values of a web design layout into relative

proportional terms. This results in a grid that can resize itself similar to the viewport

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of a device. The original proportions of the design are obtained and not distorted

through this approach. Resizing in that sense means both expanding and contracting.

Flexible images pertain to a flexible layout, which itself is mainly based on

percentages when dealing with images and graphical elements. Whenever such

elements are not properly prepared before they are uploaded to a website, the result

can be an image or graphic that overflows its own container and breaks the viewport

of the device. Responsive web design addresses this issue with the establishment of

CSS rules and guidelines. The easiest way is to restrict the elements to a 100 %

width or height dimension, using the maxi-width property. That means that every

element that is inside a predefined flexible container with such a rule can only be the

maximum width or height of this container and will be automatically scaled to its

container size. If a flexible container resizes itself, which implies that the images are

being enlarged or shrunken, the image’s aspect ratio remains untouched. Media

queries, finally address a problem that might arise out of the usage of flexible grids

and layouts, which result in possible usability issues. Under certain conditions, the

changes in layout could compromise readability and will lead to a detraction

regarding user experience. For example, a navigation menu could be teared apart

into two lines, because of the unexpected shrinking width of its column. A proper

solution would be the use of CSS3’s media queries, which allow browsers to serve

different styles for different viewing contexts. This adds the ability to target media

features such as screen and device width and orientation. Typical examples for such

queries are that a smartphone would have less than 570 pixels width or that a tablet

device can support orientation. Such categories that effectively adjust the content

and layout to the context of the device greatly ensure that the user has a better and

richer viewing experience (Gardner 2011).

RWD provides a solution to the challenge of maintaining and updating more than

one set of content for different types of websites. Another major improvement is,

that there is no need to additionally promote a website as ‘mobile’, since responsive

websites recognize the use context (mobile or desktop) and automatically adjust

their layout to the used target-device. Users will barely realize that they are using a

responsive website, because all the information that is present on a full desktop site

is also available on the responsive version of it. All features of the full desktop site

that are supported by the device can also be used and therefore users will benefit

from an optimized mobile experience, while being able to still access the whole

range of content and services (Bohyun 2013). RWD aims to create one singular

website that is available and accessible to any user and any sort of device, therefore

establishing consistency in content delivery across a variety of platforms.

A RWD approach does not per se guarantee a satisfactory mobile experience.

Examples for unsuccessful implementations of responsive web design can be seen

when the conversion between full site and responsive site does not include

adjustments in text and page structure. Often responsive websites result in a long

page filled with too many lines of text, navigation items, and links. A positive

mobile experience requires more than simply making elements flow into a long

strip. With the restricted space on mobile screens, there has to be an alternative of

how content can be presented in a streamlined and uncluttered way while focusing

on the most important items that mobile users want to access (Bohyun 2013).

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Adaptive mobile websites are following mostly responsive design paradigms like

progressive enhancement, but distinguish themselves to provide fixed and pre-

designed layouts for various screen sizes. When visiting such a prepared website,

the device will be identified through the web-browser and the adjusted design will

be delivered. ‘‘Adaptive’’ in this sense can be seen as pre-defined for different

screen resolutions (Gustafson et al. 2013).

3 Methodology

‘‘Every usability evaluation method has its advantages and disadvantages. Some are

difficult to apply, and others are dependent on the measurers’ opinions or

instruments. In addition to these challenges, mobile devices and applications

change very quickly, and updated methods of usability evaluation and measurement

are required on an ongoing basis’’ (Nayebi et al. 2012, p. 1).

Against the background described, a research setting has been designed

comprising of the above mentioned mobile usability heuristics, which not only

apply to the context of mobile devices and use when searching for tourism

information, but also should prove to be meaningful and most of all comparable.

Hence we focused on the most applied measures in mobile usability testing:

Efficiency, effectiveness and satisfaction (Harrison et al. 2013).

The following research hypothesis have been formulated for the usability test

H1: A responsive mobile touristic website is more efficient to use than a mobile

touristic websites.

H2: A responsive mobile touristic website is more effective to use than a mobile

touristic website.

H3: A responsive mobile touristic website is more satisfying to use than a mobile

touristic website.

The main goal of our usability experiment was to measure the influence and

effect of two different mobile design approaches on usability and the overall

performance of users, who were exposed to two different mobile touristic

websites—one applying a RWD-approach and one a mobile-approach with some

basic elements of RWD. The whole experiment included two sessions in which

users perform a series of information-seeking tasks on a smartphone.

3.1 Selection of mobile websites

The usability experiment investigated two different websites out of the area of

tourism destinations during the time-period of 23rd of June and 12th of July 2014.

There were no significant changes to these mobile websites in the timeframe of the

evaluation. The first website—further called Website A—http://www.tirol.at 3

applies a very strict implementation of the responsive design approach as described

3 Tirol Werbung is a destination marketing organization, responsible for brand building and awareness of

the country of Tyrol. The website offers all important destination-related information like events, local

weather, tours for biking, hiking, and skiing, and a booking functionality within the Tyrolean region.

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above. Strict here means that many features of the website will respond to smaller

screen sizes, such as changes in layout, different navigation, alternative naming of

links and headings. In general, the website follows a strong degree of compliance

with the proposed guidelines of RWD: the main background excludes image as well

as several widgets like the weather-box, the picture gallery and the registration box

for the newsletter. These changes allow a short page length and therefore limit

extensive scrolling operations. In addition, some descriptions in the navigation

menu links alter between desktop and smartphone versions. The booking pages also

reduce the amount of pictures and limit the entries of accommodation entities to

their names and a brief description.

As a second website—further called Website B—http://www.oetztal.com 4 was

selected, which applies an adaptive mobile design approach. Elements changed only

slightly, images stayed persistent and content was not cut or reduced in length,

functionalities are not excluded. This results in a very long, vertical column-like

website with intensive scrolling operations for the users. The main navigation menu

changes from a horizontal design with three main sections on desktop to a vertical

menu with four main sections and subsections when viewed on a smartphone. The

additional menu item of ‘‘Events’’ on smartphone is incorporated in the section of

‘‘Current News’’ on the desktop version. There were no changes in the naming of

navigation menu links. The large number of menu items fills a long vertical list that

is not being accessible within the dimensions of one (iPhone, 4 inch) screen size. As

a result, the main menu requires intensive scrolling operations.

3.2 Selection of participants

20 persons (14 male and 6 female) at the age between 16 and 29 were asked to

participate in the usability experiment. The sample size of 20 participants was

chosen in order to comply with the minimum number required to run an analysis of

variance (ANOVA) (Simmons et al. 2011).

As usability tests deal with smaller group sizes, a decision regarding the age of

the test group had to be made. Following several studies, 88 % of Internet users are

aged between 16 and 24 years who make use of mobile devices to enter the World

Wide Web away from home or work. 5 All participants were asked to estimate their

daily time spent on a desktop computer and on a smartphone in hours, with an

average of 3.2 h per day (SD = 2.78) on a computer and with an average 2.2 h per

day (SD = 1.62) on their smartphone.

All participants had a basic understanding of using smartphones and the mobile

Internet in order to deal with the required tasks. Participants had to evaluate

themselves on a scale from expert, intermediate to beginner regarding their

expertise with smartphones. Two rated themselves as experts, 17 as intermediate,

and one as beginner. Nevertheless, all participants regularly used their build in web-

4 Ötztal Tourismus is responsible for marketing the valley of Ötztal in Tyrol, including its areas of

Sölden and Obergurgl/Hochgurgl. The website offers all important destination-related information like

events, local weather, tours for biking, hiking, and skiing, and a booking functionality. 5 Statistik Austria, 2013—3.5 million people go online shopping, http://www.statistik.at/web_en/

dynamic/statistics/information_society/ict_usage_in_households/073632.

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browser to surf the internet. All participants owned a smartphone, with eight using

Apple iOS and twelve persons using Google Android. In addition, all users were

familiar with Tirol Marketing and Ötztal as holiday destination, but had never

visited either the desktop or mobile website of both DMOs before. The preferred

system to look for touristic information online has been for 18 participants their

desktop computer or laptop, and for two participants their smartphone.

3.3 Selection of device and software

A decision had to be made regarding the selection of the used smartphone. In order

to measure the influence of a RWD approach, we opted for not letting people use

their own smartphone to enforce comparability between users. Especially within the

Android ecosphere exists a plethora of different devices with different screen sizes

and (haptic) device buttons, which would make it difficult to avoid a certain bias by

learned error handling and navigation on a user’s preferred smartphone. Therefore,

an iPhone 5s running iOS 7.1.1 was chosen, as the iPhone sports no additional

buttons (only the home button) and all navigation can be solely handled via touch-

screen interaction, which would help minimize this bias, as touch interaction for

navigation is common on all current smartphones. Android users were given several

minutes to make themselves familiar with the handling of the device. As a web-

browser the pre-installed Safari Browser was used. All participants were recorded

on video (face and screen) and audio with Magitest (http://www.magitest.com). The

data was collected and analyzed with Microsoft Excel 2013 and IBM SPSS

Statistics 21.

3.4 Procedure

The experiment was split in two sessions, with the second session held 2 weeks after

the first.

The overall experiment was designed as an A/B test setting. A/B testing (also

called split testing) compares two versions of a website to identify, which one

performs better from a user point of view (Brau et al. 2008). A/B testing is a popular

method for the comparison of alternative designs on web pages. The users work

randomly with either the first or the second version of deployed design alternatives

and are separated into Group A and Group B (Sauro and Lewis 2012). Predefined

criteria are then measured in order to compare the results of the two tested groups.

In the first session the group has been divided equally, with Group A starting with

Website A, and Group B with Website B. After a break of 2 weeks, the same

persons participated on the second part of the experiment, flipping websites.

The experiment followed Rubin’s (Rubin and Chisnell 2008) outline for usability

testing. Within a brief introduction phase, the participants got familiar with the topic

and the setting of the experiment was described. Then a pre-questionnaire was

answered about the participants’ general travel behavior as well as questions about

their demographics. Afterwards all tasks had to be completed on the smartphone.

The aim of the tasks was to discover the content and functionalities of the two

different websites, whereas all tasks were designed to be very similar in order to

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guarantee that the results are comparable. The expressions were captured using a

camera and a microphone in order to document the actions of the users while they

were facing the tasks. A post-test questionnaire was conducted after the participants

finished all tasks collecting insights about their general use of smartphones and

desktop computers.

3.5 List of tasks

Each session comprised of five tasks, which were divided into four tourism

information-seeking, and one tourism action-oriented tasks. The set of tasks was the

same for the two different sessions in order to collect comparable results. The

classification of the tasks into two categories, one regarding difficulty level (easy,

medium, difficult) and the other regarding degree of scrolling (easy, medium,

heavy) ensured, that the tasks had varying levels of difficulty and that assumptions

could be made through the effects of scrolling on effectiveness and efficiency.

Participants were also not familiar with the tasks or how to solve those (Raptis et al.

2013). Four of our tasks were related to information search, as this has been

conceptualized by us as the main activity, when visiting tourism websites on a

smartphone. Finding information within a mobile website may be seen trivial at

first, but poses a strikingly challenging task, especially when more detailed, or

hidden, information has to be searched for. Website structure and a user’s web-

orientation skills are put to the test, hence we focused on progressively more

detailed and complex information retrieving tasks, recognizing learning effects

when navigating on the websites to happen. Within the action-oriented Task 5, the

websites’ booking functionality has been selected, in order to measure, how users,

after becoming familiar with the website, are able to handle this rather complex

action, which still poses difficulties for many users, even on modern tourism

desktop websites.

• Task 1: Subscribe to the newsletter of the website (easy, light scrolling). • Task 2: Inform yourself about the Aqua Dome. Please note down the address and

phone number. (easy, light scrolling)

• Task 3: Inform yourself about the Hiking Tours in Tirol—‘‘Adlerweg’’/Inform yourself about the Hiking Tours in Ötztal—‘‘Ötztal-Trek’’. Please note down,

how much elevation/how many kilometres the tour comprises. (medium, light

scrolling)

• Task 4: Inform yourself about the National Parks. What is the duration in hours of the hiking tour to the Trelebitschsee/Frischmannhütte in the National Park

‘‘Hohe Tauern’’? (difficult, medium scrolling)

• Task 5: Please book a vacation using your own criteria on the website, using a budget of 1500€. Define your trip first using the following attributes: Date of Arrival/Departure, City/Village, Category, and Number of adults/children.

(difficult, heavy scrolling)

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3.6 Applied measures

In order to collect a multi-dimensional rating of the participants and to assess the

performance of the users the following five measures were applied:

3.6.1 Task success time (efficiency)

Sauro and Lewis (2010) underlines the importance of Time on Task (ToT) as a

powerful mean to measure the efficiency of users while performing tasks. ToT is

about how long a user needs to complete a task in seconds and or minutes,

calculating the time elapsed between the start of a task and the end of a task (Tullis

and Albert 2013). Within the experiment, ToT is not only employed to measure

performance, but also to monitor, if users become faster on consecutive tasks.

3.6.2 Page views (efficiency)

The main measurement for efficiency beside ToT is the number of page views.

Burby and Brown (2007, p. 7) define page views as ‘‘The number of times a page

(an analyst-definable unit of content) was viewed.’’ Therefore, the measurement of

page views was aligned to this definition and the observer of the experiment

documented the number of page views when each task was performed.

3.6.3 Task success level (effectiveness)

Task success is understood as a universal measurement not requiring extensive

explanations or statistical analysis. When users fail to complete simple tasks it can

be strong evidence that something needs to be fixed. The following levels of task

success from Tullis and Albert (2013) were applied: (1) no problem: the user

completed the task successfully without any difficulty or inefficiency, (2) minor

problem: the user completed the task successfully but took a slight detour; one or

two small mistakes were made but could be recovered quickly and was successful,

(3) major problem: the user completed the task successfully but had major

problems/struggled and/or took a major detour in the eventual successful

completion of the task, and (4) failure/gave up: the user provided the wrong

answer, gave up before completing the task, or the moderator moved to the next task

before successful completion.

3.6.4 Self-evaluation questionnaire (overall-usability)

All participants evaluated each version of the websites using the System Usability

Scale (SUS) questionnaire (Brooke 1996a, b). SUS comprises of ten questions (on a

5 or 7-point Likert Scale) and calculates a value between 0 and 100 (100 = perfect

usability).

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3.6.5 Self-evaluation questionnaire (satisfaction)

The participants evaluated each version of the websites using the Net Promoter� Score (NPS) questionnaire (Reichheld 2003). NPS comprises of a single question

(How likely would you recommend X to a friend?) on a simple 1–10 scale. Users

are then further categorized as Promoters (score 9–10) and Detractors (score 0–6).

NPS is calculated as the percentage of Promoters minus the percentage of Detractors

(score between -100 and 100).

4 Data analysis and results

As the sample size of the usability study was smaller than 25, the geometric mean

was used to estimate the center of the population (Sauro and Lewis 2010). The

accepted level of errors (alpha) for the mean values of the following analyses is

5 %, which is a 95 % confidence interval and implies that the analysis is 95 percent

certain or wrong in 5 % of the time (Tullis and Albert 2013). All following results

should not be interpreted one website being better than the other. All results have

been analyzed regarding a user’s behavior on responsive or adaptive websites.

4.1 Time on task (efficiency)

The following tables and figures represent the results of the measurement of time on

task. The task times for this measurement only include successful task times as

recommended by Tullis and Albert (2013). Furthermore, outliers in the dataset were

removed following the method of the Grubb’s Test (Grubbs 1969), also called ESD

method (extreme studentized deviate).

The data analysis in Table 1 identifies that the largest differences between the

two websites were measured in the newsletter task. The disparity was very likely

Table 1 Mean time on task for the Website A and Website B (with SD and 95 % confidence interval)

Task Geometric

mean

SD Lower Bound

(95 %)

Upper Bound

(95 %)

Newsletter–Website A 93.1 29.58 80.65 107.38

Newsletter–Website B 145.5 40.12 126.89 166.81

Address Aquadome–Website A 85.9 44.73 69.24 106.67

Address Aquadome–Website B 51.1 36.09 40.68 64.1

Altitude Adlerweg–Website A 43.5 34.31 32.67 57.82

Altitude Ötztal-Trek–Website B 37.5 40.74 27.62 50.9

Duration Trelebitschsee–

Website A

68.8 34.91 55.43 85.52

Duration Frischmannhütte–

Website B

54.5 36.38 41.03 72.37

Booking–Website A 134.3 68.03 108.22 166.56

Booking–Website B 152 125.69 111.68 206.94

Efficiency, effectiveness, and satisfaction of responsive… 215

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caused by the overall first impression of Website B, where participants indicated

that they needed a certain time to understand the overall structure and idea of the

website and how it works. Consequently, participants were browsing, scrolling and

scanning through the website for a relatively long time until they discovered the link

for the newsletter-subscription. As a second reason Website B requires to fill out

several input fields for the registration of the newsletter registration, with not all

being mandatory. Although some participants remarked that they were not aware of

this and hence filled out every field.

Interestingly, participants were quicker on Website B when completing Tasks 2,

3 and 4 compared to Website A. It could be observed, that users who encountered

difficulties with Website B adapted and focused more on the search functionality of

the website instead of navigating through the menu. In Task 5, the booking process

took on average 18 s longer on Website B, then on Website A. This has been caused

by several obstacles during the booking process itself: the most difficult problem to

solve on Website B has been, when participants entered their parameters,

sometimes—but not always—were redirected to a second booking input mask

and asked to re-enter all their data again. Overall Website A had a more consistent

and straightforward booking process without major interferences (Fig. 1).

4.2 Page views (efficiency)

The amount of effort that was required to complete the tasks was measured through

tracking all pages visited (Page views), when searching for the information required.

The total number of visited pages accounts for 23 for Website A and 19 for Website

B.

The results shown in Fig. 2 for Website A showed that there is only one

significant difference in the number of page views within Task 2. After completing

Task 1, users on Website A continued to use the standard navigation and took their

time in browsing the website with their thumbs. On Website B users became

0 20 40 60 80

100 120 140 160 180 200

Newsletter Address Aquadome

Altitude Hiking Tour

Duration Hiking Tour

Booking

Website A Website B

M ea

n T

im e

on T

as k

(s ec

on ds

)

Fig. 1 Mean time on task, in seconds, for Website A and Website B (error bars represent the 95 % confidence interval)

216 A. Groth, D. Haslwanter

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frustrated much faster and started using the search functionality, as soon as they

realized, that they won’t be able to find the information quickly and simply through

browsing. In addition, when comparing task times and page views per task, users on

Website A where on average much faster browsing through the website and opening

more websites in less time compared to the tasks before, which hints on becoming

quickly familiar with the Website A’s navigational structure.

4.3 Efficiency as a combination of task success and time

As efficiency was measured simply through analyzing all page views without taking

the task’s duration into account, a second metric was applied. Efficiency can be

described as a combination of task success and time on task. Task Success was

0

1

2

3

4

5

6

7

8

9

Newsletter Address Aqua Dome Altitude Hiking Tour Duration Hiking Tour

Booking

Website A Website B

N um

be r o

f v is

ite d

pa ge

s

Fig. 2 Mean number of page views per task for Website A and Website B (error bars represent the 95 % confidence interval)

0.0

0.1

0.2

0.3

0.4

0.5

0.6

0.7

0.8

0.9

1.0

Website A Website B

T as

ks S

uc ce

ss fu

lly C

om pl

et ed

p er

M in

ut e

Fig. 3 Average number of tasks completed successfully per minute, for Websites A and B

Efficiency, effectiveness, and satisfaction of responsive… 217

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calculated as the percentage of successful tasks (no problems) and Time on Task

calculated in minutes (Tullis and Albert 2013). The International Organization for

Standardization specifies in the common format for industry reports (ISO/IEC

25062:2006) that the core measure of efficiency is the ratio of task completion rate

to the mean time per task.

In order to calculate the average efficiency, a variation was implemented by

counting the number of successful completed tasks by each participant and dividing

this number by the total time spent by the participant on all tasks (successful and

unsuccessful). The result provides a rather straightforward measure for efficiency

for all participants, identified as the number of tasks completed per minute (Tullis

and Albert 2013).

The results in Fig. 3 show that participants were generally more efficient on

Website A. In particular, user completed 0.6 tasks on average on Website A

(SD = 0.20) and 0.5 tasks per minute on Website B (SD = 0.21).

4.4 Task success rate (effectiveness)

Results for the levels of success are presented by a four-point scoring method. The

following bar chart shows the levels of success as frequencies for each task. The

percentages show the users of each category or level (Tullis and Albert 2013).

The results in Fig. 4 for the levels of task completion of Website A showed that

the booking task was the one where participants faced the most problems. Three

participants (15 %) were not able to successfully complete the task, two participants

(10 %) had major problems, four participants (20 %) minor problems and only 11

participants (55 %) had no problems.

Results for task completion levels of Website B showed that negative results

were also present for the booking task with one participant (5 %) who was not able

to complete the task, seven participants (35 %) had major problems, five

0% 10% 20% 30% 40% 50% 60% 70% 80% 90%

100%

Failure

Major Problem

Minor Problem

No Problem

Pe rc

en t o

f P ar

tic ip

an ts

Fig. 4 Task completion status, by task for Website A and Website B

218 A. Groth, D. Haslwanter

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participants (25 %) had minor problems and only seven participants (35 %) had no

problems at all. Another task of Website B where nearly every participant had at

least some problems was the newsletter registration task. One participant (5 %) was

not even able to complete this task, four participants (20 %) had major problems,

nine participants (45 %) minor problems and only six participants (30 %) had no

problems.

Taking a closer look on Fig. 5, participants had overall much more problems with

the most difficult and most scrolling intensive task on Website B, than on Website

A. Although three participants were not able to complete this task on Website A,

overall more participants had major problems on Website B. As a reason

participants needed much longer to find the booking functionalities at all on

Website B and were very much irritated by a pop-up window that did not carry over

all booking criteria selected before. Hence, participants often had to close the

window and re-enter their booking criteria.

4.5 Self-evaluation questionnaires (perceived usability)

The System Usability Scale (SUS) was applied as a main indicator for the perceived

usability of the two mobile websites. The following mean SUS scores, standard

deviations and confidence intervals (a = 5 %) were measured for the two versions of websites. As the sample size of the usability study was smaller than 25

participants, the geometric mean was used to estimate the mean values of the

different versions (Sauro and Lewis 2010).

Website A scored a geometric mean of 64.06 (SD = 19.97 and 95 % confidence

interval is 58.03–76.72) compared to Website B with 62.91 (SD = 19.29 and 95 %

confidence interval is 56.97–75.03).

When comparing the results in Table 2 of perceived usability via SUS scores,

there is only a small difference between both websites. Participants rated Website A

slightly higher than Website B (difference of 1.15). When compared with the

adjective ratings scale from Bangor et al. (2009) it can be said that both smartphone

versions were rated in category C—‘‘Good’’.

0% 10% 20% 30% 40% 50% 60% 70% 80% 90%

100%

Booking - Website A Booking - Website B

Failure/Quit

Major Problem

Minor Problem

No Problem

Pe rc

en t o

f P ar

tic ip

an ts

Fig. 5 Task 5: booking, completion status

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Figure 6 brings this number into perspective. The average SUS scores out of a

study of 3500 surveys is about 70. The survey also covered the average SUS scores

with respect to the applied interface type. The comparison showed that classical

Web interfaces have an average SUS Score of 68.2 while Cell phones only reach

about 65.9. (Bangor et al. 2009) This comparison may also reflect the results of the

experiment that showed very similar tendencies and differences with respect to

those assumptions.

4.6 Self-evaluation questionnaires (satisfaction)

To better understand above findings on perceived usability, the Net Promoter Score

(NPS) along with standard deviations and means were measured for both websites.

Table four shows that Website A reached minus 40 (SD = 2.52 and a mean of 6.0)

and Website B reached minus 45 (SD = 2.82 and a mean of 5.4).

The average NPS for business companies and services is about plus five to ten.

Accordingly, results below zero imply that there are more detractors than promoters

for the tested product or service. 6 Applying this framework to the results of our

experiment, no significant difference between both websites can be found. The NPS

for the two versions with minus 40 and minus 45 means that there are 40 and 45 %

more detractors than promoters for each version of the website (Table 3).

Table 2 SUS scores in relation to mobile website

Geometric mean Standard deviation Lower bound (95 %) Upper bound (95 %)

Website A 64.06 19.97 58.03 76.72

Website B 62.91 19.29 56.67 75.03

Fig. 6 Comparison of adjective ratings, acceptability scores, and school grading scales, in relation to the average SUS score (Bangor et al. 2009)

Table 3 NPS scores in relation to mobile website

NPS Standard deviation Mean (95 %)

Website A -40 2.52 6.0

Website B -45 2.82 5.4

6 Logic, H. & LLC. Net Promoter Benchmarking—Net Promoter Community. Retrieved from http://

www.netpromoter.com/why-net-promoter/compare/.

220 A. Groth, D. Haslwanter

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5 Discussion

H1: A responsive mobile touristic website is more efficient to use than a mobile

touristic websites.

Comparing all mean task times between the two versions using an independent

samples t test or a Mann–Whitney U test (when data is not normal distributed), leads

to the following results:

Task 1: Newsletter resulted in a mean of 97.05 (SD = 29.58) for Website A and a

mean of 150.61 (SD = 40.42) for Website B (independent samples T test,

t = -4.6, p = 0.00). With p \ 0.05 it can be concluded that the mean task times are significantly different.

Task 2: Aquadome had no normal distribution in the dataset of Website B

(Shapiro–Wilk test of normality p \ 0.05), so the differences in the mean task time had to be compared using the non-parametric Mann–Whitney U test. The test results

showed a mean of 94.63 (SD = 10.26) for Website A and a mean of 58.25

(SD = 8.07) for Website B (Mann–Whitney U = 76.5, p = 0.01 two-tailed). With

p \ 0.05 it can be said that participants needed significantly longer on Website A than on Website B.

Task 3: Altitude Hiking tour also had no normal distributed (Shapiro–Wilk test of

normality p \ 0.05) data. The following means were measured: Mean of 51.95 (SD = 7.87) for Website A and a mean of 47.21 (SD = 9.35) for Website B

(Mann–Whitney U = 164, p = 0.63). With p [ 0.05 no significant differences were identified.

Task 4 - Duration Hiking tour had again no normal distributed data (Shapiro–

Wilk test of normality p \ 0.05). The following means were measured: Mean of 75.84 (SD = 8.01) for Website A and a mean of 63.17 (SD = 8.58) for Website B

(Mann–Whitney U = 139, p = 0.33). With p [ 0.05 there were no significant differences identified.

Task 5 - Booking had also no normal distribution in the dataset (Shapiro–Wilk

test of normality p \ 0.05). The mean of Website A was 146.0 (SD = 17.01) and Website B had a mean of 185.26 (SD = 28.84). The Mann–Whitney U test resulted

in U = 139.5, p = 0.68. As p [ 0.05 there were no significant differences identified.

As there was no normal distribution for the data of the total task time (Shapiro–

Wilk test of normality p \ 0.05) the effects of the website version on Total Task Time had to be measured with the non-parametric Kruskal–Wallis Test. The results

show that there is a significant difference between Total Task Times of the tested

versions of the websites (Kruskal–Wallis p = 0.003). In order to investigate on

these differences between both versions a post hoc test (Mann–Whitney) was

conducted. The test method was chosen because it is a valid method when there are

test samples without normal distribution. Ultimately, no significant difference

between both website versions (p = 0.946) can be found. Concluding, the Total

Task Time was not significantly different between both versions.

Correlation between Total Task Time and Perceived Usability (SUS) shows no

significant correlation (p [ 0.05) between Total Task Time and SUS Scores for

Efficiency, effectiveness, and satisfaction of responsive… 221

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Website A [Pearson’s r = -0.248, p = 0.291 (two-tailed)] and no significant

correlation (p [ 0.05) for Website B [Pearson’s r = -0.332, p = 0.153 (two- tailed)].

Concluding, H1 can be partially answered affirmatively. Especially for easy tasks

in information-seeking, a responsive approach seems to be more appropriate and

seems to contribute to effectiveness. The more complex the tasks, the less important

the differences become between both website interface versions, as for Task 3, 4,

and 5 no significant differences can be found. Interestingly, on Website A users

utilized all navigational elements much more consistently, making it easy for them

to browse with one hand, without reverting to the site’s search functionality. So

even if users took longer on Website A to achieve their task, more websites have

been visited and more information and understanding of the website has been

achieved while browsing.

H2: A responsive mobile touristic website is more effective to use than a mobile

touristic website.

Both website versions are showing some significant differences in regards of

effectiveness for a user. Although, when looking at our data, Website A shows a

higher percentage of no or minor problems, when users deal with tasks on this site,

compared to Website B, except in Task 2. So there seems to be an overall notion

towards a smoother experience, making users much more secure when browsing on

Website A on a mobile device. Although in higher complex settings like Task 5,

Website A could not prove to be more effective than its non-responsive counterpart,

mainly due to failures in process logic and implementation. But Website B also

failed to hit the mark due to questionable design decisions, like pop-ups. Hence, H2 can be partially answered affirmatively.

H3: A responsive mobile touristic website is more satisfying to use than a mobile

touristic website.

In order to investigate on the effect of the tested mobile websites’ design

approach on a user’s satisfaction, the SUS scores for the two website versions were

compared. The results for the first within-subjects ANOVA showed that there was a

significant effect for the version of the websites on perceived usability, Wilks’

Lambda = 0.62, F(3, 17) = 3.48, p = 0.039, partial Eta 2 = 0.38 and compliance

with Mauchly’s Sphericity p = 0.662. A post hoc analysis (Bonferroni) led to no

significant findings (all pairs with p [ 0.05). Therefore, an alternative post hoc analysis (Fischer’s Least Significant Difference Test = LSD) was conducted. The

pairwise comparisons indicated that there was no significant difference between the

two website versions (p = 0.829). Users recognize perceived usability as an

important factor, but both websites could not significantly distinguish themselves in

terms of overall usability.

Taking the NPS into account, we have a similar picture. Again, on a final rating

on satisfaction, both websites are on par regarding SUS scores for perceived

usability and NPS for overall satisfaction. Nevertheless Website A achieved slightly

overall better results, although the differences were too small and therefore

negligible. From a user’s point of view it seems that Website A simply did not have

enough unique features, failed to fascinate the user or is not ‘special’ enough to be

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more promoted than Website B. In spite of above results, the third hypothesis (H3)

has to be rejected.

6 Conclusions, further research and limitations

With this experiment we contributed to a better understanding of the impact of

responsive or adaptive designed touristic website on user’s efficiency, effectiveness

and satisfaction when searching for tourism-related information on smartphones.

Two different implementations of tourism destination websites have been selected,

one with a responsive design implementation and one with an adaptive design

approach for mobile devices. Three hypotheses have been established: a responsive

approach positively influences the efficiency (H1, partially answered affirmatively),

the effectiveness (H2, partially answered affirmatively), and satisfaction (H3,

rejected) on such mobile websites.

Overall the responsive mobile webdesign leaves a mixed impression regarding

the investigated aspects. It would be too easy to argue, that RWD provides a more

comfortable and smooth user experience on a smartphone compared to an adaptive

design—out-of-the-box. Nevertheless, some merits could be identified. In our

overall impression and evaluation, Website A does prove to be more efficient,

effective and even slightly more satisfying, compared to its adaptive counter-part, in

regards to finding the requested information.

Our data shows that, although users took more time to fulfill our information-

seeking tasks on Website A, more pages have been visited and therefore more

information has been consumed during their visit. Several learning effects could be

observed regarding time on tasks, as users became consistently more efficient for

their subsequent tasks, although for different reasons like e.g. coping with an

unstructured navigation. Nevertheless, these effects were not considered within our

experiment, neither learning effects between the two-week time span. Especially on

the first-time use, it took all users quite a while to become familiar with the idea and

structure of each website, which took much longer on Website B, resulting in a

much higher use of the implemented search functionality to avoid going through the

complex navigation and scrolling. Notably, users of Website A mainly went along

with the implemented website navigation without utilizing the search functionality

at all, hence visiting more pages on the website, taking much longer time, and

consequently encountering less critical errors on their journey.

With increasing task complexity, the design approach becomes secondary and the

overall logic and usability of the process takes over. Form fields loosing already

entered data, pop-up windows on a smartphone, and unclear navigational structure

within the booking itself are severe usability showstoppers, which should be

critically addressed by developers and even better—avoided at all cost. As RWD

becomes more prominent with service providers and tourism agencies, an

identifiable inexperience not only with decision makers understanding the

challenges of critical processes online, but most of all with designers of mobile

websites in conceptualizing these processes. This inexperience is supplemented with

the user’s uncertainty to what should be achieved and how they should behave on a

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small mobile screen. Users expect graphical pages at first and feel magically

attracted by them (Groth and Haslwanter 2015), but when looking closer at usability

aspects, users act more confident on responsive websites. But still, responsiveness

does not simply contribute or lead to a better evaluation or either promotion of such

websites, which leaves, luckily, a lot of room for further research. The challenge

will be, to not only develop a usable responsive website, but a responsive website

that fascinates visitors and stimulates promotion. How this may be done and which

aspects are more valued than others in encouraging users to do so, still remains

unclear.

Nevertheless, some interesting aspects could be identified in our pre- and post-

test questionnaires that seem noteworthy for further research. (1) Users voice, feel,

and evaluate themselves as being much more proficient, when using a smartphone

compared to using a desktop computer. This results in a very straightforward and

courageous behavior to simply try, how everything works. Although we have

addressed the gap in user knowledge before, it seems that users counter their

knowledge gap with a feeling of ‘‘being more in control’’. The challenge here is,

that developers and tourism service providers are confronted with a very confident

and proficient target group, with high demands towards orientation, information

quality and usability, compared to the desktop environment. (2) Within our

experimental setting, users could sit back and relax on a chair and could try to solve

our tasks undisturbed. This of course is far from a realistic setting, especially when

thinking about mobile use cases. With the rise of new apps that help monitor user

activity on smartphones, it would be very insightful to study in-the-field applications

and scenarios, with users in the middle of a city or when commuting in a bus or

metro, to better understand implications of responsive design approaches, as they

especially focus on one finger touch & point navigation and not on mere search

input handling. Here we expect a more significant divergence between those two

approaches, than in our experimental setting. (3) Finally, our user group may cover

the most IT-savvy generation, but leaves out the much larger demographic groups of

Generation X and Baby Boomers. Especially the latter is of increasing interest from

a touristic point of view, being a generation with enough financial background to

regularly travel, staying healthy, and with an unbound curiosity to adopt new

technologies and making them their own.

Behavioral studies naturally come with limitations that need to be addressed.

First, it may seem unclear to compare two different destination websites according

to usability metrics. Within our experiment, the focus has been solely on how user

behavior differs between responsive and adaptive websites when searching for

tourism information. A comparative point of view regarding one website being

‘better’ than the other in terms of e.g. navigational structure, information and image

quality, or loading times has not been the objective of this study. Nevertheless,

comparative statistical analysis has been conducted as all test persons remained the

same during the 2 weeks’ period. Second, it can be argued, that performance

measures and implications towards efficiency are individual to each website and

hence not comparable by nature. This is basically correct, although within our study

a more comprised look on task time and page views has been applied. As reported,

lower numbers within Website B have been achieved by employing the search

224 A. Groth, D. Haslwanter

123

functionality within the website, as users were, after completing Task 1, already

familiar with the rather bulky design of Website B, and therefor frustrated to scroll

the long website with their fingers. This user behavior could not be observed with

the responsive Website A at all; actually just the opposite behavior was observed:

users made use of the websites navigation and searched along the websites structure

and navigation in order to complete the task. It may be concluded that learning

effects did occur on Website B, namely to circumvent navigational features.

Interestingly enough, Website A was not able to harvest on such learning effects,

although, as reported, a faster browsing behavior could be observed. Efficiency has

been interpreted on these dimensions, and not towards just the performance of users

to achieve their task. Thirdly, it should be noted that with UsERA (Inversini et al.

2011) an established and useful measure to assess usability on tourism websites

already exists. Nevertheless, this concept has been deliberately neglected for two

reasons: (1) Due to the highly competitive environment within the Tyrolean tourism

destinations, access to log files would be interesting, but very restrictive. (2) In order

to assess a user’s behavior when looking for tourism information on mobile

websites, log file analysis and risk assessment may not fit when thinking about

users, but more when optimizing for information and service providers. Following

this notion, a tourism information provider’s strategic perspective on implementing

RWD has not been tackled. This rather novel focus has been taken on by Gibbs and

Gretzel (2015) and would, in combination with results from user behavior studies

like ours, provide tremendous insights regarding feasibility, return on investment,

innovativeness, and impact of RWD in the tourism domain.

Concluding, the absence of a universal mobile usability framework became

painfully apparent. All applied heuristics, established as they are, became

questionable and even antithetic, when observing users and their tourism

information search behavior, especially in the context of mobile devices.

Specifically, ‘efficiency’ provides rather weak insights into how users utilize their

phone in this regard, even more so when using a responsive website. Mobile user

behavior may be considered the younger sister of desktop behavior, but

understanding her character proves quite contradicting and challenging.

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  • Efficiency, effectiveness, and satisfaction of responsive mobile tourism websites: a mobile usability study
    • Abstract
    • Introduction
    • Theoretical background
      • The role of smartphones in tourism information search
      • Usability
      • Mobile usability and guidelines
      • Responsive web design
    • Methodology
      • Selection of mobile websites
      • Selection of participants
      • Selection of device and software
      • Procedure
      • List of tasks
      • Applied measures
        • Task success time (efficiency)
        • Page views (efficiency)
        • Task success level (effectiveness)
        • Self-evaluation questionnaire (overall-usability)
        • Self-evaluation questionnaire (satisfaction)
    • Data analysis and results
      • Time on task (efficiency)
      • Page views (efficiency)
      • Efficiency as a combination of task success and time
      • Self-evaluation questionnaires (perceived usability)
      • Self-evaluation questionnaires (satisfaction)
    • Discussion
    • Conclusions, further research and limitations
    • References