Thinking all the time - the THiNK Blog

Eye Tracking’s Implicit Approach Finds the Truth – Men Check Out Men

July 30th, 2010
Eye Tracking’s Implicit Approach Finds the Truth – Men Check Out Men

One of the things we’ve learned about research at Think Eye Tracking is that people don’t always tell the truth, the whole truth and nothing but the truth. This article explains why that can happen and how eye tracking can be used to peer into peoples subconscious thought processes.

Think Eye Tracking recently showed the above picture to thirty men and thirty women for five seconds while they were being eye tracked. They did not know what they were going to see, we surprised them!

Below is the eye tracking heat map for the women:

And here is the eye tracking heat map for the men:

The heat maps show very clearly that the men checked out the ‘assets’ of the man (60% of those tested), while interestingly the women didn’t. This implicit insight would be difficult to gain from explicit research methods, for example by asking men where they looked!

When we investigate further there are other interesting elements:

Women pay more attention to his left hand; he is wearing a wedding ring. Men are less interested in the marital status of the young lady and pay more attention to her face, breasts and stomach.

Whereas the women looked at her bikini the men are frankly just not interested in what she is wearing! This level of detail would be impossible to gain from traditional market research techniques of asking people what they remember looking.

As I said, people don’t always tell the truth, the whole truth and nothing but the truth. Few men would have volunteered that they looked at the man’s assets partly because it’s a social taboo but also because glances can happen so quickly that they simply did not register in the conscious mind.

In the same way that participants who take part in research often don’t have clear insight into why they make decisions.

Allow me to explain with an example:

Recipients of email make subconscious predictions about whether an email is likely to be of interest to them based on very little information (an email address of the sender and a subject line), but a wealth of experience in receiving emails, opening useful and less useful ones.

Assuming the email passes the first test and is opened, it only gets at best a few seconds for a cursory glance before the recipient makes another prediction; is the content useful or not? Success depends on conveying the key message or proposition of the email and providing enough information for the recipient to make an informed judgement as to the usefulness of the proposition, in just a few seconds. The decision making process happens so quickly that the individual would simply not be aware of what prompted them to open or delete an email.

We use eye tracking to ensure that the key points of the communication proposition are the points the recipient engages with first. We then ensure that the proposition delivers enough information for the recipient to make an informed decision about it the email warrant further reading.

We know never to use eye tracking by itself; eye tracking must always be combined with traditional explicit market research techniques to give insight into the subconscious and conscious minds. It’s our endeavour to show to the world the enormous benefits that eyetracking can bring to customer insight – things that traditional explicit research often misses, clouds or just gets plain wrong.

Eye tracking and User Experience for Game Play

March 5th, 2010
Eye tracking and User Experience for Game Play

Two of the things that I love about eye tracking are:

  • Actionable results
  • Intuitive and easy to understand reporting

The eye tracking on this piece of research was done using a head mounted eye tracker by Locarna. This type of eyetracker is particularly useful for shopper research or as we will see, other real World situations such as user testing games that have novel or complex interfaces and peripherals.

Poppy wears head mounted eye tracker

One of the most successful areas for growth in the last decade has been the games industry; it grossed $11.7 billion in the US alone in 2008 which, surprisingly for some, is more than the film industry. This increase has largely been driven by a swell in the types of games available, appealing to ‘non-traditional gamers’. The Wii and DS hardware platforms from Nintendo and rhythm games including Guitar Hero, Band Hero and DJ Hero have introduced games to huge segments that are/were not ‘traditional gamers’.

In the clip below we eye tracked a novice gamer whilst he played DJ Hero for the very first time. The green cross hair shows where the gamer is looking as he plays the game and looks at the game control device; a stylized DJ deck.

In DJ Hero the gamer must press buttons on the DJ Deck that corresponds with beats on a ‘highway’ in the game. He gains points for being accurate: if he is not accurate the audience will boo him off the stage. The action can happen fairly quickly so I’ve taken some stills from the eye tracking video to make sure the points are clear.

The action can happen fairly quickly so I’ve taken some stills from the eye tracking video to make sure the points are clear.

Despite looking at the gem on the strikeline

Despite looking exactly where he needs to (at the gem on the strikeline)…

The gamer misses the beat

the gamer misses the beat. He says “Man I’m not doing too well with this.”

The gamer looks at the deck and complains the controls are wrong

The gamer looks at the controls and conplains that the controls are the wrong way around, the green button is to the left, but on the highway on screen the green button is to the right.

A quick adjustment gives the correct mapping of buttons to highway

A quick adjustment gives the correct mapping of buttons on the deck to the highway, blue on the left, green on the right.

better - the gamer is looking further up the highway

The gamer’s experience improves immediately, and he even starts to whistle along to the tune. The head mounted eye tracker shows he is looking further up the highway at the gems that are coming into play rather than the ones on the strike line.

An examination of the deck reveals the problem; the DJ Hero logo is the ‘right’ way up, when the buttons on the deck are incorrectly mapped to the highway in the game.

DJ Hero deck

The cue to have the DJ Hero logo the correct way up is intuitive and very strong – this led the novice gamer to have the DJ deck ‘upside-down’ and so he made mistakes even when he was looking in the right place, at the right time to hit the beat perfectly. He found this very frustrating!

A traditional gamer may have overcome this usability problem with relative ease. But as such games appeal to new segments that are not familiar with game play and how control devices work it is imperative for games companies to create out of the box gaming experience that are intuitive and easy to use.

At Think, we typically test five or six representative users per demographic, when running user experience studies. Each interview typically lasts an hour and includes a qualitative interview. Although we can and do run studies in people’s homes it can be cost-prohibitive so we most often pre-recruit to a central location and / or run hall testing with in-street intercepts from our facility based in Reading town centre.

Working in a central location also allows the client to view the testing and the immediacy of the clips makes reporting incredieasy, we don’t have to present deck after deck of slides proving points – the client can see for themselves what real users actually do. In addition the client goes away with something they can immediately show to their internal stakeholders – as I said, actionable that very day.

Thanks for reading: http://twitter.com/modestrobert

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