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Next to contactless payments with a debit card, ING was looking to introduce mobile payment to its customers. We tested a working prototype of a mobile payments app. As some of the research questions revolved around using the app in a social context, we simulated an in-shop experience with multiple participants at the same time.

After individual usability test sessions, participants were joined in a shared test session in which they were asked to buy products in the shop.

The cashier (an actress) and several customers in the shop were confederates to the study and were prompted to, for example, distract a participant, stand close enough to read the screen or interrupt during the payment process.

Together with a colleague I designed, conducted and analysed the test sessions.