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Describing Patterns and Disruptions in Large Scale
Mobile App Usage Data
Steven van Canneyt*, Marc Bron, Mounia Lalmas and Andy Haines
*Work carried out as part of Steven Canneyt internship at Yahoo London
This work
§  Why is it important to understand patterns of app usage?
§  What is known about patterns of app usage?
§  What we did
●  Disruption of app usage behaviour through major sport (Euro 2016),
political (Brexit) and social (new year day)
Why is it important to understand patterns of app usage?
●  Increasing usage of mobile devices and mobile applications (apps)
●  Emergence of online marketplaces and APIs à developers, market
intermediaries & consumers develop, disseminate, and use apps
●  Advertising industry wants to improve targeting and experience with apps
●  Marketplace operators want to identify popular or problematic apps à provide
effective app recommender systems
●  Developers want to understand why their apps are liked or disliked à improve app
design
●  Insights for Yahoo London Ad Sales
What is known about patterns of app usage?
●  Relationship between demographics and app usage
●  Identify distinct types of users based on their app usage (e.g.
evening learners, screen checkers, game addicts)
●  Simple features
app category, time of day, workday versus weekend
(Malmi & Weber, 2016; Zhao etal, 2016)
Teenager app usage (UK)
13-17: peak in morning
13-17: drop during day
school!
13-17: increase in evening
Weekday
Percentage of app sessions
per 15-minute window by age
Teenager app usage (UK)
order ~ age
young people wake up
later?
Weekend
Percentage of app sessions
per 15-minute window by age
General patterns of app usage
•  Average number of visited app per week and per user is 7 with 5 app
categories within a day
social network > search > e-commerce
•  Users interact between 10 to 200 times a day on average with
session length between 10-250 seconds
•  Mostly short sessions with 80% of apps used ≤ 2 minutes
•  Overwhelmingly only one app per session
•  App usage often focused at specific time (news app in morning)
(Yang etal, 2015; Falaki etal, 2010)
Diurnal patterns
§  Different diurnal patterns for different categories of apps
●  News apps in early morning
●  Sports apps in evening
●  Games apps peak after standard work hours
§  App usage varies during the day
●  grow from 6am to first peak around 11am, then declining slightly between 11am to
12pm
●  32% of app usage performed during 7pm to 11pm, reaching maximum around 9pm,
then decline reaching minimum around 5am à consistent with human habit
(Xu etal, 2013; Li etal, 2015)
What is known about patterns of mobile app usage?
● App usage follows regular patterns, in terms of which
app, and when during the day or the weekday they are
mostly used
● So what about cases when these patterns are
disrupted?
Data: Flurry Analytics
Flurry
Library that mobile
developers to integrate in
their apps to measure app
usage and allow in-app
advertising
default app events triggered by user
actions (app start event)
custom-based events
Popularity based engagement metric
number of sessions a user has with an app
based on the app start event
Sample data
May 2016
230K mobile apps
600M daily unique users
US and UK
https://developer.yahoo.com/analytics/
App categories
27 categories ranging from work related (productivity) to leisure (games)
and other popular categories (news)
Engagement patterns in app usage
General daily engagement patterns (US)
weekday:
peak during morning
Users active later during weekend
than during week
weekend: stable during day
Similar patterns reported in other studies → no or little bias from Flurry inventory
Daily engagement patterns by category (US)
Similar patterns reported in other studies → no or little bias from Flurry inventory
App engagement patterns per day of the week and
category (US) Week: productivity
Weekend: sports, entertainment
Fridays and Saturdays: shopping
Similar patterns reported in other studies → no or little bias from Flurry inventory
Disruptions in engagement patterns in app
usage in major UPCOMING KNOWN events
SPORT: EURO 2016
POLITICAL: BREXIT
SOCIAL: NEW YEAR DAY
Data processing and measurement
•  Target day and reference days
If target event occurs on Saturday then take a number of Saturdays before event
•  Remove outliers from reference days (outage, new app release, other major event)
number of start session events either ≤ 1st quartile – 1.5 or ≥ 3rd quartile + 1.5
•  Day divided into time segments (e.g., 15 minutes) and normalize
•  avgt: expected number of sessions per time segment t estimated by averaging
normalized number of sessions for reference days
•  stdt: standard deviation for reference days
•  Behaviour “significantly” disrupted: normalized number of sessions during target
period ≥ avgt + 2·stdt or ≤ avgt − 2·stdt
Case study 1: EURO 2016
Euro 2016: The Data (UK)
16M viewers (25% of UK
population) watched Portugal beat
France in the final on BBC 1
Typical mobile engagement for match played on Saturday as average engagement of all
Saturdays between November 2015 & June 2016
Same process used to model typical app engagement on reference days counterpart to
each of the match days
Each event day has 30 reference days
Number of sessions during games (UK)
England 2 – 1 Wales 14:00 Slovakia 0 – 0 England 20:00
Portugal 1 – 0 France 20:00
●  Green bars: average same weekday based on
30 weeks before EURO 2016
●  Blue lines: 2 x std
●  Green dots: similar as average
●  Yellow dots: < avg - std or > avg + std
●  Red dots: < avg - 2x std or > avg + 2 x std
England 1 – 1 Russia 20:00
Sports apps: x3.7!
half time
half time
half time
half time
England 1 –2 Iceland 20:00
before game half time
App engagement during Euro 2016 games
• app engagement during games not lower than during same time on
an average day for any of the matches
• during half-time app engagement is significantly higher than during
same time on an average day for England – Wales and England –
Slovakia games
BUT:
after game
Case study 2: BREXIT
BREXIT (UK)
European Union membership referendum – Brexit – took
place on Thursday June 23, 2016 in the UK to gauge support
for the country’s continued membership of the European
Union
§  Study whether outcome coincides with disruptions in app usage
§  Reference days are all weekdays in June before June 24
§  Top 10 app categories with largest percentage change in session volume compared
to average usage
Result was announced in early morning of June 24, 2016:
overall vote to leave the EU by 51.9% on a national turnout of 72%
unstability in financial markets & turmoil in UK political landscape
Day of the referendum result 24 June,
2016 (UK)
The UK in shock
The pound crashing
app engagement increase by
114% for finance
43% for news
First week after the referendum result (UK)
The UK slowly calming
down but still concerned?
Second week after the referendum result (UK)
The UK calming down
further
Third week after the referendum result (UK)
Wimbledon final (Andy
Murray won)
Fourth week after the referendum (UK)
Took 4 weeks for UK to
be back to normal?
Percentage of UK sessions of finance
apps during June- August 2016
Lower usage on
weekends
EU referendum result (24 June)
Back to normal after 4 weeks
Case study 3: New year’s day
New year day (US)
•  New Year Day, first day of the new year, observed in most Western
countries on January 1.
•  Common traditions include attending parties, making resolutions for
the new year, watching fireworks displays and calling friends and
family
Examine whether New Year Day coincides with disruptions in app
usage patterns
Week days between December 15, 2015 & January 15, 2016, without
January 1, used as reference days
Percentage of sessions for the 10 categories with the
largest percentage change in app engagement
Users take photos
on New Year day
Increased use
of social media
Conclusions and what next
Some final thoughts
§  We are able to detect disruption of app engagement patterns
§  A tool to judge people habit, mood, interest, concern, etc
What next
§  We want to look at country difference
§  Automatically detect events based on disruptions
§  Profile users based on disruptions
§  Study of “mobile addiction”

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Describing Patterns and Disruptions in Large Scale Mobile App Usage Data

  • 1. Describing Patterns and Disruptions in Large Scale Mobile App Usage Data Steven van Canneyt*, Marc Bron, Mounia Lalmas and Andy Haines *Work carried out as part of Steven Canneyt internship at Yahoo London
  • 2. This work §  Why is it important to understand patterns of app usage? §  What is known about patterns of app usage? §  What we did ●  Disruption of app usage behaviour through major sport (Euro 2016), political (Brexit) and social (new year day)
  • 3. Why is it important to understand patterns of app usage? ●  Increasing usage of mobile devices and mobile applications (apps) ●  Emergence of online marketplaces and APIs à developers, market intermediaries & consumers develop, disseminate, and use apps ●  Advertising industry wants to improve targeting and experience with apps ●  Marketplace operators want to identify popular or problematic apps à provide effective app recommender systems ●  Developers want to understand why their apps are liked or disliked à improve app design ●  Insights for Yahoo London Ad Sales
  • 4. What is known about patterns of app usage? ●  Relationship between demographics and app usage ●  Identify distinct types of users based on their app usage (e.g. evening learners, screen checkers, game addicts) ●  Simple features app category, time of day, workday versus weekend (Malmi & Weber, 2016; Zhao etal, 2016)
  • 5. Teenager app usage (UK) 13-17: peak in morning 13-17: drop during day school! 13-17: increase in evening Weekday Percentage of app sessions per 15-minute window by age
  • 6. Teenager app usage (UK) order ~ age young people wake up later? Weekend Percentage of app sessions per 15-minute window by age
  • 7. General patterns of app usage •  Average number of visited app per week and per user is 7 with 5 app categories within a day social network > search > e-commerce •  Users interact between 10 to 200 times a day on average with session length between 10-250 seconds •  Mostly short sessions with 80% of apps used ≤ 2 minutes •  Overwhelmingly only one app per session •  App usage often focused at specific time (news app in morning) (Yang etal, 2015; Falaki etal, 2010)
  • 8. Diurnal patterns §  Different diurnal patterns for different categories of apps ●  News apps in early morning ●  Sports apps in evening ●  Games apps peak after standard work hours §  App usage varies during the day ●  grow from 6am to first peak around 11am, then declining slightly between 11am to 12pm ●  32% of app usage performed during 7pm to 11pm, reaching maximum around 9pm, then decline reaching minimum around 5am à consistent with human habit (Xu etal, 2013; Li etal, 2015)
  • 9. What is known about patterns of mobile app usage? ● App usage follows regular patterns, in terms of which app, and when during the day or the weekday they are mostly used ● So what about cases when these patterns are disrupted?
  • 11. Flurry Library that mobile developers to integrate in their apps to measure app usage and allow in-app advertising default app events triggered by user actions (app start event) custom-based events Popularity based engagement metric number of sessions a user has with an app based on the app start event Sample data May 2016 230K mobile apps 600M daily unique users US and UK https://developer.yahoo.com/analytics/
  • 12. App categories 27 categories ranging from work related (productivity) to leisure (games) and other popular categories (news)
  • 14. General daily engagement patterns (US) weekday: peak during morning Users active later during weekend than during week weekend: stable during day Similar patterns reported in other studies → no or little bias from Flurry inventory
  • 15. Daily engagement patterns by category (US) Similar patterns reported in other studies → no or little bias from Flurry inventory
  • 16. App engagement patterns per day of the week and category (US) Week: productivity Weekend: sports, entertainment Fridays and Saturdays: shopping Similar patterns reported in other studies → no or little bias from Flurry inventory
  • 17. Disruptions in engagement patterns in app usage in major UPCOMING KNOWN events SPORT: EURO 2016 POLITICAL: BREXIT SOCIAL: NEW YEAR DAY
  • 18. Data processing and measurement •  Target day and reference days If target event occurs on Saturday then take a number of Saturdays before event •  Remove outliers from reference days (outage, new app release, other major event) number of start session events either ≤ 1st quartile – 1.5 or ≥ 3rd quartile + 1.5 •  Day divided into time segments (e.g., 15 minutes) and normalize •  avgt: expected number of sessions per time segment t estimated by averaging normalized number of sessions for reference days •  stdt: standard deviation for reference days •  Behaviour “significantly” disrupted: normalized number of sessions during target period ≥ avgt + 2·stdt or ≤ avgt − 2·stdt
  • 19. Case study 1: EURO 2016
  • 20. Euro 2016: The Data (UK) 16M viewers (25% of UK population) watched Portugal beat France in the final on BBC 1 Typical mobile engagement for match played on Saturday as average engagement of all Saturdays between November 2015 & June 2016 Same process used to model typical app engagement on reference days counterpart to each of the match days Each event day has 30 reference days
  • 21. Number of sessions during games (UK) England 2 – 1 Wales 14:00 Slovakia 0 – 0 England 20:00 Portugal 1 – 0 France 20:00 ●  Green bars: average same weekday based on 30 weeks before EURO 2016 ●  Blue lines: 2 x std ●  Green dots: similar as average ●  Yellow dots: < avg - std or > avg + std ●  Red dots: < avg - 2x std or > avg + 2 x std England 1 – 1 Russia 20:00 Sports apps: x3.7! half time half time half time half time
  • 22. England 1 –2 Iceland 20:00 before game half time App engagement during Euro 2016 games • app engagement during games not lower than during same time on an average day for any of the matches • during half-time app engagement is significantly higher than during same time on an average day for England – Wales and England – Slovakia games BUT: after game
  • 23. Case study 2: BREXIT
  • 24. BREXIT (UK) European Union membership referendum – Brexit – took place on Thursday June 23, 2016 in the UK to gauge support for the country’s continued membership of the European Union §  Study whether outcome coincides with disruptions in app usage §  Reference days are all weekdays in June before June 24 §  Top 10 app categories with largest percentage change in session volume compared to average usage Result was announced in early morning of June 24, 2016: overall vote to leave the EU by 51.9% on a national turnout of 72% unstability in financial markets & turmoil in UK political landscape
  • 25. Day of the referendum result 24 June, 2016 (UK) The UK in shock The pound crashing app engagement increase by 114% for finance 43% for news
  • 26. First week after the referendum result (UK) The UK slowly calming down but still concerned?
  • 27. Second week after the referendum result (UK) The UK calming down further
  • 28. Third week after the referendum result (UK) Wimbledon final (Andy Murray won)
  • 29. Fourth week after the referendum (UK) Took 4 weeks for UK to be back to normal?
  • 30. Percentage of UK sessions of finance apps during June- August 2016 Lower usage on weekends EU referendum result (24 June) Back to normal after 4 weeks
  • 31. Case study 3: New year’s day
  • 32. New year day (US) •  New Year Day, first day of the new year, observed in most Western countries on January 1. •  Common traditions include attending parties, making resolutions for the new year, watching fireworks displays and calling friends and family Examine whether New Year Day coincides with disruptions in app usage patterns Week days between December 15, 2015 & January 15, 2016, without January 1, used as reference days
  • 33. Percentage of sessions for the 10 categories with the largest percentage change in app engagement Users take photos on New Year day Increased use of social media
  • 35. Some final thoughts §  We are able to detect disruption of app engagement patterns §  A tool to judge people habit, mood, interest, concern, etc What next §  We want to look at country difference §  Automatically detect events based on disruptions §  Profile users based on disruptions §  Study of “mobile addiction”