Swiper taps into the most natural and intuitive of mobile device interactions and turns it into data.
You probably have heard the phrases “swipe left” and “swipe right.” Swiper presents users with a series of cards containing things you’d like them to evaluate, and quite simply asks them to swipe left for a negative indication or swipe right for a positive indication.
As the researcher, you have total control over the language of the prompt and the layout and contents of the cards: swipe right if you like it, or if you’ve heard of it, or if you own it, or if you understand it, or whatever question is on your mind. It’s super-fast, easy to configure and use, and excels at tapping into System 1 thinking and reactions.
- A deck of cards containing stimuli to be evaluated is shuffled and presented to the user individually, with a customized question prompt
- Players swipe right to indicate a positive response and swipe left for a negative response (or follow similar guidance from the question prompt)
- Play repeats until the full deck has been played
- Randomize: Cards can be shuffled and displayed in random order, or displayed in the order as configured
- Text colors
- Card back and card front images
- Card contents (text and images)
Pre-Game Splash Screen
Optionally display a pre-game welcome page, including:
- Customizable logo (or no logo)
- Secondary poster image for visual enhancement
- Title, subheading, and introductory instruction text
Swiper games can be configured to optionally display an end-of-game scoring page, which provides the player with feedback on how their responses compared with others who have participated.
Swiper games can optionally present an end-of-game feedback screen, that captures both quantitative and qualitative input:
- An additional overall 5-point rating scale; and
- Open-ended text question prompt and feedback box for qualitative insights
Sample Use Cases
When you have a large set of concepts to rapidly screen, Swiper is your solution. Load each logo, image, message, concept, or other attribute into a deck of Swiper cards and let users give them each a thumbs-up / thumbs-down.
This Swiper example evaluates a set of hypothetical logos for a research agency.
Instead of showing multiple pages of checkbox lists asking people which products they own or use, a simple Swiper activity can capture the same information but in a more engaging way. Starting a longer survey with a Swiper activity actually reduces first-page dropoff and boosts overall completion rates.
This Swiper demo collects purchase history information on a generic list of consumer purchase categories.
Swiper is very efficient at collecting unaided brand awareness: just create a deck with the list of brands, brand logos, or other items for your awareness measurement and shuffle them into a Swiper game.
This Swiper demo demonstrates collecting brand awareness for a set of fictitious brands from popular culture.