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IBM Computer Usability Satisfaction Questionnaires: Psychometric Evaluation and Instructions for Use

Taylor & Francis
International Journal of Human-Computer Interaction
Authors:
  • MeasuringU

Abstract

This paper describes recent research in subjective usability measurement at IBM. The focus of the research was the application of psychometric methods to the development and evaluation of questionnaires that measure user satisfaction with system usability. The primary goals of this paper are to (1) discuss the psychometric characteristics of four IBM questionnaires that measure user satisfaction with computer system usability, and (2) provide the questionnaires, with administration and scoring instructions. Usability practitioners can use these questionnaires with confidence to help them measure users' satisfaction with the usability of computer systems.
... To evaluate the usability of Build_PC, a survey based on the IBM-CSUQ tool was used, which employs a 7-point Likert scale, where 1 indicates strong disagreement or very unlikely, and 7 indicates strong agreement or very likely. [61,62]. This questionnaire consists of 19 questions designed to measure user satisfaction with the developed application [61]. ...
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The proliferation of mobile applications for educational purposes has highlighted the need to evaluate their usability, especially in diverse international contexts. This study addresses the problem of insufficient engagement and effectiveness of educational tools related to PC hardware training, a problem exacerbated by cultural and contextual differences between regions. Understanding the importance of this issue is crucial, as effective educational tools can improve learning outcomes on a global scale. Previous research has explored various educational technologies but often failed to comprehensively address usability across different cultural contexts, limiting the generalization and impact of the results. This gap underscores the need for robust evaluation of educational applications in diverse populations. In this context, our research proposes the analysis of Build_PC, a mobile augmented reality (MAR) application designed to teach PC hardware, using the IBM Computer System Usability Questionnaire (CSUQ) to assess user satisfaction. This study was conducted in three universities from three countries—Ecuador, Indonesia, and Lebanon—covering a variety of cultural and educational settings. The results indicate remarkably high levels of user satisfaction with the augmented reality (AR) application across the three participating universities. Positive feedback suggests that the application effectively engages students and improves their understanding of PC hardware training, regardless of regional differences. The implications of these findings are significant, as they suggest that augmented reality applications may be a viable solution for overcoming educational barriers related to PC hardware training on an international scale. This study highlights the potential of such technology to enhance educational outcomes and provides a framework for future research in the global deployment of educational technologies. Doi: 10.28991/ESJ-2025-09-02-024 Full Text: PDF
... The need for understanding the contribution of narrative to user experience was both inspired by literature surveyed as well as outcomes from the design workshop where the scenarios were developed and tested. The structure and wording of these questions were inspired by related questions in the NASA TLX, 45 the PQ, 35 the CSUQ, 46 and work by Slater and Wilbur 36 around importance of plot. These additional questions were not empirically validated, as they were used primarily to interpret the qualitative data. ...
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Objectives Disability support workers play a critical role in supporting people living with disabilities, but may have limited formal training as time, resources, and funding constraints can make access to training difficult for this workforce. To prepare them for challenging work situations, virtual reality (VR) offers a safe, self-paced, and practice-based way to do self-motivated training to learn and practice relevant workplace skills. The aim of this study was to identify those aspects of a VR training experience that engages disability support workers, motivating them to choose it to build the skills and capabilities needed when working with individuals with disability who require positive behavior support (PBS). Methods To understand what creates an engaging user experience for disability support workers, we studied two virtual learning environments in use, both designed to teach PBS skills, with 21 health industry students and 29 employed disability support workers. Observations, a survey, and structured interviews were used to measure user experience and collect user perceptions. Results Analysis of collected data identified four key aspects affecting user experience in virtual learning environments for this particular cohort, narrative, environment, interaction, and immersion, finding that narrative, both relevance of the storyline and empathy with the virtual character, was key to engaging disability support workers in the VR training. Conclusions VR can be an effective tool for motivating disability support workers to do personal training if it is designed so that they find the virtual client engaging and the storyline meaningful and relevant to their workplace experiences.
... Una de las aristas evaluadas se relacionó con la usabilidad del software. Para ello, se utilizó el "Cuestionario posterior-al escenario", propuesto por Lewis (1995), que incluye las siguientes preguntas: ...
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El contexto actual de la educación superior exige una actualización constante de los planes de estudio para satisfacer las demandas sociales. Esto requiere procesos eficaces en el diseño y modificación curricular. Además, la incorporación de las tecnologías de información facilita la gestión académica y administrativa de los planes de estudio al permitir un análisis adecuado para la toma de decisiones. Entre 2019 y 2023, se desarrolló un software de mapeo curricular basado en resultados de aprendizaje (RA), con el objetivo de apoyar el diseño y la actualización de los planes de estudio. Este software utiliza la taxonomía revisada de Bloom (TRB), está orientado a programas de grado y posgrado; y, facilita el alineamiento de los componentes del currículo con base en RA. Su desarrollo siguió una metodología de ciencias del diseño, con enfoque mixto, y fue evaluado por tres personas expertas, quienes destacaron resultados positivos sobre su usabilidad, su utilidad y su pertinencia. Es importante aclarar que el software no está destinado para utilizarse en el aula, por lo que el personal docente y el estudiantado no son usuarios directos. En cambio, su propósito es apoyar a los equipos de asesoría y comisiones curriculares en la creación y actualización de planes de estudio. Se concluyó que el software integra funcionalidades esenciales que permiten implementar el mapeo curricular y comprobar el alineamiento entre los componentes del currículo y los resultados de aprendizaje (RA) en los planes de estudio. Además, le ofrece a la persona usuaria funcionalidades para la correcta redacción de los RA tanto del plan de estudio como de cada asignatura.
... Secondly, we used the Computer System Usability Questionnaire (CSUQ) [25] to test the application's perceived quality in terms of functionality and information. The full version of the CSUQ is shown in Table 3. ...
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Micro-learning has been widely adopted in recent years as an approach to improve online learning, particularly on mobile applications. Micro-learning is a method of dividing learning content into smaller lessons that can be completed within a short period (e.g., from ten to 15 minutes). While micro-learning is often seen as a way to boost user engagement, strategies to optimize engagement within these applications remain underexplored. This study aims to examine the impact of notification delay times to enhance user engagement in language learning activities within micro-learning platforms. Specifically, we developed a notification system designed to encourage users to transition from social media usage to educational activities: in this case, the Duolingo application. Over a three-week period, we conducted a within-subject experiment with 10 different users, with each week dedicated to one of three notification delay times - the period of time our proposed system waits before sending a notification once a social media usage activity is recognized: immediate (0 minutes), 15 minutes, and 30 minutes. Our findings reveal that notifications sent after a delay of 15 and 30 minutes - significantly increase both the response rate and the duration of learning sessions compared to immediate notifications. This suggests that a strategic delay in sending study reminders can substantially enhance engagement and prolong the duration of learning, offering valuable insights into designing educational technologies that foster sustained learning habits.
... Lastly, in each session, the overall usability of the device was evaluated through the validated System Usability Scale (SUS), which is one of the most commonly used usability assessment questionnaires, 17,18 and satisfaction was assessed using the After-Scenario Questionnaire (ASQ), in which test participants responded using Likert Scales from 1-5 and 1-7, respectively. 19 Written feedback was obtained. Oral interview questions were administered after the interface use if the test leader or observer noticed that the participant had completed a task incorrectly, nearly made an error, or showed use di culties. ...
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Chapter
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