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Usability Engineering

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... His role was to guide and guide the contents that this new engineering should study. In short, it is facilitating the use of personal computers for millions of potential end users, throughout the planet, through five cardinal principles of usability: Ease to learn, efficient to use, few errors, easy to remember, and subjectively pleasing (Nielsen, 1993). ...
... The content of those first works highlighted the importance of obtaining benefits in the software industry, through usability engineering (Nielsen, 1990;Nielsen, 1993). Implicitly, use was made of pre-existing techniques and methodologies used in some of the disciplines that made up social communication in the 1980s and 1990s on the American continent, such as sociology, statistics, psychology, communication theory, cultural systems, linguistics, semiotics, logic programming, and so on. ...
... In addition, it overcomes the current interpretation error, which is made of the "subjectively pleasant" notion, in the use of new technologies. This concept comes from one of the five basic principles of usability engi- neering (Nielsen, 1993). This interpretation error entails the erroneous use of endless new terms, such as empathy, emotion, playability, serious games, etc. ...
Chapter
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In this chapter, the notion of "context" is analyzed and included as a new category when designing interactive systems that are efficiently communicative with the latest generation of technology, that is to say, the distance and interrelation of the designer with the real world, particularly from the sociological and computer point of view, with a special emphasis on the development of content for education in emergency situations. In it, the notion of communicability is updated, and the main successes and failures are presented, given the use of new concepts belonging to the field of new technologies, the communi-cability and design for the quantic-nanotechnological-self-sufficient era. The main errors in the one-to-one relationship between meaning and signifier of these new concepts in the field of human-computer interaction and all its derivations, from the 21st century, are also disclosed. Finally, the social factors of humanistic computing that harm the heuristic and neutral evaluation of the new millenn
... Adicionalmente, um especialista em UX foi consultado para indicar trabalhos relevantes. Os trabalhos selecionados foram: [Nielsen 1994;Cunha 2002;Lidwell et al. 2003;Jensen e Potts 2004;Nielsen 2005;Krug 2006;Rodrigues 2016;Lemes 2018;Ferraz 2020]. ...
... Na exibição de TUD&PPD, é necessário que essas informações estejam em destaque e sejam fáceis de encontrar. Algumas recomendações são: apresentar títulos claros e objetivos, destacar links e botões e manter páginas organizadas, com textos curtos e boa aparência [Nielsen 1994;Krug 2006;Rodrigues 2016]. ...
... Deve-se mostrar ao usuário a possibilidade de não fornecer consentimento e/ou a possibilidade de decidir individualmente quais dados ele gostaria de compartilhar. Devido à falta de tempo para realizar uma leitura completa dos TUD&PPD, alguns autores recomendam permitir: (i) rastrear a página, que consiste em buscar por palavras-chave sem ler todo o conteúdo, e (ii) procurar a solução mais rápida, que consiste em clicar diretamente nos links ao invés de estudar o conteúdo da página [Nielsen 1994;Lidwell et al. 2003 Na Acessibilidade, é fundamental tornar a leitura fácil e acessível para que todos os usuários, independentemente de quaisquer fatores, consigam compreender as atividades referentes ao uso e tratamento de seus dados pessoais e as medidas que a empresa toma para garantir a proteção dos direitos dos indivíduos. Redigir o texto em linguagem mais próxima do usuário, investir em imagens/ícones e outros materiais para apoiar a informação textual, adicionar textos alternativos em imagens, fazer com que o tipo, o espaçamento e o tamanho da fonte sejam adequados para a leitura, promover um bom contraste entre o texto e o fundo da página, se atentar às cores utilizadas e facilitar a navegação por teclado são algumas das estratégias para se construir uma Internet mais acessível [Lidwell et al. 2003;Jensen e Potts 2004;Nielsen 2005; Lemes 2018; Ferraz 2020], podendo ser aplicadas aos TUD&PPD. ...
Conference Paper
Este trabalho visa contribuir na construção de páginas web de exibição de termos de uso de dados (TUD) e políticas de privacidade de dados (PPD), visando a favorecer o design centrado no usuário e a adequação à Lei Geral de Proteção de Dados a LGPD. A pesquisa apresenta um modelo web que implementa critérios de experiência do usuário (UX) e oferece apoio a programadores, facilitando a apresentação de informações sobre PPD&TUD aos detentores de dados de forma objetiva, compreensível, simples, transparente, clara e acessível. O modelo foi validado por 41 estudantes voluntários de um curso superior em Computação. Os resultados mostraram que, segundo os participantes, o uso do modelo permitiu uma redução do tempo de leitura e melhoria na compreensão dos termos e políticas.
... The effective use of a mobile application depends on building an appropriate project and meeting user expectations, since poorly designed software can lead to dissatisfaction, increased error rates and decreased safety and quality of patient care services [14]. ...
... In order to promote better usability of the App-Autismo, the basic principles followed during the development of the software were considered: minimum user effort; more recognition of functions than demands on the user's memory; minimum frustration during handling; increased use based on work patterns and habits; tolerance for differences between the people who will use the system; changes in the possible environments in which the system will be used; presence of communication interfaces for notifying problems; maximum support for these tasks by the system [14]. ...
... Among the expert-based inspection methods, the heuristic evaluation method is an evaluation methodology that can recognize up to 80% of system usability problems in a practical, fast and economical way [14,23]. ...
Article
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Citation: Garcia, C.P.M.; Mendonça, A.G.; Fagundes, A.d.C.A.R.; Santos, A.C.d.M.; Pereira, F.J.R.; Valdevino, S.C.; de Góis, R.M.O.; Lins, R.B.E.; Freire, R.P.; de Sousa, M.M.; et al. Abstract: Background: This study aims to validate the content and evaluate the usability of the Autism App for screening children with autism spectrum disorder. Methods: This methodological study was conducted between August 2023 and March 2024. The study included 15 experts for content validation and nine for usability evaluation, all of whom had experience in the health/technology field. Content validation data were analyzed using the Content Validity Ratio (CVR), and usability was assessed through heuristics using the MATcH-MED instrument. Results: The content validation showed satisfactory CVR values, ensuring the validity of the developed application, with suggestions for revisions regarding aims and structure. The usability evaluation yielded an overall average score of 50.9 points, classified as a high level of usability. Conclusion: The results demonstrated that the App-Autismo has adequate evidence of content validity and usability. By incorporating the experts' suggestions, this tool can be tested in future research for its effectiveness and efficiency.
... There are different ways to systematically identify usability issues. Conventional usability evaluation methods include usability testing in labs with users as well as theoretical analyses with experts [8], [9]. Once usability issues are identified, developers can address them and offer a refined app to their users [10]. ...
... 1) Usability Testing: According to Nielsen Principles of Usability Testing, participants should represent actual users [8]. The selected apps are widely recognised: Quiz apps are popular and To-Do apps often come pre-installed on devices [26], [27]. ...
... We stressed that the focus of the study was on the apps and their usability, ensuring that participants did not feel they were being tested. Third, we gave participants the following list of usual tasks to perform [8]: For the Quiz App: Remove all tasks) Fourth, participants performed the tasks using think-aloud while we observed and took notes. This setup aimed to foster a comfortable environment that resembled typical usage scenarios for the participants. ...
Preprint
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Ensuring usability is crucial for the success of mobile apps. Usability issues can compromise user experience and negatively impact the perceived app quality. This paper presents UX-LLM, a novel tool powered by a Large Vision-Language Model that predicts usability issues in iOS apps. To evaluate the performance of UX-LLM we predicted usability issues in two open-source apps of a medium complexity and asked usability experts to assess the predictions. We also performed traditional usability testing and expert review for both apps and compared the results to those of UX-LLM. UX-LLM demonstrated precision ranging from 0.61 and 0.66 and recall between 0.35 and 0.38, indicating its ability to identify valid usability issues, yet failing to capture the majority of issues. Finally, we conducted a focus group with an app development team of a capstone project developing a transit app for visually impaired persons. The focus group expressed positive perceptions of UX-LLM as it identified unknown usability issues in their app. However, they also raised concerns about its integration into the development workflow, suggesting potential improvements. Our results show that UX-LLM cannot fully replace traditional usability evaluation methods but serves as a valuable supplement particularly for small teams with limited resources, to identify issues in less common user paths, due to its ability to inspect the source code.
... Fifth, Satisfactory: the system should be pleasant to use (Nielsen, 1994). ...
... Our work provides various types of web interface for users and the usability of our web interface results in the effectiveness of our system. We included usability early in the design/development process and included users in the design process to improve the usability attributes described in (Nielsen, 1994). We also allowed usability and users' needs to drive our design and test our system frequently throughout the design process. ...
Chapter
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A common challenge faced by schools is ineffective management of large amountsof information that are encountered in daily operations. Access to these dataandinformation requires various privileges and restrictions to cater for the varioususercategories. The conventional way managing information in many Nigerianschoolsas practiced is through the use of paper-based approach which is costly, error-prone and ineffective. Existing solutions to this problem, where they exist, areadhoc or not comprehensive. This research develops an online education informationmanagement system (OnEIMS) capable of managing large bodies of informationeffectively for Nigerian schools. Evaluation feedback of OnEIMS receivedfromschools where it was deployed showed that OnEIMS met its design objectives.
... A preliminary evaluation was conducted to assess the functional features of the dashboard, its compliance with Nielsen's heuristic evaluation [19], and user feedback. This evaluation included gathering insights from professional fact-checkers, testing the function, and following Nielsen's heuristics. ...
... To analyse VeriDash in a more uniform manner, a heuristic evaluation with the goal of generic usability testing -Nielsen's heuristic evaluation [19] -is used. We are using the general principles of Nielsen heuristics to define the product's usability. ...
Preprint
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This paper presents VeriDash, an open source dashboard that integrates AI-based technologies to streamline the multimedia verification process for fact-checkers. VeriDash offers advanced features such as automated transcription, geolocation, and an intuitive interface that supports a human-driven fact-checking process while ensuring ease of use. By incorporating a human-in-the-loop approach, VeriDash balances technological efficiency with human expertise, promoting trusted and responsible AI technology to support and enhance the fact-checking process.
... AI VAs leverage sophisticated algorithms to identify preferences and needs, such as creating exclusive playlists [53] and offering health-related information to meet the health needs of older adults [11], which enhances product ease of use. PVUI refers to the extent to which AI VAs' voice user interface can be customized based on older users' implicit or explicit requests [54,55], such as adjusting voice size, tone type, and other interface elements, which directly impacts users' perceived ease of use [56][57][58]. Thus, we hypothesize that: ...
... PRD2 The recommendation by the AI VAs is better than the recommendations I get from other places PRD3 I feel that the quality of recommendation by the AI VAs is what I want PRD4 My overall evaluation of the AI VAs' recommendations is very high Personalized voice user interface PVUI1 The font style of voice user interface can be changed[57] PVUI2 The color and style of voice user interface can be changed PVUI3 The text size of voice user interface can be enlarged PVUI4 The size of voice user interface elements can be enlarged ...
Article
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With the aging of the population, technology has emerged as a promising avenue to tackle the challenges faced by older adults. Artificially Intelligent (AI) voice assistants (VAs) have been widely recognized as a potential solution to meet the needs of the elderly population, as demonstrated in various related projects. The hands-free interface and increasingly personalized capabilities of technology can offer a wide range of benefits for older adults. To ensure the long-term and stable value of AI VAs in older adults, it is necessary to evaluate their continued-use intention. Based on the S-O-R framework, technology acceptance model and attachment theory, we construct a model to explore the relationship between different personalized features of AI VAs, emotional attachment, perceived ease of use, perceived usefulness, and continued-use intention among older adults, and to analyse whether technology anxiety plays a moderating role between emotional attachment and continued-use intention. The results confirm that the personalized response and recommendation of AI VAs have a significant impact on perceived ease of use, while personalized voice interfaces do not. In addition, emotional attachment not only improves older users’ perceptions of the ease of use and usefulness, but also positively influences continued-use intention together with both of them. The presence of technology anxiety, on the other hand, did not have an impact on the relationship between emotional attachment and continued-use intention.
... Usability testing adalah pengujian yang mempertimbangkan kemudahan dipelajari, efisiensi, dan kemampuan mengingat alur interaksi, dengan tujuan meminimalkan kesalahan atau kesulitan pengguna [12]. Metode kuantitatif untuk menguji usability halaman website menggunakan kuesioner adalah metode NAU yang terdiri dari 5 kategori aspek kegunaan [13] ...
... 13. Hasil perhitungan jawaban responden (Tingkat Kepentingan) ...
Article
Pembangkit listrik tenaga surya (PLTS) hybrid yang menggabungkan energi surya dengan sumber daya lain seperti baterai atau grid listrik konvensional menjadi pilihan yang relevan untuk memastikan ketersediaan energi yang dapat diandalkan, stabil, dan berkelanjutan. Kinerja photovoltaic management platform yang mengelola proses produksi, distribusi, dan konsumsi energi surya, menjadi kritis dalam menghadapi kompleksitas sistem ini. Penelitian ini bertujuan untuk mengeksplorasi kinerja photovoltaic management platform dalam konteks penerapan PLTS hybrid berbasis internet of things (IoT). Metode analisis data melibatkan pengukuran kualitas pengiriman data (quality of service/QoS) menggunakan standar ITU-T G.1010 pada sistem IoT pemantauan PLTS, serta pengujian Nielsen Attributes of Usability (NAU) pada penggunaan platform manajemen photovoltaic Solarman Smart. Hasil utama penelitian menunjukkan bahwa sistem PLTS yang diuji berkinerja optimal, dengan kualitas layanan jaringan yang tinggi. Platform manajemen PLTS menunjukkan tingkat kinerja usability yang baik, dengan keunggulan usability seperti pemahaman sistem, efisiensi, kemudahan diingat, tingkat error, dan kepuasan pengguna dalam memanfaatkan PV plant Management Platform. Hasil ini memberikan kontribusi positif terhadap kualitas, keandalan, serta kepuasan pemantauan kinerja PLTS secara keseluruhan. Terdapat hubungan yang berbanding lurus antara kualitas jaringan, tingkat kinerja, dan kepentingan usability.
... The AIS incorporates an intuitive interface that simplifies payroll management, reducing errors caused by manual inputs. Employees can access their pay slips without navigating complex menus, reflecting a focus on usability (Nielsen, 1994). https://equatorscience.com/index.php/jabter 2. Accessibility The cloud-based system ensures accessibility for employees and managers across all branches, enabling real-time data synchronization. ...
Article
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The research aims are to evaluate and develop a payroll accounting information system for the Cooperative Agro Niaga Indonesia Syariah Malang, East Java, which functions as the research object. The analytical approach employs the Business Process Management (BPM) framework, while the system design process employs the ADDIE model. The researcher selected the BPM framework to evaluate the integration of information technology in the accounting information system process more thoroughly. Research is done in five stages. The problem analysis step comes first. At this stage, the information on company issues taken through interviews, documentation, and observational data collection. The second stage involves designing the system using the Business Process Management Notation (BPMN) model and matrix. The third step involves developing a web-based employee payroll accounting information system. The company develops this system to improve the quality of its commercial operations. The implementation stage, which includes evaluation, comes last. This study distinguishes itself by integrating the BPMN framework and ADDIE model to address the complex requirements of payroll accounting systems in a sharia-based cooperative context. Unlike prior studies, this research offers a dual-methodological approach that combines detailed business process visualization with iterative system refinement, ensuring a higher degree of standardization, automation, and user-friendliness. The application in Cooperative Agro Niaga Indonesia Syariah Malang represents a novel contribution by tailoring IT solutions to the unique needs of a rapidly growing sharia financial institution, demonstrating scalability and adaptability for similar organizations.
... Na era da experiência do usuário, obter melhores resultados exige destacar as principais características que seu software precisa atender, conforme as necessidades dos usuários [Norman 2013]. Além disso,é fundamental mensurar e avaliar em que nível o software se encontra em relaçãoà experiência esperada, permitindo identificar oportunidades de melhoria e alinhar a interfaceàs expectativas dos usuários [Nielsen 1993, Krug 2014]. Medir a usabilidade e a satisfação são passos cruciais nesse processo de otimização contínua. ...
Conference Paper
Este artigo apresenta o progresso da pesquisa de mestrado que visa desenvolver um catálogo de métricas de experiência do usuário. O catálogo incluirá métricas projetadas para avaliar a experiência do usuário em sistemas interativos, com foco especial em aplicações web. O vídeo complementar, que detalha os principais aspectos abordados neste artigo, está disponível para acesso através do seguinte link: https://youtu.be/VDx3_SpUOHw.
... There are various definitions for usability. For example, the definition is stated by Nielsen [14] and includes five attributes, i.e., efficiency, learnability, memorability, errors/safety, and satisfaction. International standards such as ISO (International Organization for Standardization) have also defined usability as: "the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use" [15]. ...
Article
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Introduction Usability plays a critical role in the design of mHealth applications. A well-designed app enhances user experience and contributes to better healthcare outcomes. However, it remains unclear which usability criteria are often neglected, leading to issues in the actual use of these applications. This study aimed to identify and categorize the usability issues of mHealth applications, mapping them to Nielsen’s usability principles to determine the most critical criteria. Methods The PRISMA guidelines were followed to report the results. Different databases (PubMed, Scopus, WoS) were searched for systematic reviews and/or meta-analyses about usability evaluation in mHealth applications. Two reviewers independently applied predefined selection criteria, extracted data, and assessed methodological quality using the AMSTAR tool. Results Eight studies met the inclusion criteria. The most common method used in studies to evaluate the usability of mHealth applications was the questionnaire. Researchers identified 79 usability issues from the studies. Eleven of the issues were related to the Aesthetic and minimalist design category. The category of Flexibility and efficiency of use was next (n = 10). Conclusion This study identified the usability issues that individuals face when using mHealth applications. By mapping these issues to evaluation criteria, developers can systematically address and prevent them. Attention to these issues will lead to better design and more effective use of mHealth applications.
... Dalam hasil best practice aspek usability ini, kemudian masing-masing aspek dikategorikan ke dalam dimensi usability menurut Nielsen (1993), yaitu learnability, memorability, effeciency, few of errors, dan satisfaction. Kemudian dihasilkan bahwa dari aspek usability yang terpilih tersebut. ...
Article
Keberadaan E-Commerce menuntut pergeseran paradigma secara fundamental, dari yang semula market place yang menekankan interaksi secara fisik antara penjual dan pembeli menjadi market space yang mengandalkan transaksi elektronik. Lembaga riset ICD juga memperkirakan bahwa potensi E-Commerce di Indonesia akan tumbuh 42% pada tahun 2012-2015, dan merupakan salah satu negara dengan pertumbuhan E-Commerce terbesar untuk wilayah Asia-Pasific. Banyak perusahaan besar yang telah menerapkan E-Commerce dalam transaksinya seperti pada perusahaan fashion Zalora, Berrybenka, dan Hijup. Pada perusahaan besar yang menerapkan E-Commerce tersebut, telah mampu menarik konsumen dengan kemudahannya dalam melakukan pembelian secara online dan kemudahan transaksinya, sehingga akan menumbuhkan kepercayaan terhadap konsumen. Pada penelitian ini akan membahas bagaimana E-Commerce yang telah diterapkan pada perusahaan besar di atas dapat diterapkan pada UKM, sehingga dapat mendukung usaha tersebut bersaing untuk memperluas pangsa pasar di dalam negeri dan di luar negeri. Salah satu rekomendasi cara untuk membangun E-Commerce yaitu dengan melakukan benchmark terhadap perusahaan E-Commerce lainnya. Dengan demikian, pada penelitian ini menggunakan metode benchamarking untuk mendapatkan hasil rancangan terbaik dari ketiga E-Commerce perusahaan besar tersebut. Hasil yang didapatkan adalah analisis best practice proses pembelian online dan rancangan website dengan memperhatikan usability serta dilakukan penyesuaian jika diterapkan pada UKM yang bergerak di bidang fashion. Kata kunci: Benchmarking, E-Commerce, UKM, Usability
... In Malaysia, Hussain, Mkpojiogu, and Kamal (2016) emphasized the importance of intuitive design and cultural relevance, noting that Malaysian users prefer apps that are easy to navigate and visually appealing, similar to global trends (Nielsen, 1993). However, specific preferences for OTA mobile app designs in Malaysia need more research. ...
Thesis
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Mobile apps have revolutionised the way people travel, especially via Online Travel Agency (OTA) platforms, in today's rapidly evolving digital era. These apps, including popular ones like Booking.com, Agoda, and Traveloka, became essential tools for travelers, offering services from flight bookings to hotel reservations with just a few taps. In Malaysia, a country known for its rich cultural diversity and vibrant tourism industry, OTA mobile apps saw widespread adoption. However, the factors that influenced their usage among Malaysian travelers were complex and multifaceted. This study investigated the various elements that shaped the use of OTA mobile apps in Malaysia, aiming to uncover the key drivers and barriers that affected user behavior. By exploring the technological, cultural, economic, and social factors at play, this research provided valuable insights into how these apps were perceived and utilized by different segments of the population. Using a quantitative approach, data were collected from 216 respondents through an online questionnaire. The analysis highlighted several critical factors, including user preferences, information accuracy, interface design, and connectivity issues, which all played a role in shaping the overall user experience. Additionally, cultural considerations significantly influenced expectations and satisfaction levels. The findings of this study offered practical recommendations for OTA providers, suggesting ways to enhance app functionality and tailor marketing strategies to better meet the needs of Malaysian travelers. By addressing the identified challenges and leveraging the insights gained, industry stakeholders could optimize their services to foster greater user satisfaction and loyalty, ultimately this will lead to a surge of the sustainability and development of the tourism sector in Malaysia. 2
... Usability is defined by Nielsen (1993) as a mix of qualities such as learnability, efficiency, memorability, mistake prevention, and user satisfaction. Consumers are more likely to engage with an online platform that is simple, user-friendly, and efficient, and to explore items or services and make purchases. ...
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This study explores the impact of social media engagement on online consumer behavior as well as the factors influencing online shopping adoption among Yemeni consumers. The research includes two main studies: an exploratory phase for scale development and a quantitative analysis phase. The study employs robust statistical techniques, including EFA, CFA, and SEM to validate measurement scales and analyze relationships. The study, conducted with a sample size of 395 social media users in Yemen during May- October 2022, adopted three different scales for the Arabic language and the results showed that the social media engagement scale is a unidimensional concept, while the online consumer behavior scale is a multidimensional concept, consisting of three distinct factors: awareness, social cognition, and online business perception. The extended unified theory of acceptance and use of technology scale was found to be a valid measure of the three key factors that predict adoption: price value, usability, and adoption intention. Key findings include demographic variables like gender, age, and education have limited impact on online shopping behavior. Social media engagement sets the foundation by influencing social cognition, which, in turn, enhances awareness of online shopping. This awareness then affects online business perception and perceived usability, leading to an impact on the perceived price value of online shopping. Finally, the perceived price value plays a crucial role in shaping the intention to adopt online shopping. The study highlights the trail of online shopping as a moderating factor as it weakens the direct impact of social media engagement, social cognition, awareness, and usability while strengthening the influence of online business perception. The findings underscore the importance of considering indirect effects and mediating pathways in understanding the relationships among variables in the model. This holistic perspective is essential for a comprehensive understanding of the dynamics and interplay within the model, providing valuable insights for researchers and practitioners in the context of online shopping behavior.
... Ao questionar os usuários, acerca da satisfação na navegação entre as telas do protótipo, 85,7% afirmaram que ficaram satisfeitos, enquanto 14,3% pontuaram como aceitável. Vale destacar que, embora o protótipo tenha sido elaborado considerando a estética e o design minimalista, proposto por Nielsen (1994), há necessidade de implementar melhorias no protótipo. ...
Conference Paper
A evasão nos cursos de Computação é um problema significativo no Brasil, inclusive no Instituto Federal de Mato Grosso, onde a evasão média é de 23,38%, chegando a 30,93% no Campus de Rondonópolis em 2022. O objetivo deste estudo foi desenvolver um aplicativo pedagógico móvel que proporcionasse aos alunos uma nova opção de aprendizagem do conteúdo da disciplina de algoritmos e lógica de programação. A pesquisa foi conduzida por meio de uma abordagem exploratória, bibliográfica e aplicada. Foi realizada uma sessão de brainstorming para elicitação de requisitos, seguida da técnica Brain Draw. Utilizando a ferramenta Figma, foi possível construir um protótipo de alta fidelidade e posteriormente realizar testes de usabilidade com usuários. Os resultados obtidos corroboram a viabilidade positiva da posterior implementação do artefato.
... Adapté de Barcenilla et Bastien (2009) Ce modèle comporte trois composantes qui déterminent l'expérience utilisateur et ses conséquences. Les qualités instrumentales font référence aux perceptions en lien avec l'utilité et la facilité d'apprentissage, en s'inspirant notamment de travaux passés sur l'utilisabilité (Kirakowski, 1996;Nielsen, 1994). Les qualités non instrumentales, qui présentent un intérêt particulier dans le cadre de ce projet, réfèrent aux aspects qui dépassent l'utilité, mais ont un impact sur l'expérience d'un individu, soit les aspects esthétiques (visuels, auditifs et haptiques), les aspects symboliques, qui interagissent avec les valeurs de l'utilisateur, ainsi que les aspects motivationnels, en lien avec la motivation et l'engagement qui seront décrits plus loin. ...
... Responden adalah pengguna baru dari aplikasi pembelajaran bahasa Sumba Timur. Kuesioner disusun berdasarkan aspek usability menurut (Nielsen, 1993) Dari hasil dari Usability Testing yang dilakukan kepada pengguna, diperoleh learnability 92% yang berarti bahwa aplikasi pembelajaran bahasa Sumba Timur mudah dipelajari. Nilai memorability 89%berarti bahwa fitur-fitur dan alur belajar yang ada di Aplikasi pembelajaran bahasa Sumba Timur mudah diingat. ...
Article
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Sebagai salah satu warisan adiluhung budaya bangsa, maka bahasa daerah perlu dilestarikan keberadaannya di tengah arus globalisasi yang semakin kuat. Namun, banyak bahasa daerah di Indonesia, termasuk Bahasa Sumba Timur, mengalami penurunan jumlah penutur seiring dengan perkembangan zaman. Penelitian ini bertujuan untuk merancang dan membangun aplikasi mobile yang dapat digunakan sebagai media pembelajaran Bahasa Sumba Timur. Aplikasi ini dirancang dengan fitur-fitur interaktif seperti latihan kosa kata, pelafalan, dan kuis, yang diharapkan dapat menarik minat generasi muda dalam mempelajari dan menggunakan Bahasa Sumba Timur. Penelitian ini menerapkan metode Prototype, metode Prototype sendiri merupakan metode yang digunakan untuk pengembangan software. Sistem dari metode ini memungkinkan interaksi antara developer dan user yang bertujuan untuk menghindari ketidakserasian dan kesalah pahaman dalam membangun software. Hasil pengujian menunjukkan bahwa aplikasi ini dapat berfungsi dengan baik dan mendapat respon positif dari pengguna awal, terutama dalam hal antarmuka yang mudah digunakan dan materi yang disajikan. Aplikasi ini diharapkan dapat menjadi salah satu upaya efektif dalam melestarikan Bahasa Sumba Timur, serta meningkatkan kesadaran akan pentingnya melindungi dan melestarikan warisan budaya bangsa.
... São dez as heurísticas propostas por Nielsen (1994 A terceira heurística recomenda que o usuário controle o sistema, ao poder, a qualquer momento, abortar uma tarefa ou desfazer uma operação, retornando ao estado anterior. ...
Conference Paper
A criação de materiais didáticos é uma atividade bastante relevante no contexto da Educação a Distância (EaD). Além de facilitarem o processo de ensino e aprendizagem dos estudantes dos cursos de EaD, os materiais didáticos também servem como um “cartão de visitas” da instituição de ensino na qual foram desenvolvidos, já que são construídos segundo os seus princípios. O trabalho apresentado consiste na elaboração de um protótipo que servirá de material didático para o curso de Informática para Internet. Mais precisamente, ele tem por objetivo apresentar uma proposta de método para a construção de protótipos de sistemas em ambiente Web, com base em sistemas existentes em outras tecnologias, a fim de construir recursos educacionais digitais para o Curso Técnico de Informática para Internet (curso esse que será ofertado pelo Instituto Federal de Santa Catarina). A construção do protótipo seguiu as dez heurísticas propostas por Jakob Nielsen no âmbito do Design de Interfaces. Como resultado, temos que a aplicação das heurísticas de Nielsen proporcionou a construção de um protótipo adequado para a finalidade a que se destina: ser um protótipo norteador da aprendizagem de programação do curso técnico a distância de Informática para Internet do IFSC.
... rpereira@inf.ufpr.br16.1. Avaliando Sistemas Computacionais Interativos ColaborativamenteConforme definição apresentada porNielsen (1994) em seu livro clássico sobre Engenharia de Usabilidade, Thinking Aloud é um teste de pensar em voz alta. Basicamente, você pede aos participantes que usem o sistema enquanto pensam em voz alta, verbalizando seus pensamentos no decorrer de sua interação. ...
Book
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O livro “Práticas de IHC em Sala de Aula” apresenta os resultados do Workshop sobre Educação em Interação Humano-Computador (WEIHC), realizado em 2023, durante o Simpósio Brasileiro sobre Fatores Humanos em Sistemas Computacionais. Ele foi construído a muitas mãos, no intuito e na necessidade de se compartilhar experiências práticas relacionadas ao nosso dia a dia em sala de aula, em disciplinas relacionadas às áreas de Interação Humano-Computador e Experiência do Usuário. O livro apresenta 18 práticas (entre consolidadas e em consolidação), tratando de tópicos específicos de IHC discutidos em nossas disciplinas, como avaliação, card sorting, padrões obscuros, personas, processo de design e transparência de dados, dentre outros, além de práticas para revisão de conteúdos e avaliação do conhecimento construído pelos alunos, por exemplo. Acreditamos que as práticas apresentadas podem ser muito úteis a toda comunidade de IHC principalmente para uso em ambiente de ensino, mas, muitas delas, também, podem ser facilmente transpostas para dinâmicas em empresas.
... Categories of usability-related data are described in Table 2, and compiled based on the literature including the International Organization for Standardization (ISO) 9241-210:2019 standard [23] and Nielsen's [30] usability attributes, as well as the studies identified in this review; that is, data not clearly fitting into an existing category were extracted and categorized post hoc. We acknowledge that there are various models for capturing data describing usability and related topics [31]; however, there is no single standard that has been widely adopted. ...
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Background Increasing adoption of sensor-based digital health technologies (sDHTs) in recent years has cast light on the many challenges in implementing these tools into clinical trials and patient care at scale across diverse patient populations; however, the methodological approaches taken toward sDHT usability evaluation have varied markedly. Objective This review aims to explore the current landscape of studies reporting data related to sDHT human factors, human-centered design, and usability, to inform our concurrent work on developing an evaluation framework for sDHT usability. Methods We conducted a scoping review of studies published between 2013 and 2023 and indexed in PubMed, in which data related to sDHT human factors, human-centered design, and usability were reported. Following a systematic screening process, we extracted the study design, participant sample, the sDHT or sDHTs used, the methods of data capture, and the types of usability-related data captured. Results Our literature search returned 442 papers, of which 85 papers were found to be eligible and 83 papers were available for data extraction and not under embargo. In total, 164 sDHTs were evaluated; 141 (86%) sDHTs were wearable tools while the remaining 23 (14%) sDHTs were ambient tools. The majority of studies (55/83, 66%) reported summative evaluations of final-design sDHTs. Almost all studies (82/83, 99%) captured data from targeted end users, but only 18 (22%) out of 83 studies captured data from additional users such as care partners or clinicians. User satisfaction and ease of use were evaluated for 83% (136/164) and 91% (150/164) of sDHTs, respectively; however, learnability, efficiency, and memorability were reported for only 11 (7%), 4 (2%), and 2 (1%) out of 164 sDHTs, respectively. A total of 14 (9%) out of 164 sDHTs were evaluated according to the extent to which users were able to understand the clinical data or other information presented to them (understandability) or the actions or tasks they should complete in response (actionability). Notable gaps in reporting included the absence of a sample size rationale (reported for 21/83, 25% of all studies and 17/55, 31% of summative studies) and incomplete sociodemographic descriptive data (complete age, sex/gender, and race/ethnicity reported for 14/83, 17% of studies). Conclusions Based on our findings, we suggest four actionable recommendations for future studies that will help to advance the implementation of sDHTs: (1) consider an in-depth assessment of technology usability beyond user satisfaction and ease of use, (2) expand recruitment to include important user groups such as clinicians and care partners, (3) report the rationale for key study design considerations including the sample size, and (4) provide rich descriptive statistics regarding the study sample to allow a complete understanding of generalizability to other patient populations and contexts of use.
... For this research, a user-centered approach will be used in order to obtain the necessary requirements for the development of the solution. As [14] indicates, this approach focuses on the development of software according to the needs and desires of the end users, who in this case are people with visual disabilities. In this sense, we follow four stages: ...
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Requirements analysis is crucial in software system development. With the growth of Artificial Intelligence (AI)-based solutions, this analysis has gained greater importance to create more robust and accessibility-focused solutions. This study defines the software requirements for designing a virtual assistant that utilizes Natural Language Processing (NLP) to facilitate navigation through voice commands for visually impaired people on the EMINUS educational platform, belonging to the Universidad Veracruzana. The necessary requirements are detailed using Google Cloud Text-to-Speech API, neural networks with Bayesian classification algorithms, Rest API services through Node.js, JavaScript, and HTML5 for creating a plugin in Google Chrome.
... The concurrent think aloud method is a common procedure in the field of digital healthcare for testing technologies with regard to usability, content and accuracy of fit. 29 Users are asked to verbalise their thoughts while getting acquainted with the application for the first time. 28 In addition, the participants receive a catalogue of tasks that are based on typical activities during initial use (eg, using the menu, moving through the various parts of the DiGA, open and view content). ...
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Introduction The prevalence of mental health problems is increasing worldwide, particularly in the vulnerable group of older people. The limited availability of therapists, long wait periods and increasing shortage of healthcare resources limit adequate care. As a result, digital applications are becoming more commonplace as an alternative to human therapists. However, these tend to be used by younger people with higher education, digital health literacy and experience. In Germany, applications that are approved by the health authorities, so-called digital health applications (DiGAs), can be prescribed by physicians and psychotherapists. It remains unclear to the extent older people are experienced with, are willing and can use a DiGA. Therefore, this research aims to identify specific challenges of older people’s accessibility, user experience and engagement with DiGA for depressive disorders. The DiGA4Aged project consists of: (1) a pilot study on usability, (2) a screening study on potential participants for a randomised controlled trial (RCT) evaluating the digital experience of the target population and (3) an RCT to test the effectiveness of a digital nurse as individualised user support in the intervention group. This paper focuses on the pilot study and the screening study. Methods and analysis The instrumental components in preparing for the RCT are a mixed-method pilot and observational quantitative screening study, which are described in this manuscript. The pilot study includes questionnaires (covering sociodemographic data, user experience, health literacy, electronic health literacy, media affinity, severity of depression and perceived usability of DiGA), a concurrent think aloud method and a semistructured interview to evaluate two applications with regard to their usability for, acceptance by and needs of older people. The observational screening study collects data of older patients consecutively admitted to an acute care geriatric hospital ward using various questionnaires to identify which clinical and medical factors are associated with the access to, experience with and (non-)use of digital media. Data from the comprehensive geriatric assessment is collected as well as data on their digital media experience and digital health literacy. Ethics and dissemination The overall project DiGA4Aged received ethical approval on 17 November 2023 from the ethics committee of the Medical Faculty of Ruhr-University Bochum (registration number 23-7901). Results will be disseminated within the scientific community via publication in peer-reviewed journals as well as presentation at national conferences. The findings from the pilot study and the observational screening study will determine the selection of the DiGA and the recruitment strategy for the subsequent RCT. Trial registration numbers The pilot study has been prospectively registered in the German Clinical Trials Register (DRKS00033640, registered on 18 March 2024, available from https://drks.de/search/de/trial/DRKS00033640 ). Likewise, the observational screening study has been prospectively registered in the German Clinical Trials Register (DRKS00032931, registered on 29 November 2023, available from https://drks.de/search/de/trial/DRKS00032931 ).
... In terms of usability, MGG isolates the grasp candidate sampler 18 of 20 and simulation-based grasp validator. This makes the whole validation pipeline sub-optimal from the point of view of usability [32], as the user must collect, modify and export the data from the sampler in the docker to the validator, outside of the docker. Regarding our system, the communication via ROS2 services has proven to be useful in order to communicate the two processes, even if our sampler is embedded in a docker. ...
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Current industrial robotic manipulators have made evident their lack of flexibility. The systems must know beforehand the piece and it’s position. To address this issue, contemporary approaches typically employ learning-based techniques, which rely on extensive amounts of data. To obtain vast data, an often sought tool is an extensive grasp dataset. This work introduces our Physics-Based Self-Supervised Grasp Pose Detection (PBSS-GPD) pipeline for model-based grasping point detection, useful to generate grasp pose datasets. Given a gripper-object pair, it samples grasping pose candidates using a modified version of GPD (implementing inner-grasps, CAD support...) and quantifies their quality using the MuJoCo physics engine and a grasp quality metric that takes into account the pose of the object over time. The system is optimised to run on CPU in headless-parallelised mode, with the option of running in a graphical interface or headless and storing videos of the process. The system has been validated obtaining grasping poses for a subset of Egad! objects using the Franka Panda two-finger gripper, compared with state of the art grasp generation pipelines and tested in a real scenario. While our system achieves similar accuracy compared to a contemporary approach, 84% on the real world validation, it has proven to be effective at generating grasps with good centering 18 times faster than the compared system.
... 3) Frustrated: The response time is greater than the frustration threshold F. Users are considered frustrated with the performance of the application. In this work, we adopted 1 second as the tolerance threshold T , and 10 seconds as the frustration threshold F, aligning with policies proposed by Nielsen in [53]. After computing the number of Satisfied, Tolerated, and Frustrated requests during the execution of the performance test, the Apdex metric is computed as: ...
Article
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The REST (REpresentational State Transfer) paradigm has become essential for designing distributed applications that leverage the HTTP protocol, enabling efficient data exchange and the development of scalable architectures such as microservices. However, selecting an appropriate framework among the myriad available options, especially given the diversity of emerging execution environments, presents a significant challenge. Often, this decision neglects crucial factors such as performance and energy efficiency, favoring instead developer familiarity and popularity within the industry. To address this, we conducted a comprehensive benchmark study using a prototype REST API application provided by an industry partner, which was implemented multiple times using different REST API frameworks. We evaluated five different REST API frameworks across three popular programming languages, incorporating both traditional and emerging execution environments, resulting in twelve distinct configurations. Our results reveal significant differences in performance and computational resource consumption across different frameworks and execution environments, highlighting the necessity of making informed technology choices based on thorough analysis rather than convenience or familiarity. In addition to our findings, we offer other contributions to the field: an automated pipeline that benchmarks different configurations with various frameworks and execution environments, and a reference benchmark REST API that can be used in other studies. This research provides valuable insights and tools for developers and organizations aiming to select high-performance, resource-efficient technologies that promote environmental sustainability and reduce operational costs.
... The usability testing is a fundamental component of UI/UX design, involving the observation of users as they interact with a product to identify areas for design improvement (Nielsen, 1993). Traditional methods like eye-tracking provide valuable insights into user attention by recording eye movements and generating heatmaps that reveal patterns of focus (Duchowski, 2007). ...
Conference Paper
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The paper presents a comparative pilot analysis of an AI-based visual attention prediction system with the traditional eye-tracking method in the context of UI/UX design. The study assesses the accuracy and reliability of AI-generated attention heatmaps compared to empirical eye-tracking data. The results indicate that AI systems show a strong ability to approximate human attention, achieving ROC-AUC values between 0.75 and 0.84. The study highlights AI's potential in early-stage design iterations, offering a suitable alternative to time-consuming eye-tracking testing sessions, but recommends combining AI tools with traditional methods for critical design decisions.
... The UX/UI experience was positively received, with minimal requests for interface modifications. This aligns with Nielsen and Molich's usability standards [36], particularly in terms of learnability, efficiency and memorability. Patients felt more involved in therapy, and clinicians valued the tool's guideline adherence. ...
Article
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Background Schizophrenia treatment with antipsychotics often results in side effects that impact adherence and quality of life. Managing these effects remains challenging, as it requires balancing efficacy and tolerability. The Schizophrenia Technological Evaluation of Patient Side Effects (STEP‐SE) app aims to aid side effects monitoring and management through shared decision‐making (SDM). Aim This study aimed to evaluate the usability of the STEP‐SE app for patients and clinicians in managing antipsychotic side effects. Methods Sixteen stable outpatients and 14 psychiatrists participated in semi‐structured interviews after using the STEP‐SE app. Questions explored ease of use, information clarity, user needs fulfilment, patient–clinician collaboration, treatment adherence improvement, patient empowerment and clinical utility. Data were analysed thematically. Results Overall satisfaction with STEP‐SE was high. Both groups found that the tool improved patient involvement, provided reliable information to enhance therapeutic alliance, posed low risks of misunderstanding and had an intuitive interface. Patients felt more motivated and empowered. Clinicians appreciated guideline consistency. Preferences differed regarding data visualization formats. Discussion STEP‐SE shows potential for aiding SDM on antipsychotic side effects. Patients gained motivation, and clinicians felt reassured. Refinements around mobile access, graphics and features could augment utility. Generalizability is limited given the stable patient sample. Conclusion Preliminary findings suggest that STEP‐SE effectively engages patients, empowers them and supports clinicians in collaborative side effect management. Further testing with diverse user groups is warranted. Patient or Public Contribution The current study was designed to gather patient and public feedback for the development of our decision aid tool, STEP‐SE. Participants interacted with the tool's prototype in interactive sessions, providing insights and identifying technical issues. Their feedback was crucial for enhancing the tool, with each suggestion and bug report carefully considered for future iterations. The participants’ contributions were key in optimizing STEP‐SE's features and ensuring its relevance and reliability. We thank all who shared their time and perspectives, significantly shaping the tool's user‐centred design.
... A cornerstone of achieving the concept of universal access in the information society is, and remains, good usability. Usability ensures that technologies are intuitive, accessible, and effective for all users, including those with varying abilities and from diverse backgrounds [4]. However, usability is often still neglected, particularly in our AI-centered world, where products tend rather to focus on innovative features [5]. ...
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This study explores the usability of human-robot collaboration in the previously under-researched field of forestry and agroforestry. The robotic platforms used were Boston Dynamics Spot and the Agile X Bunker, the latter equipped with a movable arm. The research was conducted in an experimental robotic test park, simulating real-world scenarios relevant to forestry and agriculture. The focus of this study is on the use of these robots as collaborative robots (cobots). Usability, as a central characteristic in human-computer interaction, was evaluated using the well-established System Usability Scale (SUS). The results demonstrate the potential of these robotic systems to enhance productivity and safety, while also underscoring the importance of user-centered design in the development of collaborative tools. A key finding of this work is that successful integration of AI-driven technologies in sectors such as forestry and agriculture requires a focus on human-centered AI which includes good usability, and accessibility, emphasizing the importance of the concept of universal access.
Article
The purpose of this research is to develop a mobile magazine application (M-IKLIM) that provides content on climate change for middle school students within the scope of the TÜBİTAK (The Scientific and Technological Research Council of Turkey) 2209/A project, and to evaluate the usability of this application. The research was conducted using the Design-Based Research (DBR) method. The study group consists of middle school students. The Mobile Application Satisfaction Questionnaire (MASQ), developed by Namlı (2010), was used as the data collection tool. The obtained data were analyzed using descriptive statistics and correlation analyses. In the descriptive analyses, the mean and standard deviation values of each survey question were calculated. In the correlation analyses, the relationships among the survey data were examined. According to the research results, the M-IKLIM application was generally evaluated positively by the students. Students indicated that the application is user-friendly and suitable for its purpose. The survey results show that the application is generally understandable and not complex. Correlation analyses revealed that user-friendly interfaces and the safety of the application increase student satisfaction. However, it was determined that improvements need to be made in some areas. In future studies, it is recommended to analyze user feedback in more detail and continuously improve the application based on this feedback.
Conference Paper
Project Management (PM) is vital in software development and the availability of educational tools enhances the learning experience of best practices. This study focuses on developing a web-tool for PM education and employed a service-based software approach to develop a web-tool. We conducted a survey using the LimeSurvey platform to identify PMBOK® aspects to define technical requirements, gather user input for the tool’s new version, and formulate research questions to guide implementation. Survey results from 16 respondents revealed knowledge areas with insufficient PMBOK® coverage and areas needing non-functional improvements. The questionnaire design and administration adhered to best practices, offering valuable insights for tool development. This study emphasizes the significance of PM education and the need for effective tools. The developed web-tool aids students and professors in adhering to best practices and enhancing PM skills. Future research can focus on further enhancing the tool and evaluating its effectiveness in educational settings.
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Zusammenfassung Um die erfolgreiche Einführung eines Informationssystems zu gewährleisten, sollten Erfolgsfaktoren in Organisationen berücksichtigt werden. Dies gilt auch für automatisierte Führungssysteme, die als Informationssysteme im Personalbereich betrachtet werden können. Bei der automatisierten Führung übernehmen intelligente Agenten Führungsaufgaben, die bisher von Menschen ausgeführt wurden. Dies können zum Beispiel Führungsaufgaben wie die Aufgabenverteilung oder das Leistungsfeedback an Mitarbeiter sein. Der Einsatz von automatisierter Führung ist in Unternehmen der Gig-Economy wie MTurk weit verbreitet. In traditionellen Organisationen ist der Einsatz bisher weniger verbreitet. Durch die zunehmende Verlagerung der Arbeitsweise hin zum selbstständigen Arbeiten mit digitalen Medien im Homeoffice wird der Einsatz von automatisierten Führungssystemen in konventionellen Unternehmen prinzipiell möglich. Um zukünftig die erfolgreiche Implementierung dieser Technologie in konventionellen Unternehmen zu gewährleisten, untersucht dieser Beitrag die Erfolgsfaktoren der Implementierung der automatisierten Führung. Dazu wurden qualitative, halbstandardisierte Interviews mit 24 deutschen Führungskräften durchgeführt. Die Ergebnisse der Studie zeigen, dass die Akzeptanz der Nutzer eine zentrale Rolle spielt. Durch die praktische Anwendung der gewonnenen Erkenntnisse können Unternehmen ihre Transformation zur Automatisierung durch Führungssysteme erfolgreich gestalten.
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Engenharia de computação com foco em qualidade, produtividade e inovação tecnológica Publicado em 26 de novembro de 2024. Continuamente, o avanço do desenvolvimento da computação quântica, Nanociências e Nanobiotecnologia, são algumas das tendências da maximização da inovação e da Engenharia de Computação em amplo espectro, com impactos para tecnologia nanométrica dos dispositivos, desenvolvimento dos mecanismos de transformação de energia, aplicações computacionais militares e aeroespacial, sistemas embarcados e robótica, analise e desenvolvimento de softwares para aplicações nos negócios e diversos outros setores. Por efeito de diferentes lentes, no livro, são demonstradas várias fundamentações teórico-práticos nos resultados obtidos pelos vários autores e coautores na elaboração de cada capítulo. Além disso, a Atena Editora oferece a divulgação técnico-científica com excelência, essencial para garantir o destaque entre as melhores editoras. Fabrício Moraes de Almeida Dr. Professor do Departamento de Engenharia Elétrica - DEE/UFRO.
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Context Prioritizing usability in software development is vital to ensure a positive user experience and efficient performance. Failing to do so can result in negative consequences such as increased costs, damage to reputation, and loss of trust. Usability should be considered throughout the entire software development life cycle (SDLC), not just as an afterthought. Accordingly, adopting and integrating usability practices is crucial but can be complex. Thus, organizations must assess their readiness to start and improve usability initiatives. In this context, software organizations can benefit from using a usability readiness model to enhance integration and assist practitioners in systematically and structurally applying usability practices. Objective We propose a readiness model for usable software development (RMUSD). This model allows organizations to assess their readiness to create usable software, leading to improved user experience and better usability methods throughout the SDLC. Method To develop the RMUSD, we conducted a systematic mapping study that gathered 238 relevant studies in the usability engineering domain. From these studies, we synthesized 50 best usability practices that form the foundation of the RMUSD. We also drew inspiration from existing software engineering readiness and usability maturity models. Results The RMUSD is built at five levels, each with various aspects to consider, such as related usability practices, implications, organizational characteristics, and success factors for moving up to the next level. The model was evaluated through two real‐world case studies and eight experts. Conclusion The evaluation results reveal that the suggested RMUSD is practical in determining the organization's readiness to develop usable software.
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SCHOOLS ARE MADE SAFE TOGETHER! Normative acts and documents oblige schools to ensure they are safe spaces for learning and working. Media headlines related to school safety frequently highlight bullying, violence, school threats and accidents. Studies show schools need support to develop their safety culture. The aim and task of the Success in School Safety -project 2022–2024 has been to respond to this need by supporting schools in developing their safety and safety culture in a research-based manner. Twenty schools from different parts of Finland took part: 15 pilot schools and five control schools, involving 964 members of staff and 8299 pupils. During the year-long development program, pilot schools established safety teams, prepared a school safety development plan and established an annual planning cycle for school safety. Schools shared safety notices in staff meetings and took part in meetings for school principals and safety team members. Schools were provided with a web application and a draft of Guidelines for Equitable Sanctions. In addition, school staff received further training and engaged their pupils in safety work. The project research approached factors that advance school safety culture and changes in schools’ safety culture during the program from multiple perspectives: assessing schools’ self-initiated contingency planning and preparedness, identifying levels of safety culture through focus group interviews, schools’ self-assessment of safety expertise, safety incidents in schools, usability study of HES and developing criteria and methods for assessing the safety culture of schools. Schools’ safety culture improved already within the first year of development. Schools nationally must carry out systematically led, long-term safety work that engages the whole school community, pupils included, and is founded on up-to-date information of the school’s safety snapshot. The project produced practical approaches and tools for schools: a model of safety culture, a school safety development plan, models for schools’ self-assessment of safety culture, for collecting and processing safety incident notices, for assessing hazards and risks, and a description of the tasks of school safety teams. Led by the Department of Teacher Education (Rauma campus) of the University of Turku and funded by the Finnish Ministry of Education and Culture, the project was a part of PM Sanna Marin’s operational program to prevent bullying, harassment and violence in early childhood education, schools and educational institutions: to advance the safety culture of comprehensive education learning communities. KEYWORDS: safety culture, proactive, reactive, safety competence, safety climate, safety observation, model of approach, comprehensive education, intervention, research and development project
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Delhi NCR offers numerous opportunities for problem-solving design exercises, particularly in social and civic design. These projects address issues like poverty, unemployment, child labor, waste management, and human rights. A participatory design approach is used, considering stakeholder interviews and field visits. The research methodology includes brainstorming, storyboarding, and prototyping. The study aligns with Stanford's Design Thinking Model and encourages collaboration between design students and researchers to create lasting social innovation. The projects focuss on problem-solving, participatory design, co-design, design thinking, and social innovation. The study encourages collaboration for both academic and practical implementation. CHAPTERS - 1. Homelessness – Ms. Shifa; 2. E-Waste management – Mr. Tushar; 3. Bus-stop redesign – Ms. Sonia; 4. Waterfront space design – Mr. Zahiruddin; 5. CR Park residential area – Mr. Tarun Guha Roy; 6. LPG Cylinders (Loading Operations) – Mr. Shahid Iqbal
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The objective of this paper is to design and develop a comprehensive online accommodation platform aimed at simplifying the process of listing, searching, and booking accommodations for both travellers and property owners. The platform seeks to address common challenges faced by existing platforms, such as high fees, limited search options, and communication barriers between hosts and guests. To achieve this, the platform integrates features like secure multi-method authentication, advanced search capabilities, a transparent review system, and a robust admin dashboard for platform management. The development methodology follows a web-based architecture using modern technologies, including MongoDB for data storage, Node.js for backend operations, cloud services for scalability. User security and data protection are prioritized through compliance with GDPR and other relevant regulations. Key findings from the feasibility study indicate a growing demand for user-centric, feature-rich platforms in the accommodation sector. This platform is technically and financially feasible and has the potential to enhance user satisfaction by offering a more flexible, secure, and transparent marketplace. The platform aims to become a trusted solution for both travellers and property owners while ensuring adaptability for future growth and market trends.
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Today, it is almost impossible to avoid interaction with IT-related tools. Therefore, when designing systems, it is important to consider people’s cognitive abilities and limitations to avoid production errors and excessive burden on people. In cognitive ergonomics, the interaction between humans and technology is studied and designed especially from the viewpoint of human cognitive processes. Cognitive ergonomics aims to shorten task times, reduce mistakes made by people, shorten learning times, and improve people’s satisfaction with the systems. Cognitive ergonomics can be considered as an important scientific basis for user interface design. In this study, the aim is to find out how the system’s usability can be affected by improving cognitive ergonomics. The study was conducted using the design science research approach in the context of the technology industry. The human-centered design viewpoint of technology is increasingly important in the industry context as the number of IT-related tools grows. In the study, the usability of the target company’s SAP ME system was improved with a focus on the aspects of cognitive ergonomics. As a manifestation of the research’s aim, an IT artifact, i.e., design instructions for improving usability from the viewpoint of cognitive ergonomics, was created.
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De språkliga valen spelar en roll i användbarhet av ett informationssystem. När språket är begripligt och entydigt är det lättare för användaren att nå sina mål i användningen av informationssystemet. De språkliga valen blir speciellt påtagliga när ett system är avsett för en heterogen grupp användare. Ett skoladministrationssystem är ett exempel på ett sådant system, eftersom det används av många slags användare från administratörer, lärare och olika slags relaterade experter till vårdnadshavare och elever. Ett skoladministrationssystem fungerar som en samlingspunkt för skolvardagen, med både vardagliga kommunikationssituationer och flera olika fackområden såsom pedagogik, administration, ekonomi och de olika skolämnena. Vår artikel handlar om användning av termer och fraser i ett skoladministrationssystem som används i Finland på olika skolstadier för att planera, hålla kontakt och informera. Resultaten visar att termerna i användargränssnittet är allmänspråkliga och lätta att förstå.
Chapter
The usability of health information systems has continued to be an issue in health informatics. Many health information systems that have been deployed worldwide have been deemed unusable, not fitting clinical workflow, and in some cases rejected by end users. Along these lines, there is also growing evidence that poorly designed user interfaces may lead to increased cognitive load, may negatively impact workflow, which could impede cognitive processes involved in decision making and reasoning. In this chapter, we describe work in applying user-centered design principles in conjunction with advances in usability engineering to improve the usability of health information systems so that they augment and support human cognition and work activities. Several approaches are described from the application of laboratory style usability testing to the use of clinical simulations conducted “in-situ” in real-world healthcare settings. These approaches can be used to improve the usability of a range of healthcare systems. As will be described the methods can be used to assess the impact of systems on healthcare cognitive processes, including impact on clinical reasoning and decision making. We also discuss how low-cost rapid usability engineering methods can be applied throughout the design and implementation cycle of health information systems to improve system adoption. In addition to this, emerging approaches to testing health information systems will be described, including remote and large-scale usability analyses.
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LAREDGO : UN LABORATOIRE D’INNOVATION ET DE RECHERCHE DYNAMIQUE Au sein de LAREDGO, la recherche se vit comme une aventure collective, où chaque équipe apporte sa vision et son énergie pour tracer de nouvelles perspectives. Ce laboratoire, animé par un esprit de collaboration et une volonté de repousser les limites, se distingue par son approche pluridisciplinaire et son engagement pour un impact positif. Avec les contributions des membres du Laboratoire de Recherche en Economie de Développement et Gouvernance des Organisations LAREDGO Fatima Zahra ALAMI - Yasmina BENNIS BENNANI - Hasna BENOMAR - Ilham BOUGHABA - Adil CHERKAOUI - Salima DEBBARH MOUNIR - Amina KCHIRID - Sabah KHAOUA - Mostafa KHARBACHI - Leila KISSI - Raja TEMNATI - Kamar ABAAOUKIDE (membre associé)
Thesis
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Localisation action can be defined as a social action conducted by social "agents" to create a "Glocal" (global and local), market by producing creative, remarkable products and services with technology in a way that is socioculturally appropriate for a locale and presenting these products and services to glocal circulation. Since localisation is a multilayered, multidisciplinary and interdisciplinary phenomenon that extends to different fields from translation to marketing, from technology to sociology, from commerce to creativity, the field of localisation is a dynamic, ever-changing and transforming field that is in a hurry to keep up-to-date. This thesis aims to describe the field by examining the roles, functions, positions, transformations, conversions and investments of localisation actants from the lens of the Sociology of Translation by consulting Latour's ActorNetwork Theory (ANT) and Bourdieu's Field Theory, and their respective concepts of "actors", "actants", "networks", "forms of capital", and "conversion". The fieldwork consists of three phases: The Interview Phase, The Questionnaire Phase, and The Micro-Scaled Qualitative Corpus Phase consisting of job postings that posted on the LinkedIn network in the period between November 2023 and April 2024. Within the scope of the thesis, it has been determined that the agents in the localisation field prioritise 4 types of skill sets, namely linguistic competence, techn(olog)ical competence, communicative competence and creativity. Furthermore, actants, networks, capitals and investments within the localisation network are in a constant state of changes and conversions. These findings are the best indicators that the localisation network is a social and 'living' network. Keywords: Localisation, Sociology of Translation, Actor-Network Theory (ANT), Forms of Capital, Conversions
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