SUMI: the Software Usability Measurement Inventory

Article (PDF Available)inBritish Journal of Educational Technology 24(3):210 - 212 · October 2006with 12,057 Reads 
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DOI: 10.1111/j.1467-8535.1993.tb00076.x
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Abstract
The Software Usability Measurement Inventory is a rigorously tested and proven method of measuring software quality from the end user's point of view.SUMI is a consistent method for assessing the quality of use of a software product or prototype, and can assist with the detection of usability flaws before a product is shipped.It is backed by an extensive reference database embedded in an effective analysis and report generation tool.
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  • ... There are a number of methods and questionnaires have been used for evaluating or assessing usability of the technological products based upon the user perception. Some of the most well-known are the Questionnaire for User Interaction and Satisfaction (QUIS) (Chin, Diehl, & Norman, 1988), the Software Usability Measurement Inventory (SUMI) (Kirakowski & Corbett, 1993), the Computer System Usability Questionnaire (CSUQ) (Lewis, 1995), the questionnaire System Usability Score (SUS) (Brooke, 1996), and the USE questionnaire (Lund, 2001). ...
    ... It consists of as many as 50 statements based upon the definition of usability described in ISO 9241. Although it offers a complete report and is available in many languages, the user must purchase it to obtain these benefits (Kirakowski & Corbett, 1993). The CSUQ was designed by Lewis (1995) and is freely available with a public license. ...
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    One of the advanced technologies in e-learning deals with the systems’ ability to fit the students’ preferences. It emerged based upon the common conception that every person has different learning style. However, despite the many options of learning style models toward using personalized learning, there are considerable challenges to assess the usability degree of the e-learning. The aim of this study is the evaluation of usability of personalized adaptive e-learning system that has been developed based on students’ learning style and initial knowledge level. The study involved 62 Computer Network students in one of the public vocational secondary schools in Yogyakarta, Indonesia. To measure the usability, the USE Questionnaire, which consists of four indicators (usefulness, ease of use, ease of learning, and satisfaction) represented by 30 questions with four possible Likert scale options, was distributed to the students. The research finding indicates at first the usability of the adaptive e-learning system for the students was well accepted in all aspects of usability. Next, the multiple linear regression result showed that the variables usefulness, ease of use, and ease of learning simultaneously influence satisfaction. Lastly, the regression results also revealed that the variables usefulness and ease of use partially influence satisfaction, while the variable ease of learning does not.
  • ... There are a number of methods and questionnaires have been used for evaluating or assessing usability of the technological products based upon the user perception. Some of the most well-known are the Questionnaire for User Interaction and Satisfaction (QUIS) (Chin, Diehl, & Norman, 1988), the Software Usability Measurement Inventory (SUMI) (Kirakowski & Corbett, 1993), the Computer System Usability Questionnaire (CSUQ) (Lewis, 1995), the questionnaire System Usability Score (SUS) (Brooke, 1996), and the USE questionnaire (Lund, 2001). ...
    ... It consists of as many as 50 statements based upon the definition of usability described in ISO 9241. Although it offers a complete report and is available in many languages, the user must purchase it to obtain these benefits (Kirakowski & Corbett, 1993). The CSUQ was designed by Lewis (1995) and is freely available with a public license. ...
    Preprint
    One of the advanced technologies in e-learning deals with the systems' ability to fit the students' preferences. It emerged based upon the common conception that every person has different learning style. However, despite the many options of learning style models toward using personalized e-learning, there are considerable challenges to assess the usability degree of the e-learning. The aim of this study is the evaluation of usability of personalized adaptive e-learning system that has been developed based on students' learning style and initial knowledge level. The study involved 62 Computer Network students in one of the public vocational secondary schools in Yogyakarta, Indonesia. To measure the usability, the USE Questionnaire, which consists of four indicators (usefulness, ease of use, ease of learning, and satisfaction) represented by 30 questions with four possible Likert scale options, was distributed to the students. The research finding indicates at first the usability of the adaptive e-learning system for the students was well accepted in all aspects of usability. Next, the multiple linear regression result showed that the variables usefulness, ease of use, and ease of learning simultaneously influence satisfaction. Lastly, the regression results also revealed that the variables usefulness and ease of use partially influence satisfaction, while the variable ease of learning does not.
  • ... Although literature offers a number of questionnaires meant for evaluating software in general (e.g. [23]) and web sites in particular (e.g. [24]), none of them capture all relevant particularities of social Web applications. ...
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    Quality is an essential determinant of the success of every type of software and social Web applications are not an exception. It is therefore of great importance that the examination of the degree to which social Web applications meet predefined requirements related to particular facets of quality is performed effectively and frequently. With an objective to facilitate evaluation procedure and enable comparison of social Web applications at all levels of the quality model, we initiated a research into development of a methodology that will aggregate quality requirements into a single score. The work presented in this paper draws on the employment of the logic scoring of preference (LSP) method and outlines only some parts of the aforementioned methodology. After identifying quality attributes that constitute the requirement tree, elementary criteria for both objective and subjective performance variables were introduced. As a follow up, field experts were included in the study in order to determine weights of performance variables within particular performance subsystem. Finally, the appropriate logic aggregation operators were selected based on the relevance of performance variables
  • ... Furthermore, (18) on the usability and its sub-measures learnability, efficiency, memorability, accuracy and the subjective satisfaction. In (19,20,32) the importance of the learnability effectiveness and the efficiency in measuring the usability has been studied. The satisfaction is the subject of measurements of all the works presented in Tables 1, 2, 3 and 4. ...
  • ... Pertama ialah penelitian tentang Analisis dan Evaluasi Usability pada Website HRMIS (Human Resource Management Information System) Telkom University yang menggunakan metode Usability testing dan menggunakan tools Software Usability Measurement Inventory (SUMI) [4]. Metode yang digunakan adalah usability testing dengan menggunakan alat SUMI yang berdasarkan 5 aspek yaitu efficiency, affect, helpfulness, control dan learnability [5]. Penelitian ini dilakukan dengan proses mengidentifikasi masalah kemudian merancang dan menyebarkan kuesioner kepada pengguna HRMIS, lalu melakukan Uji Normalitas, Uji Regresi Linear Berganda, Uji T, Uji F, dan memberikan rekomendasi berdasarkan hasil analisa yang sudah dilakukan. ...
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  • ... Oliver et al [45] used an adapted version of the System Usability Scale by Brooke [82] to assess their electronic dietary record, while Ptomey et al [46] administered Likert-scale questions on participant comfort using the tablet and its various features relevant to their specific intervention. O'Malley et al [39] measured technical effectiveness, technical efficiency, and usability via the Software Usability Measurement Inventory (SUMI) [83], which measures efficiency, effect, helpfulness, controllability, and learnability. ...
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  • ... They typically take hours to collect data and days to extract informative data from records manually, thus being time-consuming to support visualization evaluation in a timely and online manner. Besides these qualitative evaluation methods, various instruments such as NASA task load index (TLX) (Hart and Staveland 1988), subjective workload assessment technique (SWAT) (Reid and Nygren 1988), and software usability measurement inventory (SUMI) (Kirakowski and Corbett 1993) have been widely adopted in collecting the subjective feedback from user studies to provide multivariate evaluation scores. Although these methods and instruments can support in-depth evaluation of visualization designs, they need a large amount of time for user studies and response collection, and they bring interference to the human-computer interactions. ...
    Preprint
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    This study has two main objectives; one is to present the empirical result that shows how the SUS scores vary when end-users perform usability assessment relying on experience and by executing the assigned list of specific tasks on academic websites. The results are obtained by using independent sample t-test that scrutinizes the slight but significant difference in mean SUS scores among two. Results also investigate that 85.29% of websites have shown higher mean SUS scores when usability assessment is conducted with the assigned list of specific tasks whereas only 14.70% of websites have shown higher mean SUS scores when usability assessment is performed based on the experience. Another aim is to determine the relationship which is found to be strong positive correlation between system effectiveness, an ISO metric, measured as task success rate and subjective usability scores, measured through System Usability Scale (SUS) for 50-academic websites. It concludes that successful completion of the tasks results in high usability scores.
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