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The Usability Engineering Lifecycle

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Abstract

The purpose of this tutorial is to provide a lifecycle of practical usability tasks and techniques for structuring the process of designing good user interfaces to either traditional software applications or Web pages and applets. The tutorial presents techniques which can be applied at different points in a typical product development lifecycle. Techniques presented include not only requirements analysis, design and testing techniques, but also organizational and managerial strategies.

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... In the field of human-computer interaction (HCI) and usability engineering, various models and life cycles have been proposed to guide the development process of usercentered systems, interfaces, and products [4], considering personalization and adaptation [5]. These models emphasize different aspects of design and development, from the initial understanding of user needs to the continuous evaluation and refinement of usability. ...
... These models emphasize different aspects of design and development, from the initial understanding of user needs to the continuous evaluation and refinement of usability. A significant approach within this area is the Usability Engineering Lifecycle model proposed by Deborah Mayhew [4]. ...
... Nielsen's approach is recognized for its practical focus on improving ease of use and user satisfaction [7]. Jakob Nielsen's Usability Engineering [7] and the Usability Engineering Lifecycle model proposed by Deborah Mayhew [4] present distinct approaches to integrating usability into system development, including interactive robots. While Nielsen emphasizes a set of practical activities, such as usability testing, heuristic evaluations, and iterative design, focusing on the continuous improvement of the user interface throughout various stages of development, Mayhew proposes a structured model divided into three main phases: Usability Requirements Analysis, Design/Testing/Evaluation, and Installation. ...
... At the stage of software project planning software developers and clients come together to determine the project objectives and customer requirements [47,48] Software development scheduling and planning is of crucial importance to ensure the technical effectiveness and economic efficiency of software projects [41]. ...
... At the stage of problem analysis in the software development life cycle, the problem set is defined in terms of software tools and development requirements by the software development team [41,47,48]. Computers have long been employed for problem analysis and the compilation of big data. ...
... In the design phase, the software project is clearly structured and development tasks are assigned [41,47,48]. According to Karpathy [7], software 2.0, used synonymously to neural networks and artificial intelligence in his blog, will develop own program codes, based on a simple input (the problem set). ...
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Although Artificial Intelligence (AI) has become a buzzword for self-organizing IT applications, its relevance to software engineering has hardly been analyzed systematically. This study combines a systematic review of previous research in the field and five qualitative interviews with software developers who use or want to use AI tools in their daily work routines, to assess the status of development, future development potentials and equally the risks of AI application to software engineering. The study classifies the insights in the software development life cycle. The analysis results that major achievements and future potentials of AI are a) the automation of lengthy routine jobs in software development and testing using algorithms, e.g. for debugging and documentation, b) the structured analysis of big data pools to discover patterns and novel information clusters and c) the systematic evaluation of these data in neural networks. AI thus contributes to speed up development processes, realize development cost reductions and efficiency gains. AI to date depends on man-made structures and is mainly reproductive, but the automation of software engineering routines entails a major advantage: Human developers multiply their creative potential when using AI tools effectively.
... Esta etapa tem por objetivo identificar e descrever os requisitos de um sistema interativo. Seguindo uma sequência, é possível identificar os requisitos necessários desta fase 1999) Salvador;Kirner, 2007): ...
... Proposto por Mayhew (1999), este modelo oferece uma versão holística sobre a Engenharia de Usabilidade e uma descrição detalhada de como realizar testes de usabilidade. Traz também a especificação de como tarefas de usabilidade podem ser integradas nos ciclos de vida tradicionais de desenvolvimento de software. ...
... Ciclo de Vida de Engenharia de Usabilidade (Fonte:Mayhew, 1999) ...
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The main goal of the Interaction Design is to present interactive products that are easy to use, efficient and pleasant, with the minimization of the negative aspects of the user experience. This chapter brings theoretical and practical aspects of Interaction Design, covering details of all the phases that make up its process. In order to try to contribute to a clear understanding of the topic, it presents a fictitious case study, discussing the problems and solutions in the interaction design process of a motor rehabilitation system. The chapter also presents theoretical and practical activities to encourage the reader to carry out an exercise in applying the content presented. Resumo O Design de Interação tem por objetivo central apresentar ao usuário produtos interativos fáceis de usar, eficientes e agradáveis, com a minimização dos aspectos negativos da experiência do usuário. Este capítulo traz aspectos teóricos e práticos do Design de Interação, abordando detalhes de todas as fases que compõe o seu processo. A fim de tentar contribuir com o entendimento claro do tema, apresenta um estudo de caso fictício, discutindo os problemas e as soluções no processo de design de interação de um sistema de reabilitação motora. No capítulo também são apresentadas atividades teóricas e práticas para instigar o leitor a realizar um exercício de aplicação do conteúdo apresentado.
... Usercentered design comprises various design processes focusing on the active involvement of future users during development [23,30]. User-centered design can be considered as a central aspect of the Usability Engineering Lifecycle (UEL), as proposed by Mayhew [25], providing definition, design and evaluation of usability strategies in specific contexts. The UEL illustrates how clear usability goals can be inferred from the users' requirements, then implemented and finally tested [30]. ...
... Due to the potential benefits of a digital mobile application, such as scalability, flexibility, and the option to digitally track all results, we decided that a mobile app would be suitable for designing the various tasks. To ensure the app meets the requirements for usability, user experience, and avoidance of harm from use, we followed a user-centered design process as described in ISO 9241-210:2019 [15], and adapted the UEL framework [25], incorporating the adjustments made by Liebal et al. [21] for a greater focus on software development for children. Referring to Weichbroth [36] and Mkpojiogu et al. [26], we identified four main criteria for our app covering relevant requirements for mobile applications for children: (1) Efficiency in terms of the appropriateness of the used device, (2) effectiveness, covering presentation of app content and navigation, (3) learnability with regard to a simple, familiar and easy-to-learn user interface, and (4) user satisfaction in terms of content, overall appeal, and usability of the app. ...
... Prospective evaluations of human-vehicle-interactions during early prototyping stages are important (Mayhew, 1999) to ensure safety and usability for innovative solutions. To do so, highly realistic appearing test environments will help to provide reliable and valid findings. ...
... useful, to ensure safety, usability and customer satisfaction for innovative solutions, e.g. in-car devices (Mayhew, 1999). To do so reliable and valid evaluation methods and verification tools need to be developed to support car (component) industry. ...
Conference Paper
Prospective evaluations of human-vehicle-interactions during early prototyping stages are important (Mayhew, 1999) to ensure safety and usability for innovative solutions. To do so, highly realistic appearing test environments will help to provide reliable and valid findings. The high-end version of a realistic test environment is a real car driving study, of course. Nevertheless, they are difficult to control, manipulate and replicate and thus to standardize. They are also more time consuming and expensive. Therefore, one economizing suggestion is the implementation of immersive (driving) environments within simulator studies to provide users a more realistic feeling. This paper discusses research investigating the influence of different levels of immersivity within driving environments. Two important influencing factors were used to examine different levels of immersivity: visual parameters and auditory parameters. Objective data and subjective user impressions were measured and analyzed. Twenty participants took part in the driving simulator study and performed the Lane Change Task within different immersivity conditions. Objective and subjective data have shown advantages for the most immersive driving environment and provide evidence to suggest a more aware and realistic perception of the driving situation. Therefore, higher immersive driving environments are suggested regarding evaluations of prospective human-vehicle-interactions.
...  Producing the design solutions (starting the iterative process of design and development).  Evaluating the solutions with the users against requirements (test to identify important feedback about the product) (Mayhew 1999). ...
... The Process of User-centered Design (UCD) Source: Mayhew 1999;Giunti 2018 ...
Article
User-centered design (UCD) can provide optimal conditions for craftsman by making a designed dialogue between the designer and the traditional artisan or craftsman in order to improve hand tools from the perspective of ergonomics. This study aims to promote the application of ergonomics and thus the craftsman's health and enhance the productivity of handicraft products, since designer and craftsman, both having more or less information on the aesthetics, performance, and material selection, can effectively interact with each other through participatory design approach. This study was conducted by a descriptive-analytical method. Studies and field research were followed-up for three years with the participation of craftsman from various professions. The data collection was performed through observation and interviews, and the data analysis method was qualitative. The results indicated that the cooperation in the modified design was associated with positive outcomes in physical characteristics, safety, and applicability. Hence, going through the design process without involving the craftsmen makes it almost impossible for them to accept the final outcome.
... Die UCD-Aktivitäten finden häufig nebenläufig zur Software-Entwicklung statt und demzufolge ist nicht immer eine Integration von UCD und Entwicklung gegeben. Dennoch gibt es einige Ansätze, die dies in Form von integrierten Modellen versuchen, wie beispielsweise Mayhew (1999), Cooper (2003) oder IBM (1996. In diesen Modellen wird beschrieben, welche UCD-Methoden zu welchem Zeitpunkt der Software-Entwicklung geeignet sind, um Nutzungsanforderungen und Nutzer-Feedback in der Analyse und Gestaltung von IT-Systemen angemessen zu berücksichtigen. ...
Conference Paper
Zur erfolgreichen Umsetzung von User Centred Design Aktivitäten in größeren Entwicklungsorganisationen ist es nicht ausreichend, die gängigen Methoden und Ansätze zu kennen und zu beherr-schen. Vielmehr spielen Fragen der in-ternen PR, der Projektanbahnung und Planung, des richtigen Timings von Akti-vitäten und Ergebnissen sowie eine den Bedürfnissen der Organisation ange-messene Aufbereitung eine entschei-dende Rolle. Ergebnisse aller UCD-Aktivitäten sind letzen Endes nutzlos, wenn sie keinen Einfluss auf die Ent-wicklung der Produkte erzielen. In die-sem Beitrag werden, basierend auf Erfahrungen aus verschiedenen Pro-jekten der Autoren, einige dieser Fak-toren benannt und diskutiert. Sowohl Positiv-wie Negativ-Beispiele verdeutlichen, dass die genannten Fak-toren gerade in größeren Entwicklungs-organisationen für eine erfolgreiche UCD Umsetzung relevant sind.
... 33,34 Research has demonstrated that involving end-users can reduce the development time and increase user acceptance. 35,36 Understanding user acceptance is critical, as it has been demonstrated that a quarter of all online application downloads are only used one time. 37,38 This underscores the importance of creating programmes that maintain user engagement. ...
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Background It has been estimated that more than one-third of university students suffer from insomnia. Few accessible eHealth sleep education programmes exist for university students and of the ones that do exist, fewer were developed using a user-centred approach, which allows for student input to be systematically collected and utilized to provide students with a programme that they consider to be easy to use and implement and to be effective. Better Nights, Better Days-Youth (BNBD-Youth) is a four-session eHealth sleep education programme designed for youth but previously only evaluated in younger adolescents (ages 14–18 years). Aims The purpose of this study is to evaluate the usability of the BNBD-Youth programme with university students using Morville's User Experience Honeycomb framework to determine if this programme would meet the needs of university students and if so what modifications would be needed. Methods Canadian undergraduate students (n = 46) completed the BNBD-Youth programme. Students completed online usability questionnaires based on the seven dimensions of Morville's User Experience Honeycomb (i.e. useful, usable, valuable, credible, desirable, accessible and findable) after each session and after completion of the programme. Open- and closed-ended questions were used to obtain both quantitative and qualitative responses. Results Average quantitative ratings were positive across user experience dimensions, ranging from 3.43 to 4.46 (out of 5). Qualitative responses indicated overall positive experiences with the programme. The only constructive feedback that met the criteria for revising the programme was to include more interactive features in Session 4. Conclusions This study demonstrates that university students found BNBD-Youth to be a usable programme for older youth. Demonstrating usability is an essential step in developing a programme with a user-centred design that university students will want to use in the future. Once the BNBD-Youth programme is revised to create the BNBD-University (BNBD-Uni) programme, additional usability and effectiveness testing will be conducted.
... The concept of the "Gamification Model Canvas" can be attributed to Jiménez namics. The idea of Fourth Prototyping, Evaluation, and Iteration refers to the process of moving from an ambiguous condition during the early phases of brainstorming to a more exact and refined evaluation and prototyping stage (Mayhew, 1999). ...
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One of the most intriguing strategies for increasing employee engagement and productivity in the modern workplace is gamification. The term “gamification” refers to a comprehensive framework that utilizes human motivations to turn mundane tasks into exciting challenges. By integrating game elements and mechanisms, organizations possess the capacity to incentivize employees, enhance productivity, and boost morale. This paper demonstrates practical advantages in several performance metrics that arise from the application of gamification strategies, supported by actual evidence derived from real-life case studies. Nevertheless, it is critical to acknowledge that there are obstacles and limitations, underscoring the need of thorough planning and unwavering commitment. As we consider the future, the potential impact of gamification on employee performance management appears to be highly promising. There are abundant possibilities for further research and innovation to comprehensively investigate the full range of its possibilities.
... Human factors/ergonomics scholars have argued that the notorious frustrations and failures triggered by software interventions [8,[29][30][31] have led to significant concerns with evaluation processes [8]. Thus, usability methods are considered to be useful methodological options [18,19,25,[32][33][34][35][36]. Moreover, additional consideration has been metrics for 'key performance indicators' [37,38] and assessing performance in terms of satisfaction, efficiency and effectiveness [8]. ...
Article
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Learnability in Automated Driving (LiAD) is a neglected research topic, especially when considering the unpredictable and intricate ways humans learn to interact and use automated driving systems (ADS) over the sequence of time. Moreover, there is a scarcity of publications dedicated to LiAD (specifically extended learnability methods) to guide the scientific paradigm. As a result, this generates scientific discord and, thus, leaves many facets of long-term learning effects associated with automated driving in dire need of significant research courtesy. This, we believe, is a constraint to knowledge discovery on quality interaction design phenomena. In a sense, it is imperative to abstract knowledge on how long-term effects and learning effects may affect (negatively and positively) users’ learning and mental models. As well as induce changeable behavioural configurations and performances. In view of that, it may be imperative to examine operational concepts that may help researchers envision future scenarios with automation by assessing users’ learning ability, how they learn and what they learn over the sequence of time. As well as constructing a theory of effects (from micro, meso and macro perspectives), which may help profile ergonomic quality design aspects that stand the test of time. As a result, we reviewed the literature on learnability, which we mined for LiAD knowledge discovery from the experience perspective of long-term learning effects. Therefore, the paper offers the reader the resulting discussion points formulated under the Learnability Engineering Life Cycle. For instance, firstly, contextualisation of LiAD with emphasis on extended LiAD. Secondly, conceptualisation and operationalisation of the operational mechanics of LiAD as a concept in ergonomic quality engineering (with an introduction of Concepts for Applying Learnability Engineering (CALE) research based on LiAD knowledge discovery). Thirdly, the systemisation of implementable long-term research strategies towards comprehending behaviour modification associated with extended LiAD. As the vehicle industry revolutionises at a rapid pace towards automation and artificially intelligent (AI) systems, this knowledge is useful for illuminating and instructing quality interaction strategies and Quality Automated Driving (QAD).
... In the domain of Human-Computer Interaction (HCI), iterative design principles [11,12] and user-centered design methodologies [2,9,18] significantly inform our design study, which places domain experts at its core. By drawing from the widely acknowledged design lifecycle [35,57] in HCI and User Experience (UX) realms, we tailored and melded elements such as need-finding, design alternatives, prototyping, and validation into the Nine-Stage Framework [46]. This resulted in a more manifest representation of the iterative design nature subtly embedded in the core stage of the Nine-Stage Framework, thereby bolstering its usability and actionability across a diverse range of domains. ...
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The circulation of historical books has always been an area of interest for historians. However, the data used to represent the journey of a book across different places and times can be difficult for domain experts to digest due to buried geographical and chronological features within text-based presentations. This situation provides an opportunity for collaboration between visualization researchers and historians. This paper describes a design study where a variant of the Nine-Stage Framework was employed to develop a Visual Analytics (VA) tool called DanteExploreVis. This tool was designed to aid domain experts in exploring, explaining, and presenting book trade data from multiple perspectives. We discuss the design choices made and how each panel in the interface meets the domain requirements. We also present the results of a qualitative evaluation conducted with domain experts. The main contributions of this paper include: 1) the development of a VA tool to support domain experts in exploring, explaining, and presenting book trade data; 2) a comprehensive documentation of the iterative design, development, and evaluation process following the variant Nine-Stage Framework; 3) a summary of the insights gained and lessons learned from this design study in the context of the humanities field; and 4) reflections on how our approach could be applied in a more generalizable way.
... Human computer interaction interface, also known as user interface [15], refers to the way and method of interaction between people and products. For the evaluation of human-computer interface application, some scholars have put forward the concept of usability for a long time. ...
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Human and unmanned ground vehicle (human-UGV) team is useful in dangerous and dynamic tasks such as military reconnaissance, disaster rescue, nuclear waste processing and anti-terrorist operations. However, it is still difficult for a human to monitor, understand and control a UGV using traditional interaction user interfaces such as a touch screen or a remote handheld controller due to the task complexity. In this paper, we propose to use an augmented reality (AR) headset, i.e., Hololens2, for constructing the human-UGV team prototype system with AR interaction methods. We have considered three types of human-UGV collaboration scenarios in urban warfare, i.e., the UGV is within the human’s field of vision (In-FOV), the UGV is out of the human’s field of vision (Out-FOV), and the navigation of the UGV with human in the loop control. We have used the coactive design method to analyze the cognitive capabilities required for the three tasks. Specifically, we have analyzed the task-oriented interdependence of the UGV and the human, according to the principles of observability, predictability and directability. We have demonstrated the effectiveness of the proposed system through real-world experiments.
... A "simple, usable Web site would be perceived as more credible than a site that has extravagant features but is lacking in usability" [16, p.67]. Although not always affordable [10], usability and UX (UX) tests are highly recommended [109]- [113], including "what people do most often on their mobile devices" and "what they're intending to do on any specific visit", as "devices get more powerful and cheaper" [39, loc 73]. ...
Article
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The modern life of businesses is categorically reliant on their established position online, where digital (and particularly website) content plays a significant role as the first point of information. Digital content, therefore, becomes essential-from making the first impression through to the building and development of client relationships. Despite a number of valuable papers suggesting a strategic approach when dealing with digital data, other sources often do not view or accept the approach to digital content as a holistic or continuous process. Associations are frequently made with merely a one-off marketing campaign or similar. The challenge is in establishing an agreed definition for the notion of Digital Content Strategy, which currently does not exist, as DCS is viewed from an excessive number of angles. A strategic approach to content, nonetheless, is required, both practically and contextually. The researchers, therefore, aimed at attempting to identify the key content components, comprising a digital content strategy, to ensure all the aspects were covered and strategically applied-from the company's understanding of the content value to the ability to display flexibility of content and advances in technology. This conceptual project evaluated existing literature on the topic of Digital Content Strategy (DCS) and related aspects, using PRISMA Systematic Review Method, Document Analysis, Inclusion and Exclusion Criteria, Scoping Review, Snow-Balling Technique and Thematic Analysis. The data was collected from academic and statistical sources, government and relevant trade publications. Based on the suggestions from academics and trading sources, related to the issues discussed, the researchers revealed the key actions for content creation and attempted to define the notion of DCS. The major finding of the study presented Key Content Components of Digital Content Strategy and can be considered for implementation in a business retail setting.
... "By making the style guide part of the process, it can be used to promote a shared vision, to help the product meet business and usability requirements for consistency and. . . it may actually be used." (Quesenbery 2001a) Der Usability Engineering Lifecycle von Mayhew (1999) deutet an, was eigentlich selbstverständlich sein sollte: Die Ausarbeitung eines Styleguides muss Bestandteil des gesamten iterativen Software-Entwicklungsprozesses sein. Schon die ersten Anforderungs-und Kontextanalysen sind Grundlage und Begründung für die im Styleguide festgehaltenen Design-Entscheidungen. ...
Conference Paper
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User Interface Styleguides haben eine lange Tradition – auch des systematischen Scheiterns. Ob bei der Gestaltung von Dokumenten, Benutzungsschnittstellen oder Corporate Designs: Styleguides sind zwar meist das Mittel der Wahl, wenn es um konsistente Gestaltung geht, konsequent ein- und durchgesetzt werden sie aber nur selten. Die Frage bleibt, warum Styleguides so häufig entwickelt und so selten tatsächlich gelebt werden. Es fällt auf, dass aus den zahlreichen bereits identifizierten Problemen kaum konstruktive Lösungen zur Verbesserung von Styleguide-Konzepten und ihrer Anwendbarkeit abgeleitet worden sind. Im vorliegenden Beitrag werden die Gründe untersucht und verallgemeinerbare Lösungsansätze sowie neue Unterstützungsmöglichkeiten aufgezeigt. Dazu werden auch Wege zur Integration von Styleguides in benutzerzentrierte Software-Entwicklungsprozesse sowie die entsprechende Einbindung in eine Plattform für Usability-Engineering und diskutiert.
... As the performance of the user is also important to benefit the improved performance of the computer/machine, the user interface design process (usability engineering) takes due consideration to understand the machine. As a result, one of the important tasks in usability engineering lifecycle is scrutinizing the platform capabilities and constraints [2][3][4]. The platform capabilities are used to meet users' requirements [5] but are limited as specified in the respective architecture of the computer/device. ...
... While ADDIE is a linear design process, we used a more user-centered approach to allow for an iterative design and integration process for NeNA, including working with HQ SACT staff and the app developer on how to design the most effective mobile microlearning solution. The AECT consultants began by exploring the initial iteration of the application to understand the current app experience in terms of standard usability heuristics, such as learnability, error prevention, minimalist design, efficiency, and ease of use (Nielson & Molich, 1990), then moved into usability engineering strategies such as usability goal setting, iterative design standards, and user feedback (Mayhew, 1999). ...
Article
This case study details microlearning content development, testing, and implementation of the NATO Headquarters Supreme Allied Command Transformation (HQ SACT) e-Learning Networking App (NeNA) conducted by an AECT microlearning consulting team. NeNA was designed to provide microlearning “just-in-time” content, to create socialization (affinity spaces), channel organizational content, and increase employee motivation. The purpose of the AECT and HQ SACT partnership was to test the NeNA app as a viable way to develop and deliver microlearning content that personalizes self-directed learning, reduces cognitive load, meets the changing needs of the younger workforce, and captures implicit knowledge of employees prior to the end of their military duties. Primary lessons learned surrounded the importance of practitioner awareness of organizational and contextual challenges, including usability of solutions and essential steps to onboarding (training and integration), when adopting mobile learning solutions to provide performance support and improvement to employees.
... A "simple, usable Web site would be perceived as more credible than a site that has extravagant features but is lacking in usability" [16, p.67]. Although not always affordable [10], usability and UX (UX) tests are highly recommended [109]- [113], including "what people do most often on their mobile devices" and "what they're intending to do on any specific visit", as "devices get more powerful and cheaper" [39, loc 73]. ...
Conference Paper
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The key for any website in the first place is the content. It has to be at least relevant, recent, entertaining and aesthetically written and presented, while also providing useful information. Software and technology go next with gamification, leading the way. Companies are currently evaluated by their websites, and this procedure often takes a couple of minutes, if not milliseconds. Higher Education Institutions (HEIs) are no different. With a decreasing population of eighteen-year olds entering HE, the everchanging financial situation, both in the UK and worldwide, and an increasing number of universities, creating a unique position in the HE market to achieve the required student recruitment is essential for survival. This paper presents the outcome from the thorough qualitative evaluation of websites for the selected five Post-92 institutions in the South East of England over four years. The work indicates general features noted on all HEI's websites, user experiences and issues. Finally, the paper suggests some key actions to potential strategic improvement.
... Lighthouse project (Van Galen, den Ouden, and Morisson 2020), The Box ("The Box" 2020), SynchroniCity ("SynchroniCity" 2020). Underlying reasoning Explore certain moments in computer usage, e.g. the moment of locating the menu button on screen (Mayhew 1999). Retain users' attention from being distracted or from anything else that could confound the user testing results, such as family assistance (Rogers 2011) Explore such overarching user behaviour (Brush 2009). ...
Article
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In this study, we envision engineering design activities for collective computing, an upcoming era of complex systems of massive social interaction through a wide variety of connected computing devices. A literature review reveals how collective computing, compared to the previous eras of personal and ubiquitous computing, may lead to new design tasks and design processes, as well as new roles for designers. Based on this review, new design activities for the collective computing era are envisioned, and further revised in an interview study with 24 informants. The result is a vision for design in the collective computing era, with actionable guidance for designers in terms of a coherent set of new design activities proposed in relation to advances in computing.
... e slogan "user friendly" appeared popular during the 1980s, but since the 1990s, the focus of usability engineering has relied heavily on the elaboration of usability evaluation methods. e usability engineering books by [1,2] set the basis of encompassing the concept of human-computer interaction (HCI). e first decade of the twenty-first century developments regarding usability analysis had softwareflavored tactics such as user interface implementation through software tools, standards, and "look and feel" aspects. is move enhanced the awareness of the need to work on evaluating usability through the user interface as a medium. ...
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e usability evaluation of educational games is an important task, especially for children. By applying Jakob Nielsen's ten heuristics, most of the HCI designs can be evaluated, but when educational games are involved, where the user being observed is a child between the ages of six and eight, many questions arise. Is the observer trained well enough to observe the child's reactions to the game with regard to its memorability, learnability, ease of use, and enjoyment? Will it be necessary for the observer to have a training session exploring the game before evaluating a child? Our research suggests that a training module designed to train an untrained facilitator (observer) in how to evaluate four usability dimensions (learnability, memorability, ease of use, and enjoyment) would be very useful. e usability evaluation data was collected by observing users playing generic educational games, using the Mann-Whitney U test, which was conducted by two groups of observers, one trained and one untrained. is was then reviewed, and a distinct difference was found between the results of evaluations in the two groups, thus validating the importance of training for an observer.
... To tailor our search query for the SLR to the most relevant ones and use not more than ten terms, we chose to exclude all that had a rating below the median (= 5, gray bars in Figure 1a). Usability was excluded as well because it is related to a very broad field of user interface (UI) research, not always linked to the state of "being stuck" such as UI design standards [108,173]. ...
Article
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Players can get stuck in video games, which impedes their process to their goal and results in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for learning. Currently, it is not easily possible to assess if a player is stuck, as no widely accepted definition of "being stuck" in games exists. We conducted 13 expert interviews and a systematic literature review with 104 relevant papers selected from 4022 candidates. We present a definition of "being stuck" that conceptualizes the state as a continuum and contextualize it within related concepts. Our stuck continuum can be applied to regulate the player's stuck level. We propose a taxonomy of measures that are useful for the detection of the level of stuckness and discuss the effectiveness of countermeasures. Our stuck concept is crucial for game developers creating an optimal player experience in games.
... Understanding the users of our system and their work environment is important given that this environment and their work tasks should be the basis of a well-designed system [59]. We realized that on a clinical data interfacing system's perspective, the trauma care unit in a university hospital, our target environment, had three core user groups: doctors, clinical nurses, and research nurses. ...
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This paper presents a year-long study of our project, aiming at (1) understanding the work practices of clinical staff in trauma intensive care units (TICUs) at a trauma center, with respect to their usage of clinical data interface systems, and (2) developing and evaluating an intuitive and user-centered clinical data interface system for their TICU environments. Based on a long-term field study in an urban trauma center that involved observation-, interview-, and survey-based studies to understand our target users and their working environment, we designed and implemented MediSenseView as a working prototype. MediSenseView is a clinical-data interface system, which was developed through the identification of three core challenges of existing interface system use in a trauma care unit—device separation, usage inefficiency, and system immobility—from the perspectives of three staff groups in our target environment (i.e., doctors, clinical nurses and research nurses), and through an iterative design study. The results from our pilot deployment of MediSenseView and a user study performed with 28 trauma center staff members highlight their work efficiency and satisfaction with MediSenseView compared to existing clinical data interface systems in the hospital.
... A large number of methods and tools have been developed for ensuring the usability of the various functions and facets of a software solution or system. There are usability evaluation methods for the various phases of the software development life cycle, (SDLC) including the design and development 40 phases (Cemellini et al., 2020;Holzinger et al., 2008;Mayhew, 1999). However, it is crucial to note that some of these methods are only suitable for a specific phase of the design and development process (Simões-Marques & Nunes, 2012). ...
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This study aimed at cross-culturally translating and adapting the Post-Study System Usability Questionnaire (PSSUQ), and then evaluated the psychometric properties of the resulting instrument. The PSSUQ was culturally adapted to suit the Arabic context in accordance with standard guidelines. The psychometric evaluation of the resulting Arabic version of the questionnaire (A-PSSUQ) involved assessing content validity and face validity, conducting a factor analysis, and testing reliability by internal consistency (Cronbach’s alpha). The validity assessment indicated that the A-PSSUQ had a high level of validity, where the scale-content validity index value was 0.931 and the scale-face validity index value was 0.975. In addition, the factor analysis revealed that the structure of the A-PSSUQ was similar to that of the original questionnaire, consisting of a three-factor 16-item solution (accounting for 78.275% of the explained variance). The A-PSSUQ also exhibited high internal consistency, with a Cronbach’s alpha value of 0.956 for the whole questionnaire, 0.913 for the system quality subscale, 0.883 for the information quality subscale, and 0.890 for the interface quality subscale. These results indicate that the A-PSSUQ is a valid and reliable instrument that can be used by Arabic usability practitioners when performing usability research.
... Citing DJ. Mayhew, "We want powerful functionality, but a simple, clear interface" [22]. Following the categorisation present in [20], we consider the dashboard in terms of: ...
... Indeed, one of the challenges process safety industries may be facing is that procedures are often designed primarily for documenting regulatory compliance and worker accountability, not for helping workers perform tasks. However, research in Human Factors has established that people tend to regularly use tools (e.g., documents) on the job that help them do their job and ignore or discontinue using those that do not help them perform needed tasks (e.g., Luna et al., 1988;Mayhew, 1999). This conflict of design goals (supporting workers' tasks versus documenting compliance/accountability) may be another explanation for non-compliance and deviation. ...
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... The industry has already proven, like IBM and Google for instance, that the best reason for using UCD is that "if the user can't use it, it doesn't work" (attributed to Susan Dray by (Anderson, 2007)). "People ignore design that ignores people" is a saying by Frank Chimero (Chimero, 2008) that empowers the key differentiator of developing software that is the "ease-of-use" (Beyer & Holtzblatt, 1998;Cooper, 2004;Hix & Hartson, 1993;Mayhew, 1999;Nielsen, 1993;Rosson & Carroll, 2002). ...
Chapter
Patient-Centered Design (PCD) is a particular type of User-Centered Design (UCD), where the end-user is a patient that will use an Information and Communications Technology (ICT) solution for healthcare. It focuses on needs, wants, and skills of the product’s primary user and implies involving end-users in the decision-making and development process of the solution. e-Therapy aims to provide support to therapy sessions through ICT solutions. It has grown in the last years, and in the mental health arena is being used for specific therapeutic contexts. It is an especially difficult environment due to specificities of the patients' conditions and the physical access to patients being restricted and, sometimes, not even possible. Thus, a PCD approach can be accomplished through the health professionals involved, applying some of the most well known methods of UCD: interviews, questionnaires, focus groups, and participatory design. eSchi is an e-Therapy tool that complements traditional practices for the cognitive rehabilitation and training of schizophrenic patients. It was successfully developed using a PCD approach.
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Computational Thinking has been recognized as an essential skill to be developed in individuals of the 21st Century. Various initiatives worldwide have been proposed to establish the most effective educational strategies and resources to support the development of these skills. With the publication of the Standards for Computing in Basic Education in Brazil (Complement to the National Base Common Curricular), Computer Science is expected to be taught as a fundamental science from Early Childhood Education to High School. In this context, this study presents the results of the students’ learning and the usability evaluation of the ThinkCarpet: an interactive educational robotics artifact built using alternative materials and Arduino, with the purpose of aiding in the development of the concept of algorithms in students from Middle School. Regarding the students’ learning, an average of 93.75% of valid solutions was observed for the algorithms validated through the use of the ThinkCarpet. In contrast, only 62% of valid solutions were identified in activities outside the proposed resource. As for the results of the application of the System Usability Scale (SUS), the results show a score of 83.59, which classifies the ThinkCarpet as excellent in a realistic scenario.
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This chapter shows how the human factors and ergonomics (HFE) discipline can provide concepts, methods, and information for analyzing and redesigning health care systems and processes for the benefits of all involved, e.g., patients, caregivers, physicians, nurses, and other health care workers. It reviews dimensions of quality of care, and dedicate a separate section to the important problem of patient safety. The chapter examines systems approaches to health care and explores the HFE of medical devices and information technology. Special attention is given to the role of HFE in improving health care work systems and processes, and the emerging critical problem of stress and burnout among clinicians. Health information technologies, such as electronic health record technologies, can have negative impacts on patient safety. Several standards and requirements exist to regulate and ensure usability of health technologies.
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This book is devoted to the emerging field of integrated visual knowledge discovery that combines advances in artificial intelligence/machine learning and visualization/visual analytic. A long-standing challenge of artificial intelligence (AI) and machine learning (ML) is explaining models to humans, especially for live-critical applications like health care. A model explanation is fundamentally human activity, not only an algorithmic one. As current deep learning studies demonstrate, it makes the paradigm based on the visual methods critically important to address this challenge. In general, visual approaches are critical for discovering explainable high-dimensional patterns in all types in high-dimensional data offering "n-D glasses," where preserving high-dimensional data properties and relations in visualizations is a major challenge. The current progress opens a fantastic opportunity in this domain. This book is a collection of 25 extended works of over 70 scholars presented at AI and visual analytics related symposia at the recent International Information Visualization Conferences with the goal of moving this integration to the next level. The sections of this book cover integrated systems, supervised learning, unsupervised learning, optimization, and evaluation of visualizations. The intended audience for this collection includes those developing and using emerging AI/machine learning and visualization methods. Scientists, practitioners, and students can find multiple examples of the current integration of AI/machine learning and visualization for visual knowledge discovery. The book provides a vision of future directions in this domain. New researchers will find here an inspiration to join the profession and to be involved for further development. Instructors in AI/ML and visualization classes can use it as a supplementary source in their undergraduate and graduate classes.
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Usage orientation is an essential success factor in development processes. Especially in the mobility sector, development processes concern product combinations of software, hardware and services. These processes require interdisciplinary teams, but both the procedure and the results are shaped by the respective disciplines, such as software development, product design or marketing, and are difficult to access for outsiders. Thus, the flexible application of user-oriented methods remains difficult. The aim of this paper is a scalable process model that flexibly supports the integration of user-oriented methods in development processes and is oriented towards the needs of interdisciplinary development teams. The findings conclude in a concept of a usage requirements cycle supporting the integration of usage requirements especially in the mobility sector.
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Strategic foresight, corporate foresight, and technology management enable firms to detect discontinuous changes early and develop future courses for a more sophisticated market positioning. The enhancements in machine learning and artificial intelligence allow more automatic detection of early trends to create future courses and make strategic decisions. Visual Analytics combines methods of automated data analysis through machine learning methods and interactive visualizations. It enables a far better way to gather insights from a vast amount of data to make a strategic decision. While Visual Analytics got various models and approaches to enable strategic decision-making, the analysis of trends is still a matter of research. The forecasting approaches and involvement of humans in the visual trend analysis process require further investigation that will lead to sophisticated analytical methods. We introduce in this paper a novel model of Visual Analytics for decision-making, particularly for technology management, through early trends from scientific publications. We combine Corporate Foresight and Visual Analytics and propose a machine learning-based Technology Roadmapping based on our previous work. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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Air quality is an important issue that impacts who live in cities. During COVID-19 pandemic, it becomes clear that low air quality can increase the effects of the disease. It is very important that in this era of Big Data and Smart Cities we use technology to address health issues like air quality problems. Often, air quality is monitored using data collected using fixed selected stations in a region. Such approach only gives us a global notion of the air quality, but do not support a fine-grained comprehension about spots distant from the collector’s stations, specially in residential urban places. In this paper, we propose a visual analytics solution that provides city council decision-makers an interactive dashboard that displays air pollution data at multiple spatial resolutions, that uses real and predicted data. The real air quality data is collected using low-cost portable sensors, and it is combined with other environmental contextual data, namely road traffic mobility data. Estimated air quality data is obtained using a machine learning regression model, that is integrated into the interactive dashboard. The visual analytics solution was designed with the city council decision-makers in mind, providing a clutter-free interactive exploration tool that enables those users to improve the quality of life in the city, focusing on one of the most important cities’ health quality key issues.
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Objectives Medication use in the perioperative setting presents many patient safety challenges that may be improved with electronic clinical decision support (CDS). The objective of this paper is to describe the development and analysis of user feedback for a robust, real-time medication-related CDS application designed to provide patient-specific dosing information and alerts to warn of medication errors in the operating room (OR). Methods We designed a novel perioperative medication-related CDS application in four phases: (1) identification of need, (2) alert algorithm development, (3) system design, and (4) user interface design. We conducted group and individual design feedback sessions with front-line clinician leaders and subject matter experts to gather feedback about user requirements for alert content and system usability. Participants were clinicians who provide anesthesia (attending anesthesiologists, nurse anesthetists, and house staff), OR pharmacists, and nurses. Results We performed two group and eight individual design feedback sessions, with a total of 35 participants. We identified 20 feedback themes, corresponding to 19 system changes. Key requirements for user acceptance were: Use hard stops only when necessary; provide as much information as feasible about the rationale behind alerts and patient/clinical context; and allow users to edit fields such as units, time, and baseline values (e.g., baseline blood pressure). Conclusion We incorporated user-centered design principles to build a perioperative medication-related CDS application that uses real-time patient data to provide patient-specific dosing information and alerts. Emphasis on early user involvement to elicit user requirements, workflow considerations, and preferences during application development can result in time and money efficiencies and a safer and more usable system.
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As the inclusion of users in the design process receives greater attention, designers need to not only understand users, but also further cooperate with them. Therefore, engineering design education should also follow this trend, in order to enhance students’ ability to communicate and cooperate with users in the design practice. However, it is difficult to find users on teaching sites to cooperate with students because of time and budgetary constraints. With the development of artificial intelligence (AI) technology in recent years, chatbots may be the solution to finding specific users to participate in teaching. This study used Dialogflow and Google Assistant to build a system architecture, and applied methods of persona and semi-structured interviews to develop AI virtual product users. The system has a compound dialog mode (combining intent- and flow-based dialog modes), with which multiple chatbots can cooperate with students in the form of oral dialog. After four college students interacted with AI userbots, it was proven that this system can effectively participate in student design activities in the early stage of design. In the future, more AI userbots could be developed based on this system, according to different engineering design projects for engineering design teaching.
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Due to the increase in the number of people in need of care, an above-average sick leave among employees in nursing occupations and a growing shortage of skilled professionals, the health care and nursing sector is facing particular chal-lenges. This paper presents a participatory model for the development of new technologies, which can in the long run reduce the impact of these challenges in certain areas of the care sector. The project experiences in “DigiKomp-Ambulant” show how user-oriented approaches can be helpful in the development process of new supporting technologies. This approach can help to ensure that the developed products are highly accepted by the actual users, increase the attractivity of occupations in the care sector and diminish the daily challenges of the workers. The aim of the “DigiKomp-Ambulant” project is to develop a highly innovative sensory device, which can transmit important information to remote care takers. The mode of work in the project is characterized by a close interac-tion of scientists, software- and hardware developers and future users in the care sector. Next to the participatory model, the paper will also introduce the intermediary results of the project.
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