Article

Don't Make Me Think!: A Common Sense Approach to Web Usability

Authors:
To read the full-text of this research, you can request a copy directly from the authors.

Abstract

From the Publisher:Even if every Web site could afford a usability expert (which they can't), there just aren't enough of us to go around. So I tried to boil down what I've learned over the years (principles like "Don't make me think" and "Get rid of half the words on each page, then get rid of half of what's left") into a short, profusely illustrated book-one that even the guy who signs the checks (the one who looks at the site when it's ready to launch and says "I hate green. And there should be more big pictures.") might read.

No full-text available

Request Full-text Paper PDF

To read the full-text of this research,
you can request a copy directly from the authors.

... It is also clarified that although in the theoretical framework of this work the exhaustive differences between AR and VR are defined, from the work of Azuma [1] and other authors the focus is only on products assisted with AR and not with VR. In addition, the previous works that were taken into account are Nielsen, Budiu, and Riders [148], Krug [149], and Gutiérrez et al. [64], among others. In summary, the attribute A01-Usability represents the most important attribute identified with the DEMATEL method, since it has the highest D + R value and obtained the greatest weight in the attributes vector. ...
... It is also clarified that although in the theoretical framework of this work the exhaustive differences between AR and VR are defined, from the work of Azuma [1] and other authors the focus is only on products assisted with AR and not with VR. In addition, the previous works that were taken into account are Nielsen, Budiu, and Riders [148], Krug [149], and Gutiérrez et al. [64], among others. ...
... Hence, content design with AR is causally linked to UI Interface Design, and thus to UX User Experience Design [148]. The triadic dynamics of these three aspects that operate systematically, depending on a partial immersion, seeks, through the mediation of one or several technological devices (hardware), the transfer of knowledge and/or particular skills to those who consume them [149]. Therefore, all emerging content resulting from AR is deterministic and operates with the UI and UX in an aligned manner in the search to optimize experiences. ...
Article
Full-text available
This study proposes a combined framework of multicriteria decision methods to describe, prioritize, and group the quality attributes related to the user experience of augmented reality applications. The attributes were identified based on studies of high-impact repositories. A hierarchy of the identified attributes was built through the multicriteria decision methods Fuzzy Cognitive Maps and DEMATEL. Additionally, a statistical analysis of clusters was developed to determine the most relevant attributes and apply these results in academic and industrial contexts. The main contribution of this study was the categorization of user-experience quality attributes in augmented reality applications, as well as the grouping proposal. Usability, Satisfaction, Stimulation, Engagement, and Aesthetics were found to be among the most relevant attributes. After carrying out the multivariate analysis, two clusters were found with the largest grouping of attributes, oriented to security, representation, social interaction, aesthetics, ergonomics of the application, and its relationship with the user’s emotions. In conclusion, the combination of the three methods helped to identify the importance of the attributes in training processes. The holistic and detailed vision of the causal, impact, and similarity relationships between the 87 attributes analyzed were also considered. This framework will allow the generation of a baseline for the use of multicriteria methods in research into relevant aspects of Augmented Reality.
... Navigation is the way people will get around the site. It is absolutely dependent on the IA (Krug, 2014). IA approach in this research starts with website goals and anything will influence in the design. ...
... This step is important to know the common labels in this field (Spencer,2010), focusing on the first level of navigation. Figure [4] shows global navigation in each university. 5-The second method was Affinity Diagramming. ...
... Figure [5] presents Affinity Diagramming template which contains the labels of first category in our IA. This template presents the main navigation Labels which we have chosen into Affinity groups Figure [4] shows the Main current Entry Points as a global navigation system in each University Home Page (without context or Footer area) 6 -Choosing navigation entry points of the context navigation area was the current step. By reviewing the pioneer universities and considering our website goals, we focused in the university news and events that support Excellency and what is going on this university. ...
... To help designers provide the best possible user experience, various best practices and general guidelines have been developed (e.g., books [15], [39], [62], [69], [75] or online resources, such as Laws of UX [74], Nielsen Norman Group [2], or Interaction Design Foundation [1]). Among the earliest are Shneiderman's eight "Golden Rules" for interface design [61], [62] and Nielsen's "10 Usability Heuristics for User Interface Design" [49], [52]. ...
... Tesler's law [75] states that for any system there is a certain amount of complexity that cannot be reduced, and it is recommended that the product design ensures that as much as possible of the burden on the user is lifted. Krug [39] recommends that if a difficulty for the user cannot be avoided, the design should provide brief and timely guidance, and Cooper et al. [15] recommend contextual help and assistive interfaces without the need to break the user's flow. If it cannot be avoided that the user has to learn something new, users learn best from examples (e.g., pictures, screenshots, or short tutorial videos) [69]. ...
... Moreover, excise tasks, such as navigational excise, should be reduced, e.g., by reducing the number of places that a user must go and providing clear overviews [15]. Hereby, it is important to consider that users do not read but scan webpages [39] and that this scanning is based on the mental model they built from past experiences, which creates expectations of what they want to see and where [69]. Furthermore, part of Postel's law [75], similar to Shneiderman's third golden rule [61], [62], recommends providing clear feedback to users, and the Peak-End Rule [75] recommends paying attention to the final moments of the user journey because people judge an experience largely based on how they felt at its peak and recall negative experiences more vividly than positive ones. ...
... Possible problems that could arise in their use are related to the user interface, devices used, accessibility and functionality. Another important characteristic is the speed of access to the resources searched, the criteria for which have been reduced from 7 seconds in the recent past [14], to 2-3 seconds today, and with a minimum number of clicks, according to the basic rules of the Search Engine Optimization (SEO) [15]. ...
... Users do not try to understand how a service works. Rather, they would try it out -based either on previous experience or on whether or not it will work for them [14]. ...
Article
Full-text available
This paper presents a prototype of an electronic system for the needs of students. The objective is to develop and promote a prototype electronic student profile. The methodology for designing the proposed prototype includes a review and comparative analysis of existing electronic student profiles in universities from Europe, America and Asia, based on the usability and other leading features similar to the functionality of the proposed system. Advantages of university platforms regarding functionality, user interface, usability, speed of access are described. Some of the analysed systems have weaknesses and associated problems that have been avoided in the developed electronic system. A survey was also conducted among students who actively use electronic profiles for training and administrative services, and the results were integrated to add useful features to the developed system. The paper presents the main characteristics of the proposed prototype, such as speed and ease of use, and an intuitive design with easy access to the required resources. The prototype could be implemented for the needs of academic users in any educational institution.
... Very often people do not know what they want until you show it to them", or Henry Ford saying, "If I asked customers what they wanted, they'd say faster horses" [55]. Both quotes show that people often do not know what their problem is, which is why it is so difficult to design the perfect product, which in fact does not exist [56,57]. ...
... Among the designated aspects are: First impression, visual design assessment, evaluation of communication with the user, and others defined by the product's needs. Each is different and has various aspects to compare [57]. For such a determined table, empirical research is necessary, i.e., using competitors' applications. ...
Article
Full-text available
The growth of technology and the increasing competitiveness and opportunity of digital services have meant that the traditional logistic sector has changed dramatically. New technology and globalization affect the need to use solutions known to the IT industry. In recent years, we have seen significant technological growth, from smart devices communicating with each other via the IoT (Internet of Things) to artificial intelligence, and the changes it brings in the future. However, the role of user interface design in enhancing the user experience of mobile applications, such as journey planners, has been overlooked. Given the knowledge of the environmental impact of transport systems, it is important to convince users to use more sustainable modes of transport. Transport systems account for 20% to 25% of global energy consumption and carbon emissions. The aim of the article is to explain the process of creating a user interface for a public transport journey planner application that serves as a personal travel assistant. In addition, a competitive audit and research on a small group of users was also carried out. The conducted research and the audit of the competition were crucial in the ideation process, which became the basis for the first wireframes of the application. This was made possible by using the powerful Figma tool, which allowed for a more detailed design of the application’s appearance and functions. The resulting design of the application interface is a proposed solution to some of the user problems detected during the study. The final prototype needs to be turned into a real product to serve users. For this purpose, a developer must be provided with the prototype, who will bring the application to life using programming tools.
... Our observation method followed the user testing procedure developed by Steve Krug [10]. The objective of this method is to ask the user to perform five tasks using the application. ...
... When I make a mistake it is easy to correct it. 10 I would recommend this application to a friend. ...
Conference Paper
Mobile devices and their applications have become integral in our daily lives, with people spending an average of 3 hours and 15 minutes on their phones each day. The growth in mobile applications has increased the number of interfaces that users interact with, making usability and user satisfaction crucial for their success. This paper aims to compare two usability testing methods, user observation and UMUX post-test questionnaire, in real usability testing sessions with various applications. The goal is to evaluate the effectiveness of these methods in measuring user satisfaction and determining the usability of mobile interfaces. Furthermore, since it was noticed that the results from these two methods are conflicting, we have developed a proposal for a usability questionnaire for mobile applications, so that it can be tested in the future.
... A usabilidade é considerada a qualidade da interação do usuário com a interface/game. Problemas que comprometem ou dificultam a qualidade dessa relação levam ao desempenho deficiente, podendo ocasionar feedback negativos como comprometimento da aprendizagem dos conteúdos até à rejeição pelo softwarec (Krug, 2005;Reategui, 2007). ...
... Krug (Krug, 2005) ressalta a necessidade de um game ter uma boa usabilidade, para isso precisa ser de fácil aprendizagem, eficiente no uso e fácil de ser lembrado. Podemos destacar que no caso do jogo estudado, umas das maiores médias (5,0) foi justamente quanto ao fácil manuseio, pelos experts relataram que precisaram aprender poucas coisas para começar a jogar o jogo. ...
Article
Full-text available
Introdução: Com o avanço da tecnologia, surgiu um crescente de ferramentas educacionais com a inserção de aplicativos. Nessa vertente, os jogos vêm se destacando por ir além do entretenimento, e por ter se torando uma ferramenta poderosa no processo de ensino-aprendizagem. Fato que está relacionado ao seu poder motivacional na interação jogo-usuário. No entanto, se sua usabilidade não estiver adequada, a motivação do jogador será comprometida, afetando assim, a eficiência dessa ferramenta. Objetivo: Este estudo tem como objetivo avaliar a usabilidade a versão beta do game quiz sobre Gestão Pública em Saúde desenvolvido pelo Grupo SAITE em parceria com a UNA-SUS/UFMA. Método: A pesquisa foi realizada junto a uma equipe de 12 experts que preencheram um instrumento adaptado do EgameFlow e Meega, processo essencial para identificar problemas não percebidos pela equipe de criação do jogo. Para análise dos dados foram realizados a média e o desvio-padrão de cada item e classificados segundo a média em: insuficiente (<2), regular (2– 3,9), bom (4–5,9) e excelente (6–7). Resultado: Através da análise dos dados foi possível observer que na dimensão concentração, alguns itens apresentaram medias classificadas como regular. Na dimensão clareza, as medias foram classificadas como regular e bom. As dimensões que apresentam as melhores médias foram feedback e autonomia. E aquelas que apresentaram medias insuficientes em um dos seus itens avaliados, foram as dimensões desafio, imersão e usabilidade. Conclusão: Os resultados obtidos, serão essenciais para que a UNA-SUS/UFMA e o Grupo Saite realizem os ajustes referente aos pontos elencados, principalmente aqueles com média insuficiente, pelos avaliadores para o lançamento da versão alfa para o público-alvo.
... The central research hypothesis is that "slowing down" design products whose fruition requires the use of technology could be a relevant, albeit minor, part of the solution. In contrast to smoothness in design, which frames good interaction design as a practice that allows the user to perform effortless actions (Krug, 2006) [5], the term "friction" is suggested in this publication to identify the tendency to construct user interfaces and user experiences that require effort to achieve a goal. The article aims to ground this concept through a literature review by looking at definitions of the term coined by other researchers, positioning it according to them, and proposing design approaches that induce users to reflect. ...
... The central research hypothesis is that "slowing down" design products whose fruition requires the use of technology could be a relevant, albeit minor, part of the solution. In contrast to smoothness in design, which frames good interaction design as a practice that allows the user to perform effortless actions (Krug, 2006) [5], the term "friction" is suggested in this publication to identify the tendency to construct user interfaces and user experiences that require effort to achieve a goal. The article aims to ground this concept through a literature review by looking at definitions of the term coined by other researchers, positioning it according to them, and proposing design approaches that induce users to reflect. ...
Article
Full-text available
The article proposes a literature review on how design could be a viable way to make users reflect when using design products in the larger context of data production through digital technologies. Design practitioners con-sider quickness, ease of use, and smoothness as hallmarks of good design that produces digital interfaces that do not disclose what is happening behind the surface, creating opaque situations in which users are not necessarily aware of the consequences of their actions. To reframe this approach to design, we explore the concept of “friction” as a lens to analyze existing definitions of this and related concepts in design and as a metaphorical design approa-ch emerging from the literature. A “frictional” perspective could entail slow interaction with technology or the focus on designing effort in using user interfaces that produce data to dispel opaqueness in existing practices. Using Scopus as a proxy to inquire about the defi-ned term, a corpus of relevant publications is analyzed to gather existing design approaches along with occurring instances of the word “friction” and how it has been used previously. To conclude, we introduce the concepts of “diegetic frictions” and “extra-diegetic frictions” as a possible taxonomy of design interventions that embody the initial intention outlined in the article.
... BEELIC's website will target those who want to know about BEELIC design products. So, they should be able to easily understand and navigate the website without thinking long [4]. However, business actors often try to provide as much information as possible on one page. ...
... Their eyes will look at the part that catches their attention, scan which information they need and then read it, or scan which button can be clicked. It can be said that visitors do not read the website but scan the website to find the required data [4]. Usability on the website According to ISO Ergonomics, the definition of usability [5] refers to how users can use a product to achieve specific goals effectively, efficiently, and satisfactorily. ...
Article
Full-text available
During this pandemic period, the obstacles faced by MSMEs (Micro, Small and Medium Enterprises) had a brutal impact on SME industries. In the interior, furniture and interior accessories are facilities that can be used together as an Information Centre, promotion and marketing that is effective, flexible, and multifunctional support business in the future. Naturally, business income has significantly decreased. Hence A strategic step and breakthrough are needed so that MSMEs can also take advantage of the market potential in the industrial era 4.0. This research aims to design the BEELIC website as a flexible tool that MSMEs can share in obtaining education, developing design knowledge, and promoting and marketing products. This research continues an Interior Research on recycling container waste with a Biophilic Design approach named BEELIC. The application of the biophilic element also makes SME products with added value. It has advantages that can meet market needs and become alternative solutions to the community's needs during the pandemic. Continuing the spirit of sustainability, people can discover the products of these MSMEs and various information BEELIC design solutions through the BEELIC website. Hence this website needs to be designed to meet these needs. From User Interface to user experience the methodology used is a literature review, online survey, case study, analyzing data, developing designs, making prototypes, evaluating, and producing the final site design. The case study in this research is a website design where the design and technology can fulfil the needs for information and solutions the MSMEs and people need.
... In HCI, usability is evaluated by observing the user's product use process. A typical example is Krug's usability evaluation method [3], which measures usability by watching how users perform given tasks. At this time, observers look at the user's screen in third place, listen to the user's thoughts, and write an evaluation result sheet through observation. ...
... A product with good usability enables the user to achieve the purpose naturally and quickly without difficulty when using the product to reach his intended purpose. As a usability principle to express this, "Don't make me think" is suggested [3]. In other words, the product should express a conceptual model similar to the user's mental model [2]. ...
Article
Usability evaluation in Human-Computer Interaction (HCI) is done by observing the user's behaviors and reactions while performing a given task. The observers examine users' behaviors while doing assigned tasks and describe their observations in terms of usability. The usability evaluation would depend on the observers' ability or experience. It proceeds qualitatively. We propose a quantitative evaluation, which adopts attributes and metrics from System and Software Quality Requirement and Evaluation(SQuaRE) published by International Standard Organization (ISO). Furthermore, we examine qualitative observations conducted in usability testing and apply our method to make it a quantitative evaluation.
... 34 Furthermore, aesthetic design is related to how users perceive information quality and usability of websites. 32,33,[35][36][37][38] Usability testing with target website users serves to inform website design to enhance the likelihood for favorable UX and information uptake, 39 a practice not often acknowledged in eHealth interventions. 40,41 ...
... 40 Although Parenting Pain Away was co-created with a robust team of stakeholders, usability testing was still necessary to enhance the website design as target users often quickly identify errors or inefficiencies which may have been overlooked by the stakeholder committee. 39 Additionally, target users meaningfully inform the website design through their unique perspectives and experiences. 53-55 ...
Article
Full-text available
All newborns undergo minor painful procedures (e.g., injections). Despite strong evidence supporting parents' efficacy to reduce procedural pain (e.g., breastfeeding), parents remain an underutilized resource. Limited evidence‐based resources about infant procedural pain management targeting parents in the perinatal period exist. We co‐created Parenting Pain Away, a website to enhance parents' access to information and participation in procedural pain management following birth. This study aimed to conduct iterative usability testing with the perinatal population to refine Parenting Pain Away based on target users' identified needs and satisfaction. In 2020, parents of healthy newborns or expectant parents from an Atlantic Canadian province, participated in two iterative cycles of usability testing of Parenting Pain Away. Through recorded interviews, participants were directed to use the “Think Aloud” approach (e.g., verbalize what they see, think, feel) as they navigated through the website. Participants completed online questionnaires related to demographics and user satisfaction, measured by the Post Study System Usability Questionnaire (PSSUQ). Descriptive statistics and content analysis were conducted to analyze the data. In total, there were 10 participants with an average age of 29.9 years (SD = 3.9). Participants identified as mothers (n = 7) or fathers (n = 3) and were expecting (n = 6) or had a newborn (n = 4). The PSSUQ overall scores were 1.84 (SD = 0.55) and 1.34 (SD = 0.49) in Cycles 1 and 2, respectively, indicating high user satisfaction on the 7‐point scale. When comparing between the two cycles, the average overall score was lower in Cycle 2, suggesting improved satisfaction. Participants provided positive feedback about the website and suggested major refinements to simplify content and site navigation. Findings from usability testing cycles were used to inform refinements of the Parenting Pain Away in response to participant satisfaction and feedback. Engaging target users in the development process enhanced this website in preparation for further effectiveness testing.
... In a first step, determinants to implement SMILe-ICM into the Swiss setting has been identified according to micro-, meso-, and macro-level by the interdisciplinary clinical and scientific steering group meetings and categorized in line with CICI framework (12) [overview about determinants are published elsewhere (45)]. We also followed implementation stages according to Exploration, Preparation, Implementation, Sustainment (EPIS) framework (72) to classify the chosen implementation strategies according to the SMILe project's pre-phase, Phases A (development/adaptation) and Phase B (implement and evaluate) and sustainment. ...
... Based on our previous described agile software development process (42) and structured collaboration between nursing scientists and software specialists, a purposive sample of alloSCT patients (n = 4), which is described as a sufficient number of participants for end-user usability tests for technology components (72), was formed in 01/2021. To select the sample, SV and JR screened electronic health records to guarantee that different educational levels, genders, and ages were represented, and that the members would be likely to sign a written informed consent form before participation. ...
Article
Full-text available
Background Contextually adapting complex interventions and tailoring their implementation strategies is key to a successful and sustainable implementation. While reporting guidelines for adaptations and tailoring exist, less is known about how to conduct context-specific adaptations of complex health care interventions. Aims To describe in methodological terms how the merging of contextual analysis results (step 1) with stakeholder involvement, and considering overarching regulations (step 2) informed our adaptation of an Integrated Care Model (ICM) for S te M cell transplantatIon faci L itated by e Health (SMIL e ) and the tailoring of its implementation strategies (step 3). Methods Step 1: We used a mixed-methods design at University Hospital Basel, guided by the Basel Approach for coNtextual ANAlysis (BANANA). Step 2: Adaptations of the SMILe-ICM and tailoring of implementation strategies were discussed with an interdisciplinary team ( n = 28) by considering setting specific and higher-level regulatory scenarios. Usability tests were conducted with patients ( n = 5) and clinicians ( n = 4). Step 3: Adaptations were conducted by merging our results from steps 1 and 2 using the Framework for Reporting Adaptations and Modifications–Enhanced (FRAME). We tailored implementation strategies according to the Expert Recommendations for Implementing Change (ERIC) compilation. Results Step 1: Current clinical practice was mostly acute-care-driven. Patients and clinicians valued eHealth-facilitated ICMs to support trustful patient-clinician relationships and the fitting of eHealth components to context-specific needs. Step 2 : Based on information from project group meetings, adaptations were necessary on the organizational level (e.g., delivery of self-management information). Regulations informed the tailoring of SMILe-ICM`s visit timepoints and content; data protection management was adapted following Swiss regulations; and steering group meetings supported infrastructure access. The usability tests informed further adaptation of technology components. Step 3: Following FRAME and ERIC, SMILe-ICM and its implementation strategies were contextually adapted and tailored to setting-specific needs. Discussion This study provides a context-driven methodological approach on how to conduct intervention adaptation including the tailoring of its implementation strategies. The revealed meso-, and macro-level differences of the contextual analysis suggest a more targeted approach to enable an in-depth adaptation process. A theory-guided adaptation phase is an important first step and should be sufficiently incorporated and budgeted in implementation science projects.
... otwithstanding the predominant position in the business sector, academically the phenomenon of digital content strategy (DCS) has hardly been noticed or, possibly, at least poorly presented in the literature. Significant amount of papers has been devoted to digital marketing, websites' success [1]- [7], usability and user experience (UX) [8]- [10]; whereas, the strategic process of achieving successful (more importantly profitable and relationships-building) content is hardly noticeable. Even when mentioned, it does not indicate that the content is valued as a company's asset, rather being viewed as another marketing technique, despite dominating role of websites as the first point of interaction with a company or enquiry, missing this way the opportunity for engagement with prospective clients. ...
... 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 (user experience) 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
Full-text available
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.
... Segundo o modelo, a melhor forma de obter clientes de modo duradouro é os habituar a evitar a dor e buscar o prazer através do uso de suas mercadorias digitais (Eyal op. cit.;Krug 2006). Para isso, primeiramente os desenvolvedores investem na proliferação de gatilhos, isto é, de estímulos relacionáveis principalmente a necessidades psicológicas (tédio, aceitação, medo, solidão etc.), de modo que sua ocorrência provoque desconforto no usuário. ...
Article
Full-text available
Este trabalho dá continuidade às pesquisas que buscam preencher uma lacuna nos estudos críticos e transdisciplinares sobre as implicações político-econômicas e psicossociais do design de UX. Para isso, a partir de uma revisão de literatura integrativa, elaboramos elementos para uma crítica imanente das teorias, técnicas e tecnologias deste campo. Encontramos antigas crenças acerca da redução da ontologia do ser social às leis da natureza enquanto uma argumentação para nossa cognição falível, o que justificaria a criação de arquiteturas de contextos, decisões e atividades para os usuários de mercadorias digitais. Utilizando a própria literatura de base do design de UX (ciências cognitivas, interação humano-computador e marketing), demonstramos o caráter ideológico e pouco científico desses pressupostos, bem como o seu papel mediador para a cooperação compulsória dos usuários na produção de dados digitais. A partir das teorias sócio-históricas da subjetividade, concluímos (1) que essas determinações são "encriptografadas" pelo design de UX, fazendo as tecnologias digitais, seu trabalho e seu intelecto geral aparecerem na forma fetichizada de mercadorias digitais; e (2) que isso exige ações políticas organizadas para a regulação democrática deste mercado
... While the Chinese version of this website powered by WordPress aims at achieving an effective information architecture with visual clarity to carry heavier content, the English version built in HTML, CSS, JavaScript, and an open-source web framework focuses on bringing a compelling aesthetic experience to the audience. In the English version, the body text has been shortened to one third comparing with the Chinese version to reduce the noise level and make the main story more prominent (Krug, 2014), in addition to reserve enough space for graphical elements. My intention of using full-screen immersive design with slow subtle motion is to elicit emotional reactions from the 3 viewers as if taking them back in time. ...
... Finally, as stated by Krug (2014) when he tried to answer the question "Why do we scan?": ...
Article
Full-text available
This study focuses on the concept of lexicographic textual condensation in order to determine its role in digital lexicography. Current interpretations of this concept, which was origi­nally coined for printed dictionaries, are analysed. Special emphasis is placed on the relevant dif­ferentiation between the various textual levels in which the content of these works are distributed and on the difference between pri­mary and secondary condensation. Examples from English–Spanish digital dictionaries will be explored in order to answer the question of how condensation is pre­sented in these works and what types of components or items are particularly affected by it. Finally, meaning of condensation forms in cur­rent dictionaries based on the reading approaches applied to reference works is dis­cussed. We support the argument that these forms are intrinsic to the type of text that we call a dictionary, and that the reasons behind condensation mechanisms are not limited to mere spatial constraints, but that these, together with other formal aspects, can make it easier to find the desired answers through a nonlinear reading process that is generally and legitimately applied to diction­aries. Keywords: digital lexicography, printed lexicography, lexicographic textual condensation, theory of the form of dictionaries, primary lexi­co­graphic condensation, secondary lexicographic condensation, bilingual English–Spanish lexicography, microstructure, referencing, natural lan­guages
... However, there must be a balance in the use of multimedia objects. Excessive use of these elements may cause distractions and have a negative impact on website usability [120,121]. Images or videos with large file sizes can significantly affect download times, particularly at slower connection speeds, owing to the substantial number of bytes required. The loading speed of graphics and multimedia should be optimized to prevent slow loading times so that users do not get frustrated and abandon the website [101,122,123]. ...
Article
Full-text available
The aim of this study is to conceptualize website usability and develop a survey instrument to measure related concepts from the perspective of end users. We designed a three-stage methodology. First, concepts related to website usability were derived using content analysis technique. A total of 16 constructs measuring website usability were defined with their explanations and corresponding open codes. Second, a survey instrument was developed according to the defined open codes and the literature. The instrument was first validated using face validity, pilot testing (n = 30), and content validity (n = 40). Third, the survey instrument was validated using explanatory and confirmatory analyses. In the explanatory analysis, 785 questionnaires were collected from e-commerce website users to validate the factor structure of website usability. For confirmatory factor analysis, a new sample collected from 1086 users of e-commerce websites was used to confirm the measurement model. In addition, nomological validation was conducted by analyzing the effect of website usability concepts on three key factors: “continued intention to use”, “satisfaction”, and “brand loyalty”.
... A highly popular book from the early 2000s [32], which sold over 100,000 copies on the niche subject of usability of interactive systems, boldly argued that a truly usable system's interface should not require users to think. In fact, the title conveyed this demand from a user's perspective: "Don't make me think!" ...
Chapter
Augmented Intelligence (AuI) refers to the use of artificial intelligence (AI) to amplify certain cognitive tasks performed by human decision-makers. However, there are concerns that AI’s increasing capability and alignment with human values may undermine user agency, autonomy, and responsible decision-making. To address these concerns, we conducted a user study in the field of orthopedic radiology diagnosis, introducing a reflective XAI (explainable AI) support that aimed to stimulate human reflection, and we evaluated its impact of in terms of decision performance, decision confidence and perceived utility. Specifically, the reflective XAI support system prompted users to reflect on the dependability of AI-generated advice by presenting evidence both in favor of and against its recommendation. This evidence was presented via two cases that closely resembled a given base case, along with pixel attribution maps. These cases were associated with the same AI advice for the base case, but one case was accurate while the other was erroneous with respect to the ground truth. While the introduction of this support system did not significantly enhance diagnostic accuracy, it was highly valued by more experienced users. Based on the findings of this study, we advocate for further research to validate the potential of reflective XAI in fostering more informed and responsible decision-making, ultimately preserving human agency.KeywordseXplainable AIMedical machine learningreflective AIsimilarity metrics
... Відомий дизайнер інтерфейсів Стів Круг (Steve Krug) визначає дизайн інтерфейсів як «комбінацію процесів та засобів, за допомогою яких ми формуємо те, як люди бачать та взаємодіють з тим, що ми створюємо -починаючи від логотипів та до дизайну інформаційних сторінок, меню та форм вводу даних» [3]. ...
... • nodes • links • storage • shared data • network access navigation) and temporal sequencing of the content are addressed from a discourseanalytic perspective (e.g., Chapleo et al., 2011, Zhang & O'Halloran, 2013. Research on web pages as digital communication technologies is interested in the functionality of pages (e.g., Krug, 2006;Nielsen & Pernice, 2010), their aesthetics (e.g., Landa, 2013), and a wide range of discursive questions arising around which technological choices are being implemented and what it tells us about the complex relationship between digital technology and different social actors. ...
Thesis
Full-text available
This thesis studies web homepages to understand the complex social practice of organizational identity communication on a digital medium. It examines how designs of web homepages realize discourses of identity through the mobilization and orchestration of various semiotic resources into multimodal ensembles, addressing critical organizational visual identity elements (‘logo,’ ‘corporate name,’ ‘color,’ ‘typography,’ ‘graphic shapes,’ and ‘images’), communicative content of the page, and navigation structures. By examining these three ‘strata’ of organizational identity communication, it investigates how a homepage uses formal design elements and more abstract principles of composition, such as spatial positioning and content ordering, as resources for making meaning. The data consists of three complementary sets drawn from thirty-nine web homepages of Australian university websites in 2020. Data set #1 includes four homepages for an in-depth study of organizational identity designs; data set #2 consists of 400 images from the ‘above the fold’ web area as the most strategic space on four homepages between the years 2015 and 2021; data set #3 is comprised of eight historical versions of a selected web homepage between the years 2000 and 2021, with three most representative designs for an in-depth investigation. Grounded in the discourse-analytic approach informed by multimodal social semiotics, the thesis adopts a mixed-method approach to data analysis. It applies multimodal discourse analysis combining the Genre and Multimodality model (Bateman, 2008; Bateman et al., 2017) to document the structural design patterns and social semiotic (metafunctional) approach to address the meaning potentials of the identified patterns; (Kress & van Leeuwen, 2021); content analysis (Bell, 2001; Rose, 2016) and visual social actor framework (van Leeuwen, 2008) to identify key representational tropes and visual personae. The study reveals the role of design as a mediating tool between the participants of discourse – the rhetor-institution/designer and envisaged audiences – and offers systematic insights into the uses of semiotic resources, both material (e.g., formal design elements and navigation structures) and nonmaterial (e.g., spatial considerations and content structuring), all contributing to the production of meanings and fostering identification with such meanings in the form of association with the university’s identity. Addressing the subtle differences and shifts in the form and function of key layout structures and strategies of viewer engagement, the study concludes that is plural – each university constantly revises semiotic choices and their multimodal composition to achieve specific rhetorical purposes. Together with several visual design choices, five identified strategies of viewer engagement – proximation, alignment, equalization, objectivation, and subjectivation – promote the university as a place of opportunity, achievement, sociality, and intellectual growth for a student as an individual and as a member of the community. The current research contributes to the emerging collaboration between multimodality, organization studies, and branding, recognizing the complexities and importance of multimodal communication in web-mediated texts amidst the critically increased roles of marketization and social presence in the current higher education landscape.
... The appearance of the website should be simple and focused. An excellent interactive system must minimize the amount of attention provided by the user to operate it (Krug 2005). In this case, Tokopedia has also paid close attention to it. ...
Article
Full-text available
The development of digital technology significantly influences people's lifestyles, especially in the trade sector. The shopping system has shifted from conventional shopping directly to stores (offline purchasing) to online shopping (online purchasing) with the existence of a website-based marketplace platform. One of the marketplaces that serve as the most prominent online buying and selling platform in Indonesia is Tokopedia. The users are more than 50% of the active population in Indonesia. Tokopedia, as a Unicorn company, certainly has a professional design team in designing user interface websites so that it looks attractive, is easy to use, and has a strong identity. A good user interface design will make it easier for users and make them loyal users. This study proposes guidelines for user interface design theory. It analyzes the appearance of the user interface design of the Tokopedia marketplace website in a descriptive analysis for user convenience, providing comfort for users, and even emotional attachment. The results of this study are expected to be a role model in designing a marketplace website that is comfortable to use to increase the number of users from various circles.
... Butang "Back" juga penting supaya pengguna dapat kembali semula ke tempat asal sebelum sesat. Jadi, jika pengguna melakukan kesilapan ia bukanlah satu pengalaman yang mengerikan jika butang "Back" disediakan (Krug, 2009). ...
Article
The results of previous studies on the effectiveness of online learning show inconsistent findings. This is due to the fact that most applications that are developed do not emphasize effective design. So, the best practices have been collected through analysis documents from books and journal articles to help designers and developers of e-learning applications to produce effective applications. There are three main things that need to be emphasized in the design of e-learning applications, namely interface design, content design and interaction design. In interface design, one of the things evaluated is how to produce an interface that can use cognitive load effectively. Whereas, for content design, what is the appropriate learning and teaching theory to be applied so that the learning experience becomes something meaningful. As for interaction design, it is important for the behavior of an application to be predictable, expected, and usable. Good interaction design shows characteristics such as easy to use, efficient, safe, easy to learn and easy to remember how to use it. Although this best practice is still not comprehensive, it can help learning application developers, teachers, instructors, lecturers or trainers to provide online learning materials and design e-learning applications effectively and attractively.
... Based on the results obtained, 87.50% of digital literacy in the directional indicators owned by students is classified as very high. According to (Krug, 2000) a media is said to be good when the media explains who it is and its functions to users and does not make users think. ...
Article
Full-text available
The development of information and communication technology (ICT) in the era of globalization has had a major influence in all aspects of life, including in the world of education. In the development of information and communication technology, Android-based learning media was developed as a means of learning for students. The limited number of books that can be used by students and in conditions like now where the learning process is carried out online requires learning media that can be used and accessed easily by students. The objectives of this study are: (1) developing android-based learning media, (2) understanding the feasibility of android-based learning media, and (3) evaluating the digital literacy of students by using android-based learning media as a learning resource. The development of this android-based learning media uses a research and development model with stages including identification of potential and problems, data collection, product design, design validation, design revision, small-scale trials, product revisions, large-scale trials, and product revision. The results of this study indicate that the learning media developed was found "Decent" by material experts, media experts and linguists and students stated "Very Decent" to be used as learning media in the subject of Plantation and Herbal Commodity Processing Production. Furthermore, the learning media is applied in learning by using One Shot Case Study. Based on the results obtained, the digital literacy that students have is already in the "Very High" category for the aspect of using. As for the understanding aspect, the indicators of analyzing and creating are in the “High” category and the indicators for reflecting and acting are in the “Very High” category
... Terakhir, salah satu cara terbaik untuk mengasah kreativitas dengan memahami konsep desain adalah dengan berlatih dan terus bereksperimen. Seperti yang disebutkan oleh Krug (2000), perancang harus terus mencoba hal-hal baru dan menguji desain mereka dengan pengguna untuk memastikan bahwa desain tersebut memenuhi kebutuhan dan preferensi mereka. ...
Article
Full-text available
Artikel ini membahas tentang konsep desain dan bagaimana memahaminya untuk menjadi lebih kreatif dan efektif dalam mendesain. Konsep desain adalah dasar dari setiap karya desain, sehingga pemahaman yang baik tentang konsep desain sangat penting untuk menghasilkan desain yang berkualitas tinggi. Artikel ini akan menjelaskan pengertian konsep desain, bagaimana menerapkannya dalam mendesain, karakteristik dari konsep desain yang berkualitas tinggi, serta kesalahan-kesalahan umum yang harus dihindari dalam membuat konsep desain. Dengan memahami konsep desain, pembaca dapat meningkatkan kreativitas dan efektivitas dalam mendesain, serta menghasilkan karya desain yang lebih menarik dan berkualitas tinggi.
... Table 1 shows the fifteen works with the highest average citation count. The first twelve positions are occupied by website quality guidelines, such as those of the World Wide Web Consortium (W3C, 2016) and new editions of reference books in the discipline (Krug, 2014;Sauro and Lewis, 2016;Shneiderman et al., 2016). These publications mostly contain general recommendations, that is, applicable to any website, with the exception of the guide for websites of the European Union (European Commission, 2016) and the HONcode (Health On the Net, 2017), specialized in medical information. ...
Article
Purpose The field of website quality evaluation attracts the interest of a range of disciplines, each bringing its own particular perspective to bear. This study aims to identify the main characteristics – methods, techniques and tools – of the instruments of evaluation described in this literature, with a specific concern for the factors analysed, and based on these, a multipurpose model is proposed for the development of new comprehensive instruments. Design/methodology/approach Following a systematic bibliographic review, 305 publications on website quality are examined, the field's leading authors, their disciplines of origin and the sectors to which the websites being assessed belong are identified, and the methods they employ characterised. Findings Evaluations of website quality tend to be conducted with one of three primary focuses: strategic, functional or experiential. The technique of expert analysis predominates over user studies and most of the instruments examined classify the characteristics to be evaluated – for example, usability and content – into factors that operate at different levels, albeit that there is little agreement on the names used in referring to them. Originality/value Based on the factors detected in the 50 most cited works, a model is developed that classifies these factors into 13 dimensions and more than 120 general parameters. The resulting model provides a comprehensive evaluation framework and constitutes an initial step towards a shared conceptualization of the discipline of website quality.
... But when it comes to establishing such hierarchy, it is not enough to talk about the nature of the content disseminated, but we must also analyse its accessibility, in terms of how easy or difficult it is to access the information requested. This is a complex circumstance, as there is a dissonance between web usability patterns, according to which, the information that is more than three clicks away is not accessible [47]. We should bear in mind that the Guide of Digital Communication to the General State Administration already assumes the difficulty in accessing the content of institutional websites by raising this threshold to four clicks. ...
Article
Full-text available
With an investment of over 700 million euros, the public sector is the main advertiser in the Spanish market. Altogether, the central, regional, and local governments launch more than 5000 institutional advertising and communication contracts. In Spain, these tenders are governed by Law 9/2017 on Public Sector Contracts and Law 19/2013 on Transparency, Access to Public Information and Good Governance, in compliance with which governments have developed openly accessible websites that provide practical information on the contracts for interested individuals and companies. This paper compares all regional procurement platforms through the study of a hundred institutional communication public contracts launched in 2021, assessing the usefulness of the published content, detecting good practices, and identifying gaps and areas of improvement. The results obtained support the idea that these platforms do not provide exhaustive information on public contracts, which limits their potential as tools aimed at ensuring competition and transparency in public contracts. Based on this last criterion, a ranking is created among the regions analysed.
... In fact, there exist a number of approaches which range from general-purpose quality models (e.g., [Cantoni et al. 2003], [Matera et al. 2002], [Olsina et al. 2005]), to very specific, usually domain and taskdependent frameworks, (e.g, [Barnes and Vidgen 2001], [Kim and Stoel 2004], [Minerva 2003]). Besides, we find authors that consider usability as the central point for development of a website, promoting a user centred design [Krug 2000], [Garrett 2002]. ...
... Pengujian aplikasi menggunakan Usability Testing, responden akan menggunakan aplikasi dengan menjalankan task atau tugas-tugas yang diberikan. [16] Kemudian responden akan menjawab kuesioner menggunakan aspek-aspek yang ada dalam Usability sebagai poin-poin dalam penilaian kuesioner. Task atau tugas yang akan dikerjakan dapat dilihat pada tabel I dan tabel II. ...
Article
Full-text available
Penelitian ini menjelaskan bagaimana membuat suatu Learning Management System dalam bentuk bank materi yang akan digunakan oleh siswa di jenjang SMA. Metode pembelajaran yang digunakan pada kurikulum pendidikan di Indonesia saat ini selain proses belajar mengajar secara langsung adalah siswa yang dituntut untuk mandiri mencari informasi dan materi dari sumber lain yang tidak terbatas pada buku cetak. Oleh sebab itu, perlu untuk menyediakan aplikasi dimana siswa dapat mengakses materi-materi pembelajaransecara terintegrasi dan secara menyeluruh. Aplikasi menyediakan semua materi pembelajaran yang dibutuhkan oleh siswa untuk menunjang jalannya proses pembelajaran. Sehingga mempermudah siswa dalam mengakses materi pembelajaran yang hanya menggunakan akses ke tempat yang terpusat. Aplikasi bank materi pembelajaran untuk jenjang SMA yang dibangun merupakan bagian dari Learning Management System dan memiliki bentuk sebagai bank materi. Usability Testing merupakan cara pengujian produk langsung ke pengguna tanpa memberi tahu cara produk tersebut bekerja, kemudian akan dilakukan wawancara menggunakan kuesioner dengan aspek Usability. Hasil uji usability yang didapat menunjukkan bahwa guru dan siswa yang menggunakan aplikasi menganggap bahwa aplikasi dapat mempermudah proses pembelajaran.
... La usabilidad también es un factor importante en la UX de un sitio web institucional. Esto se refiere a la facilidad de uso y la eficiencia del sitio (Krug, 2014). Una mala usabilidad puede frustrar a los usuarios y hacer que abandonen el sitio (Nielsen, 1993). ...
Article
El ecosistema formado por instituciones, contenidos y usuarios es lo que se denomina web 2.0, cuyo objetivo principal es fomentar la bidireccionalidad de la comunicación, al otorgar al usuario un papel protagonista, una mayor capacidad de interactuar con los contenidos y la posibilidad de personalizar la manera en la que estos se consumen. La hipertextualidad, interactividad y multimedialidad suponen un reto para los encargados de gestionar la comunicación institucional y, a su vez, la oportunidad de llegar a más personas con diferentes maneras de entender y acceder a la información. Esta investigación tiene como objetivo analizar la forma con la que se comunican las universidades públicas ecuatorianas y de qué forma se cumplen con los estándares establecidos en términos de usabilidad, posicionamiento, accesibilidad y experiencia de usuario de los portales educativos 2.0. Los resultados mostraron que, aunque aún hay trabajo por hacer, el proceso de adaptación a este nuevo paradigma comunicacional está en curso. Sin embargo, también se evidenciaron grandes diferencias entre los portales web educativos en cuanto a los parámetros objeto de estudio y valoración. La web 2.0 ofrece una oportunidad para mejorar la comunicación institucional y llegar a una audiencia más amplia, pero también presenta desafíos para quienes gestionan esta comunicación, pues para aprovechar al máximo las oportunidades que ofrece el ecosistema digital, es necesario que las instituciones se adapten y utilicen adecuadamente sus características y herramientas.
... There is a common denominator in all the cognitive effectiveness requirements defined above. In his popular book for intuitive web design [25], Steve Krug introduces the principle "don't make me think". This means that intuitively designed web applications can be navigated by users without thinking about how to navigate them, letting users focus all their attention on the task at hand. ...
Article
Full-text available
For making informed security decisions during the design of industrial control systems (ICS), engineers need to process large amounts of security-relevant information outside their area of expertise. This problem moves the presentation of the security-relevant information into focus: security-relevant engineering information must be presented to security decision-makers in a way that enables them to decide upon security measures to build a defensible system. Visual representations have the potential to effectively convey suchlike information, thus saving the engineers’ brain capacity for the security decision-making. However, research shows that this potential is only realized if the visualizations are carefully constructed for cognitive effectiveness. As a prerequisite for constructing a visual language for security engineering in the future, this paper explores two scientific questions: 1) what are the requirements for visualizing security-relevant engineering information in a way that enables engineers to make security decisions during ICS design? and 2) which existing visual languages meet (parts of) these requirements? The evaluation of existing visualizations reveals that there is a need for an improved, specialized visual language for security engineering that builds upon established engineering visualizations like P&IDs and network maps, represents all security-relevant information as icons to achieve semantic transparency, and includes filtering mechanisms to reduce the complexity of each single diagram. The paper finishes with defining the main pillars of a future visual language that should allow ICS engineers to quickly capture security-relevant information and guide them through the process of selecting the right security measures to design a defensible ICS.
... Campbell and Aucoin (2003) define usability as an existing system-users relationship in a specific functional context meant to achieve certain objectives and thus deliver specified outcomes. Krug (2006) portrays usability from users' perceptions thus emphasising on the requirement for intrinsic experience. ...
Preprint
Full-text available
National Police Service (NPS) in Kenya is still using manual crime mapping tools especially paper-maps and push-pins in a time when most organizations have adopted innovative technologies to drive operations. The goal of this study was to provide an evidence-based theoretical underpinning of technological transformation in policing. The study used propositions of Diffusion of Innovation (DOI) Theory, Technology Acceptance Model (TAM) and System Usability Framework (SUF) to assess police officers' attitudes towards use of Geographic Information System (GIS) and manual tools to map crimes in Kenya. Descriptive survey was used where questionnaires, interviews and a focus group discussion (FGD) were used to collect data at the NPS headquarter in Nairobi, Kenya. Purposive sampling was used to select a sample of one hundred and twenty (120) respondents. The study used percentages, mean and standard deviation to analyse data and results were presented in tables. Information obtained from interviews and the focus group was summarized thematically and incorporated in the discussion. The study indicates that 55% of respondents were satisfied with manual crime mapping tools while 64% were satisfied with GIS. The study concludes that although among those who preferred GIS, some were still satisfied with manual tools. The study also concludes that DOI theory, TAM and SUF have neither divergent paradigms nor competing propositions but are all mutually complementing in determining user perceptions about systems. The study therefore recommends use of either DOI theory, TAM and SUF, any combination or all of these frameworks to assess end-users' perception of a system.
Article
Nowadays, the field of web application development for psychologists and social workers is not sufficiently developed by IT specialists. This is due to the fact that in the period before the COVID-19 pandemic, psychologists had enough personal communication to provide assistance or advice to clients. After the introduction of quarantine norms, the work of psychologists became much more complicated, as a number of restrictions were imposed. At the same time, the need for counseling patients with mental and other illnesses is not decreasing. Demand is growing among those people who have not been so active in psychologists before - the situation encourages them to take care of their health. This problem is solved by programmers of different directions. The task was to develop a web application that could give a psychologist the opportunity to conduct online video conferencing using the necessary tools for online interaction with the patient, based on the original software solution. An online game "Metaphorical Associative Cards" was developed on the basis of the developed web service. No special skills are required to work in this application, and the interface is simple and clear to any user. The user has access to the following pages: the main page should contain information about the website, its news and other information; the course page contains a list of available psychological games that help the psychologist to establish close contact with the client, even online; personal account is a page where you can view and edit personal information of the user; registration, login or password recovery page. This application is already used by psychologists in test mode. In the future, the tools of a psychologist will be expanded and the main page will be developed, where information about psychologists and their articles will be published.
Article
Full-text available
In the contemporary digital landscape, the significance of a strong online presence for businesses continues to grow, with the primary objective of attracting customers and driving revenue. A crucial factor in achieving this objective lies in the usability of a website, which determines whether visitors find the site engaging, simple to navigate, and ultimately make the decision to convert into paying customers. This research paper presents an in-depth analysis of the complex relationship between website usability and online customer conversion rates, with the aim of identifying key aspects of website usability that influence user purchasing behavior and offering actionable recommendations to enhance website design and user experience. The study begins with an introduction that highlights the importance of website usability in the context of online businesses, followed by a problem statement that underlines the existing knowledge gap in understanding specific usability factors that affect online customer conversion rates. To address this gap, the paper presents an extensive literature review that explores previous studies on website usability, customer conversion rates, and the interplay between the two. The review includes references to seminal works on usability heuristics, design principles, user experience, and research on the connection between website usability and conversion rates. Upon analyzing the findings, the paper concludes that there is a significant relationship between website usability and online customer conversion rates. The key usability factors identified as influencing conversion rates encompass ease of navigation, site speed, clarity and conciseness of content, visually appealing design, and cultural considerations. By addressing these factors, businesses can improve their website usability, leading to increased customer conversion rates and higher revenue generation. Based on the research findings, the paper offers a set of recommendations for businesses seeking to enhance their website usability and boost customer conversion rates. These recommendations serve as practical guidelines for optimizing website navigation, site speed, content clarity, visual design, and cultural factors, all of which contribute to an improved user experience and increased conversion rates.
Chapter
E-commerce websites often fail in their primary objective of making purchasing easy for customers. This paper reviews recommendations for making a website more usable and improving its conversion rate. General issues that are important to users are to create a home page with clear calls to action, support the navigation process, create an effective page layout and writing style, optimise the checkout process, design for responsiveness or mobile use, make the website accessible, demonstrate credibility and promote user trust, minimise page load times and manage customer reviews and feedback. The broader issue of considering the whole user experience is discussed and the need for designers to strike a balance between usability and business goals.KeywordsE-commerceUsabilityUser experienceWeb-designUser-interface design guidelines
Chapter
Cybersecurity technologies and processes must be usable if users are to make effective use of protection. Many security practitioners accept the value of usable security, but few can precisely define it in practice and in terms of how it influences users’ security behaviour and the wider security culture in organisations. This paper investigates how different sources characterise usability and usable security to identify the key aspects that affect usability and determine the degree to which usability aspects are relevant in cybersecurity. This has resulted in a definition of usable security and a framework that supports the cybersecurity community’s efforts to make security more usable. The motivation for examining the definitions of usable security in detail is to characterise the potential linkage between usable security and the wider security culture within an organization (with the usability of the technology being a factor that could clearly help or impede the acceptance and operation of security, and therefore impact the related culture). The study suggests that, to some degree, the cybersecurity community is catching up with notions that the HCI field has understood for longer. The lack of consistency in defining usable security motivates the proposal of a working definition. Furthermore, a primary outcome of assessing the usability and usable security studies is establishing a framework of usable security, integrating the key aspects identified in the literature. The proposed framework offers a mechanism for operationalising usable security by incorporating principles from both IT/HCI and cybersecurity perspectives.KeywordsUsabilityUsable SecuritySecurity Culture
Article
Full-text available
The management of funds from the Global Climate Fund for the Indonesian government is managed by the Fiscal Policy Agency as part of the Ministry of Finance of the Republic of Indonesia, which in its communication using the website becomes an important medium so that the message and its objectives can be achieved. National Designated Authority (NDA) serves as the focal point between a country and the Green Climate Fund (GCF). It plays a key role in ensuring country ownership, the core principle of GCF's business model. This study intends to design a low-fidelity prototype on the NDA GCF website so that it is easier for users to navigate and achieve their main goal so that users can upload their ideas for tackling climate change in the form of a proposal. The design direction of the low-fidelity prototype design for this research was obtained from the analysis that had been carried out by the research team in previous studies. The method used is the branching method by John Bower to design prototypes that are easy to understand and understand. To organize the layout and information, the research team uses design principles and elements to show the hierarchy of the website so that users can see the order and priority of the information needed. Design principles and elements are also used to simplify some sections of the NDA GCF website. And the conclusion of this research is that the team believes this prototype will improve the usability of the NDA GCF website so that users can more easily navigate the website and make it easier for them to upload proposals, which is the main purpose of the website.
Article
Full-text available
Mobile health apps are increasingly being recognized as effective tools for improving the efficiency and sustainability of healthcare systems. However, a major challenge faced by the industry is achieving long‐term adoption of Apps. This is a critical issue because many apps are abandoned after only a few uses, and low adoption rates limit the potential impact of these apps on healthcare outcomes. In this paper, we examine this issue by integrating the Customer Value Theory and the Person‐Artifact‐Task model to study how the functional experience of app users, derived from technology features such as perceived ease of use, personalization, and usefulness, enables a state of flow through the users’ hedonic and social experiences of recognition and attractiveness. We comprehensively measure the impact of the psychological state of flow in terms of users’ cognitive, emotional, and conative responses. Our results indicate that the functional experience of users is central to achieving flow through hedonic and social experiences, while other antecedents of flow, such as health severity and health empowerment, have a lower impact on app use. Developing a positive psychological response towards Apps is also essential to improve users’ perception of health improvement, satisfaction, and loyalty. By understanding the factors that contribute to long‐term adoption of apps, we can better design and promote these apps to improve healthcare outcomes and promote sustainable healthcare systems.
Article
The social work field is a relative latecomer to the digital revolution. To advance the Social Work Grand Challenge “Harnessing Technology for Social Good,” the social work field needs a transformative reorientation—towards seeing itself not only as critical adopters of technology but as necessary contributors in interdisciplinary tech partnerships. The purpose of this article is to describe the collective contributions the social work and tech fields can make through interdisciplinary collaboration. We will discuss the potential of technological innovations in social work settings. Then we will describe how social work’s emphasis on structural inequity and social justice can develop equity-focused technologies. Strategies will be discussed to overcome barriers to partnerships in the interest of creating a more just society.
Article
The COVID-19 pandemic made nearly every teacher and student online teachers and students in some capacity. This article presents a case study of an experienced, contingent technical and professional communication (TPC) instructor showing how she sets up, presents, and, most importantly, labors in her course for the benefit of her students and herself. This article ends with recommendations for other online TPC teachers and program administrators to support online TPC courses.
Chapter
Full-text available
Zusammenfassung Der Grundlagenbeitrag skizziert die Nutzungsdatenanalyse für den Bereich der Evaluationsforschung digitaler Wissenschaftskommunikationsprojekte und diskutiert ihre Stärken wie ihre Herausforderungen. Dazu werden verschiedene Typen von Nutzungsdaten beschrieben und exemplarisch Werkzeuge vorgestellt, diese zu erheben. Inwiefern kann es lohnenswert sein, Nutzungsdatenanalyse innerhalb von digitalen Wissenschaftskommunikationsprojekten zu betreiben und was kann bereits während der Projektplanungsphase beachtet werden, um Nutzungsdatenanalysemethoden sinnvoll einzusetzen? Es wird beschrieben, wie Erwägungen zum Datenschutz eine Herausforderung für die Nutzungsdatenanalyse darstellen, der damit verbundene Aufwand jedoch durch die Verwendung passender Werkzeuge auf ein Minimum reduziert werden kann. Zuletzt wird das Desiderat formuliert, die Nutzungsdatenanalyse als Methodenset weiter zu elaborieren – auch, um zukünftige digitale Wissenschaftskommunikationsformate untersuchen zu können.
ResearchGate has not been able to resolve any references for this publication.