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Heuristic Evaluation In Usability Inspection Methods

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... O objetivo dos AVA é oferecer uma forma de suporte onde os participantes possam interagir e trocar informações. Em relação a utilização de tecnologias, em consonância com os ambientes de aprendizagem na educação: Para Nielsen (1994), a usabilidade é um atributo de qualidade para avaliar a facilidade de uso de uma interface. Vários autores descreveram parâmetros para se medir a usabilidade de uma interface. ...
... Vários autores descreveram parâmetros para se medir a usabilidade de uma interface. Nielsen (1994) descreve que para que uma interface tenha usabilidade, ela deve ser fácil de aprender, eficiente para usar, fácil de lembrar, pouco sujeita a erros e agradável de se usar. Cockton (2014) corrobora os parâmetros citados ao descrever que, "uma abordagem de usabilidade cuja prática trata de fatores higiênicos na experiência do usuário"; isso quer dizer que uma interface deve ter suas ferramentas e funcionalidades dentro dos parâmetros de usabilidade, removendo assim problemas de uso de suas aplicações e criando uma experiência limpa de erros e positiva ao seu usuário. ...
... Para analisar a usabilidade da interface do Google Classroom, foi realizada uma análise heurística; técnica importante para avaliação de interfaces que, segundo Nielsen (1994), consiste em um método de avaliação de usabilidade em que inspetores de usabilidade analisam características de uma interface. Esta é uma avaliação sistemática que pode ser aplicada por meio de uma lista de critérios (heurísticas) que devem ser observados na interface (MACHADO et al., 2014). ...
Article
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Devido à pandemia de Covid-19, as instituições de ensino tiveram que adaptar seus métodos de ensino a um modelo de educação a distância, usando ambientes virtuais de aprendizagem. Neste contexto, professores e alunos enfrentaram dificuldades de adaptação às novas ferramentas, principalmente aqueles sem experiência prévia com o ensino a distância. Por esta razão, este estudo tem como objetivo demonstrar a importância da experiência do usuário para novos usuários, identificando funcionalidades e falhas de usabilidade na interface do Google Classroom. Para tanto, foi realizada uma pesquisa exploratória e documental básica de natureza qualitativa, por meio de uma consulta on-line ao público-alvo, uma análise visual da interface e uma avaliação heurística. Os resultados reúnem alguns aspectos sujeitos a mudanças na interface da plataforma, como a ausência de mecanismos de prevenção de erros e a baixa intuitividade para usuários novatos. Sendo assim, possíveis melhorias foram sugeridas em prol da experiência dos novos usuários, neste caso, os professores e alunos.
... HCD approach begins with research to understand the user(s) and their context as design is a reflective conversation with a situation (Schön, 1983). This understanding enables empathy to truly meet the needs, capabilities and behaviours of the users (Norman, 2013). HCD is an iterative process of testing ideas or solutions early (and cheaply), learning and ideating to create greater usability. ...
... The Design Council's double diamond is a process with two phases of design: identify the correct problem and fulfilling needs it with the appropriate solution (Norman, 2013). HCD occurs within this process of diverging and converging. ...
... The process was first introduced by the Design Council in 2005 and consists of four activities. Discovery and definition to find the right problem, followed by development and delivery to find the right solution (Norman, 2013). This double diamond approach was adapted for the research design of this project as illustrated in Figure 6 below, larger version also available in Appendix A. The research design outlined in this chapter establishes its design and paradigm followed by methods for data collection, visual mapping, analysis, ethical considerations, and limitations. ...
Thesis
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The last one hundred years has seen great changes in Ireland’s culture and its economy from its accession to the European Economic Community (EEC) in 1973 to the rise and fall of the Celtic tiger in 2008. While entrepreneurship is widely celebrated, steady employment is the preferred route for many third level graduates. Where a participation in education to tertiary level is above the OECD average, Ireland performs below the OECD average in terms of graduate entrepreneurship. The aim of this research is to identify if factors of influence behind this statistic are cultural or economic. The significance of this research is its perspective on entrepreneurship as a social behaviour rather than a rational economic unit. The objective is to design a user-centred support system to enable choice to the missing graduate entrepreneurs. The application of a pragmatic research paradigm with a mixed method approach frames problems within a wide social context and delivers a set of five recommendations. Field research is based on the Design Council’s double diamond process developed in 2005 which consists of four phases: Discover, Define, Develop and Deliver. In the context of this research project, the last phase of Delivery is a validation phase. Exploratory research and a case study inform the discovery phase. This is followed by a survey and interviews to define the problem. Insights, themes, concepts are then developed through a focus group. The field research culminates with a survey taken by almost 300 students to validate insights and findings This research finds a circle of influence that includes policy, culture, and education. Perceptions, social norms, and unconscious bias affect a decision-making process that either punishes or reinforces a behaviour of entrepreneurship. Slow and bureaucratic systems can influence the behaviours of those who act causing them to revert to financial support of family rather than state supports to start their enterprise. For others, this bureaucracy can create a perception of favouritism and status. The research found that there was an unconscious bias identity associated with entrepreneurship causing others to fear social punishment or self-exclusion from the behaviour. This research proposes changes to included entrepreneurship as part of identity construction in education, visible support systems in the student environment and practical funding solutions.
... Jakob Nielsen proposed the heuristic evaluation method in 1994 and defined it as an evaluation method with between 3 to 5 trained HCI expert evaluators to examine a system or prototype according to established heuristic principles to check for problems and deficiencies with the application interfaces and rectify possible faults (J. Nielsen and Mack, 1994). It is performed by experts who rely on 10 heuristics established by Jakob Nielsen to serve as a framework for evaluating the user interface design of applications, and the experts are selected carefully (J. ...
... A maximum of five experts can identify usability problems (J. Nielsen and Mack, 1994). ...
... The experts were selected based on the recommendation by Nielsen and Mack that requires 3-5 evaluators (J. Nielsen and Mack, 1994). Two of the selected experts have expertise in usability evaluation and knowledge base and three with the knowledge base. ...
Article
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Financial technology (FinTech) has swiftly revolutionized mobile money as one of the ways of accessing financial services in developing countries. Numerous mobile money applications were developed to access mobile money services but are hindered by severe authentication security challenges, thus, forcing the researchers to design a secure multi-factor authentication (MFA) algorithm for mobile money applications. Three prototypes of native mobile money applications (G-MoMo applications) were developed to confirm that the algorithm provides high security and is feasible. This study, therefore, aimed to evaluate the usability of the G-MoMo applications using heuristic evaluation and usability testing to identify potential usability issues and provide recommendations for improvement. Heuristic evaluation and usability testing methods were used to evaluate the G-MoMo applications. The heuristic evaluation was carried out by five experts that used the 10 principles proposed by Jakob Nielsen with a five-point severity rating scale to identify the usability problems. While the usability testing was conducted with forty participants selected using a purposive sampling method to validate the usability of the G-MoMo applications by performing tasks and filling out the post-test questionnaire. Data collected were analyzed in RStudio software. Sixty-three usability issues were identified during heuristic evaluation, where 33 were minor and 30 were major. The most violated heuristic items were “help and documentation”, and “user control and freedom”, while the least violated heuristic items were “aesthetic and minimalist design” and “visibility of system status”. The usability testing findings revealed that the GMoMo applications’ performance proved good in learnability, effectiveness, efficiency, memorability, and errors. It also provided user satisfaction, ease of use, aesthetics, usefulness, integration, and understandability. Therefore, it was highly recommended that the developers of G-MoMo applications fix the identified usability problems to make the applications more reliable and increase overall user satisfaction.
... In the HE method, the system user interface is evaluated concerning a set of predefined principles, known as heuristics [19]. This method, performed by three to five evaluators, can recognize up to 80% of the usability problems [20]. As a task-specific and structured evaluation method, the CW evaluation method adopts the principles of cognitive psychology to simulate cognitive processes and user actions to perform specific tasks using a computer system [21,22]. ...
... According to the Nielsen approach, a summarized list of heuristic principles is given to evaluators, which can be used as a guideline and then the user interface is independently examined by each evaluator, following which relevant usability problems are recognized [32]. Ten heuristics principles were developed by Nielsen, including visibility of system status, the match between the system and the real world, user control and freedom, consistency and standards, helping users recognize, diagnose, and recover from errors, error prevention, recognition rather than recall, flexibility and efficiency of use, aesthetic and minimalist design, and help and documentation that must be observed in the user interface design [20]. According to this method, evaluators are asked not to share ideas with one another before the evaluation is completed as a single evaluator might fail to recognize a large number of problems, while a variety of evaluators can recognize a wide range of unique issues. ...
... Hence, more comprehensive results can be yielded after the findings of a number of HE evaluations are combined [32]. In case of limited time and resources, the usability problems will quickly and economically be identified through this method by three to five evaluators [20,33,34]. ...
Article
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Background There are differences of opinion regarding the selection of the most practical usability evaluation method among different methods. The present study aimed to compare two expert-based evaluation methods in order to assess a nursing module as the most widely used module of a Hospital Information System (HIS). Methods Five independent evaluators used the Heuristic Evaluation (HE) and Cognitive Walkthrough (CW) methods to evaluate the nursing module of Shafa HIS. In this regard, the number and severity of the recognized problems according to the usability attributes were compared using two evaluation methods. Results The HE and CW evaluation methods resulted in the identification of 104 and 24 unique problems, respectively, of which 33.3% of recognized problems in the CW evaluation method overlapped with the HE method. The average severity of the recognized problems was considered to be minor (2.34) in the HE method and major (2.77) in the CW evaluation method. There was a significant difference in terms of the total number and average severity of the recognized problems by these methods (P < 0.001). Based on the usability attribute, the HE method identified a larger number of problems concerning all usability attributes, and a significant difference was observed in terms of the number of recognized problems in both methods for all attributes except ‘memorability’. Also, there was a significant difference between the two methods based on the average severity of recognized problems only in terms of ‘learnability’. Conclusion The HE method identified more problems with lower average severity while the CW was able to recognize fewer problems with higher average severity. Regarding the evaluation goal, the HE method was able to be used to improve the effectiveness and satisfaction of the HIS. Furthermore, the CW evaluation method is recommended to identify usability problems with the highest average severity, especially in terms of ‘learnability’.
... The usability concept, which emerged in the late 1980s, is widely used to evaluate the performance and acceptance of a system, application, or product (Butler 1996;Wichansky 2000). Jakob Nielsen has defined the term usability by five criteria: learnability, efficiency, memorability, errors, and satisfaction (Nielsen 1994a). The International Organization for Standardization describes the usability in ISO 9241-11 as "the extent to which a system, product, or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use" (Bevan 1995;ISO 1998). ...
... Intuitive evaluation is an approach where experts evaluate product availability based on a specific checklist or a specific guideline. For example, the 10 control points described by Nielsen (1994b) are as follows: ...
... Although the preferred method is the same in many studies and articles in the literature, the evaluation criteria are quite different. It is stated that five evaluation criteria are sufficient for usability testing (Nielsen 1994a): Learnability, Efficiency, Memorability, Errors (less error rate), Satisfaction. Usability evaluation criteria are also specified by the International Standardization Organization in ISO 9126-4 (ISO 1998) as; Understandability, Learnability, Operability, Attractiveness, Usability Compliance. ...
Chapter
Risk control seeks to eliminate or reduce risk by using various risk control measures (RCMs). Selecting an appropriate set of control measures from a pool of suggested RCMs is challenging work. In a very few classic risk assessment techniques, a method has been provided to evaluate the RCMs. RCMs are usually selected based on the dominant thinking of the hierarchy of controls, as well as the level of knowledge and experience of the members of the assessment team. This chapter aimed to propose a conceptual framework of factors influencing the evaluation of RCMs and introducing a systematic method to evaluating them. Three groups of affecting criteria including risk-related factors (severity, probability, detection rate, and exposure), quality-related factors (applicability, control strategy, cost, duration, reliability, usability), and Haddon matrix components were recognized. The weight of criteria and sub-criteria on selecting RCMs were calculated using Buckley’s Fuzzy Analytic Hierarchy Process (FAHP) method. The process of evaluation of RCMs is named the General Technique for Evaluating Control Measures (GTECM). For the sake of simplicity, the proposed method does not need a pairwise comparison matrix for RCMs and also contains a rating scale with linguistic variables based on the absolute AHP method for each criterion. In addition, equations for calculating the score of each RCM and a multi-group classification of the overall score for ranking RCMs have been proposed. GTECM was applied to the evaluation of control measures presented in a risk assessment report for a food process industry. The results showed that overall scores of RCMs can be easily calculated, classified, and prioritized without conducting pairwise comparisons and fuzzy logic computations. Due to its theoretical basis and systematic approach, GTECM is applicable to most risk assessment methods.KeywordsFuzzy AHPRisk control measuresDecision-makingHaddon matrixHierarchy of controlsControl strategiesGTECM
... Accordingly, any evaluation of usability is context dependent, with regard to characteristics of the users, their goals and the environment in which a tool is employed (see below). Nielsen (1994) further included learnability, memorability (ease of remember) and error tolerance among the parameters for evaluating usability. ...
... In particular, the following categories have been proposed for describing users (cf. Nielsen (1994), Kulyk et al. (2006, p. 37 Regarding the users' expertise, Russell-Rose and Tate (2013, p. 4) point out that domain expertise namely 'one's familiarity with a given subject matter' should be distinguished from technical expertise, which is 'one 's prociency at using computers, the Internet, search engines, and the like', as they have dierent implications regarding requirements for usability. ...
... task completion under time pressure, interruptions, etc.), etc. (cf. Jordan (1998) Nielsen (1994). ...
Thesis
It was not before the advent of powerful computers that corpus linguistics has developed into a widely applied research methodology. Indeed, corpus linguistics heavily relies on computer-powered analysis tools. They get used on a daily basis by corpus linguists to retrieve examples and analyze authentic data from corpora of extensive sizes. Despite their indisputable importance, repetitive remarks highlight the fact that corpus analysis tools have evolved little since their early days. Concordances, frequency lists and collocation extraction still constitute the core functionalities of most corpus tools. With the aim to incentivize new functional developments, this thesis presents research on open demands in current corpus research practice and related requirements for tools support. It builds on the assumption that more user-centered research is needed to bridge the gap between mainly computationally trained tool developers and their linguistic expert users, who come with specialized domain knowledge and often sophisticated analytical needs. The research is approached by means of three user investigations that enquire about corpus research workflows and analysis activities as well as theoretical principles and methodological considerations in corpus linguistics research practice. This way a comprehensive picture of the corpus usage situation is assembled by combining insights from open ended enquiries (interviews) with quantitative results on selected aspects of the corpus analysis scenario (questionnaire) derived from enquiries with overall more than 100 corpus users. Based on the results, a range of open demands for corpus research and tools are identified and discussed. They relate to (1) corpus resources, (2) general aspects of tools, (3) corpus analysis procedures, and (4) best practices. The results show that open demands address challenges on very different operational levels, ranging from the availability of corpus resources and reliable annotations, technical requirements related to scalability and interoperability issues, usability and technical and methodological skills up to proper functional demands. The thesis discusses potential paths to address the open demands, and provides pointers to recent developments in corpus linguistics and related fields, in particular computational linguistics and natural language processing as well as linguistic information visualization. The research contribution of this thesis is twofold. On the methodological level, it elaborates on methods and challenges for user-centered research on tools for open-ended tasks and provides entrance points for further user-centered research by identifying and organizing, as reference, the basic building blocks of corpus linguistics research. On the content level, it provides first insights on user perspectives and needs related to the corpus research practice. It describes concrete demands and discusses paths to their solution. This way, it prepares the ground for further in-depths studies and user-centered developments of new corpus functionalities for specific demands.
... The criteria are concerned with the technical support of collaborative and cooperative work processes. CSCW, for example, introduces the concept of awareness (Dourish and Bellotti 1992) that extends the HCI principle of visibility 1 (Nielsen 1994a) to the question of what others have done and are doing and with whom one collaborates. ...
... The here developed ST-heuristics offer an extension of the various sets of principles that are present in the investigated domains. This can be demonstrated by the additions to the heuristics of human-computer interaction, e.g. the aspect of visibility (Nielsen 1994a). While conventional usability heuristics focus on the visibility of the status of the technology, our heuristic of visibility (Heuristic 1) also includes the visibility of the progress of the people on whom one depends when collaborating and goes beyond technological visibility. ...
... It is sufficient for them to be experts or practitioners who are familiar with certain aspects of the system, as it is the case with managers, UX-designers, software engineers, operative forces, or members of the work council. Nielsen (1994a) found that more than one evaluator is necessary to identify the majority of serious problems of an interactive system. We assume that this is particularly true for the evaluation of socio-technical intertwinements. ...
Article
With ubiquitous, mobile computing, health care systems, and smart factories, socio-technical phenomena continue to emerge that challenge traditional design and evaluation methods. We perceive such phenomena as the intertwinement of technical artifacts and social practices. Previous work shows that there is no sufficient method to evaluate the quality of this socio-technical intertwinement. Hence, our goal was to develop socio-technical heuristics, in short ST-heuristics, that can be applied by individuals to detect issues. Drawing inspiration from the success of usability heuristics in the field of human–computer interaction, we first applied a literature review to develop an initial set of ST-heuristics derived from six domains comprising groupware/computer-support cooperative work, job design, usability, socio-technical design principles, privacy, and process design. We then conducted two studies to evaluate and improve this set using empirical data from 13 cases from health care, industry, and engineering education fields. In total, we analysed 306 problems. The results substantiate a final set of eight ST-heuristics which allow for evaluating the socio-technical intertwinement in situ. We perceive the contribution of this work as a starting point for evaluators to uncover crucial issues and to improve current practice. We discuss the developed set of ST-heuristics within existing literature.
... Uma definição alternativa para o termo usabilidade é a inexistência de obstáculos (problemas) que impeçam os usuários de realizar e completar com sucesso suas tarefas em um sistema (SKOV; STAGE, 2005). Na prática, esses problemas se revelam na forma de interfaces complexas, com erros, sem consistência, com baixa flexibilidade, facilidade e eficácia de uso (MATERA et al., 2006;NIELSEN;LORANGER, 2007). À luz dessas dificuldades, foram propostos nas últimas décadas métodos, técnicas e modelos de ciclo de vida para a Engenharia de Usabilidade. ...
... A técnica WDP combina três perspectivas de projeto Web (apresentação, conceituação e navegação) com as dez heurísticas de usabilidade definidas por Nielsen (1994). Para apoiar a aplicação desta técnica pela equipe de desenvolvimento, foi definido o artefato Formulário de Inspeção apresentado no Quadro 4. Com relação às informações do Quadro 4, observa-se que: Avaliador se refere ao integrante da equipe de desenvolvimento que está realizando a inspeção de usabilidade; Tarefa diz respeito a uma descrição sucinta da interface e da tarefa analisadas; Classificação do problema (Perspectiva.Heurística 2 ) corresponde à categorização do problema através da relação Perspectiva.Heurística; Descrição do problema se refere à apresentação do problema/violação de usabilidade identificado; Severidade 3 (cosmético, leve, grave ou catastrófico) está associado ao nível de gravidade atribuído para o problema de usabilidade. ...
... A questão resultante dessa combinação é a sentença: avalie se o estado do sistema está sempre visível para o usuário (CONTE, 2009). 3 ParaNielsen (1994), os problemas de usabilidade podem assumir os seguintes níveis de severidade: cosmético (consertar apenas se tiver tempo disponível); leve (baixa prioridade de correção); grave (alta prioridade de correção); catastrófico (é imperativo consertá-lo). ...
... Karena desain yang kurang tepat dapat membuat pengguna kurang nyaman, sehingga menghasilkan rating "bounce rate" yang tinggi atau orang yang mengunjungi halaman masuk tanpa menjelajahi halaman lainnya (Garett et al., 2019). Faktor ini dipengaruhi juga oleh karakter dari pengguna yang tidak mau meluangkan waktu untuk mempelajari suatu website, atau dengan kata lain pengguna sangat ingin segera mengerti dengan seketika (instant), atas apa yang disajikan dalam suatu website (Nielsen, 2005). Hal ini memperlihatkan bahwa sebuah halaman website yang kurang menarik akan menyebabkan pengunjung tidak akan berlama-lama untuk membuka halaman website kita, dan segera beralih ke website lain yang lebih menarik. ...
... Agar halaman website yang dibuat menarik maka perlu memperhatikan faktor kemudahan pengguna (usability). Usability didefenisikan sebagai kemampuan sistem untuk memenuhi kebutuhan pengguna dengan lima atribut penilaian, yaitu learnability, efficiency, memorability, errors dan satisfaction (Nielsen, 2005). ...
... Dalam penelitian ini akan menggunakan metode evaluasi Nielsen dengan lima aspek evaluasi dari sepuluh aspek evaluasi yang ada. Kelima aspek tersebut meliputi Visibility of System Status, Match Between System and The Real World, Consistency and Standards, Flexibility and Efficiency of Use dan Aesthetic and Minimalist Design (Nielsen, 2005). ...
Article
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The development of information technology today provides many changes to human life, one of which is the website. The website of the university in particular can help the wider community, especially students, in obtaining information. Akademi Komunitas Negeri (AKN) Pacitan is one of the many colleges that utilize information technology in the form of websites. To find out whether the website created has made it easy for users, it is necessary to analyze the usability of the website. This study will analyze the level of usability on the AKN Pacitan website with the Heuristic Evaluation method. The variables used in this study are five usability variables of the ten variables in the Heuristic Evaluation method, including visibility of system status, the match between system and the real world, consistency and standards, flexibility and efficiency of use, and aesthetic and minimalist design. The population of this research is students, lecturers, and AKN Pacitan staff, using probability sampling, simple random sampling, and proportionate stratified random sampling as data collection techniques. The research data was taken using a questionnaire and analyzed using descriptive analysis methods. From the results of the subsequent questionnaire, the analysis will produce several recommendations for improvement and further development of the AKN Pacitan website to improve the functionality of the website itself.
... In general, methods that directly involve users are preferred by designers. Industry practitioners prefer user testing for its usefulness and frequency of use in work (Nielsen, 1995). Furthermore, the involvement of users is often carried out in a "discount" way (Säde, 2001): fast and lightweight implementations are more often used. ...
... There is a great deal of research clarifying designers' preferences and desires for design tools and methods. For instance, Nielsen (1995) investigates why practitioners in the industry use/do not use usability methods and discovers that the key determinant is the quality of information captured from the method. In addition, being easy and attractive are also identified as important attributes of a usability method. ...
Thesis
The advance in digital technologies is placing increasingly high demands on users’ cognitive capabilities, resulting in ubiquitous cognitive challenges (e.g. memory overload) in everyday interaction with products. Such challenges can be attributed to the inadequate understanding of cognitive capability for informing design. The literature review further specifies that current research has largely ignored how user cognition is understood and implemented by designers. This study thus aims to advance the understanding of user cognition by adding the designers’ perspective. This research adopts a mixed method approach, which helps highlight and address the designerly ways of knowing as well as the implicit nature of cognition in design. The research framework consists of three phases. First, the language differences between design practise and cognitive research were confirmed by interviewing designers and analysing designers’ articles. Second, a review of design languages of cognition and ethnographic fieldwork were conducted to explore the designerly ways of understanding and implementing cognition. Finally, the findings were tested in a larger-scale survey. By explicating the related design languages, this research elucidates designers’ Micro, Meso, and Macro perspectives on user cognition, thereby expanding the current rational information-processing conception of cognition to a more context-based understand- ing. The multiple perspectives also add more embodied and situated considerations to the conventional focus on elementary information processing capacity, advancing the existing understanding of users’ cognitive capabilities. Hence, this study enhances the predominant way of conceptualising user cognition in design research and empirically supports the postulated situated nature of cognition in cognitive research. Furthermore, it recognises a specific application field within the broader landscape of cognitive research, suggesting that designing interactions has its own research agenda rather than relying on other established sub-areas.
... Although users may tolerate slowness, they will hardly tolerate interruptions or pauses because they become confused about the system status. It is better to keep users informed about what the smart phone is doing (Nielsen, 1994). ...
... Because it is hard for users to prevent their own operation errors, it is advisable for the smart phone developer and designer to eliminate error-prone conditions. Additionally, before users commit to an action, it is optimal to present them with a confirmation option, which was one of 10 usability heuristics for user interface design (Nielsen, 1994). In the user experience evaluation model (Ren et al., 2017), fault tolerance was one of the subelements of usability experience, and the author mentioned that it is beneficial to provide guidance and feedback in time to help the users avoid and correct errors. ...
Chapter
The user experience of mobile phone products has been widely concerned, while the fluency of mobile phone will also affect the user experience. However, the factors that affect the fluency of mobile phone have not been fully discussed. Present study used semi-structured focus group interviews with 25 participants to explore the definition of smartphone fluency and the influencing factors of smartphone fluency. The interview results showed that among the 13 factors which affect mobile phone purchase, fluency is the most important factor. Fluency refers to the degree of ease with which an individual is able to perform some tasks. It usually means a high level of experience or practice. By coding and analyzing the user’s evaluation, this study summarized six factors that affect smartphone fluency experience, including connection (visual sense when frames or tasks switch), response delay (the time interval between a user completing an operation and the smart phone providing a recognizable response), nonoperational system failure (the misoperation during mobile phone operation which are not related to lack of knowledge), visual experience (sharpness, distinguishability, color matching), operation error rate (error rate when users operate a mobile phone), simplicity (the minimum number of operation steps required to complete a task). This study defines the fluency of mobile phones and identifies the dimensions of smart phone fluency, which can provide research basis for improving fluency experience, and provide new research ideas for future direction of user experience improvement.
... The prototype was implemented using Marvel, a collaborative prototype design platform. As part of the class project, the prototype underwent heuristics evaluation by four students from another project in the course using Nielsen's 10-point usability heuristics [35]. The prototype was further modified based on usability testing on six participants primarily targeting early CS college students. ...
... performance models like Fitts' law or GOMS [16]. Qualitative methods depend on expert evaluation techniques such as heuristic evaluation [26] or cognitive walk-through [25]. A more recent approach, AutoQUEST [13] has been introduced by Harms et al. for the automated UX evaluation of VR interfaces. ...
Chapter
User-centered design (UCD) is a continuous product development process where user feedback shapes the final product. An initial product design is iteratively refined until it provides a satisfying user experience (UX). Applying this iterative process to the development of Virtual Reality (VR) applications using traditional evaluation techniques such as questionnaires and interviews following UX testing is time-consuming. Active feedback from the users needs to be manually evaluated before it can be reflected in the subsequent refinements. In this work, we propose a framework to speed up the UCD process of VR applications by utilizing automated UX evaluation. We demonstrate it on the UCD of a VR-assisted robot programming interface. We conduct a UX study with 14 participants and report that we achieve a final design that provides a better UX, which evolved in short iteration cycles.KeywordsVirtual RealityUser-centered designAutomated user experience evaluation
... According to previous studies, a conceptualization of mobile app usability can be developed from traditional software and website usability [5]. For example, Joyce et al. [17] evaluated the usability of mobile applications by proposing a set of usability heuristics based mainly on Nielsen's website usability guidelines [32]. Similarly, [33] relied on website usability features to assess usability in mobile educational apps. ...
Article
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Advances in mobile technologies and wireless Internet services have accelerated the growth of the mobile app market. To nurture such growth, the usability of mobile apps must be addressed as a priority. Indeed, the unique characteristics of mobile phones, such as the screen size, connectivity, processing capabilities, and context of use, require a high level of usability for mobile apps. Mobile app usability requirements vary with the category of the app. However, mobile app usability is not well understood, and this may lead to the ineffective design of mobile apps and may thus influence users’ acceptance of mobile apps. This study systematically reviews and discusses mobile app usability. It identifies and interprets the relationships among the usability principles, attributes, and design features with the objective of informing mobile app usability design. It also identifies and discusses a set of common usability design features in mobile app design and a set of usability design features that are required in specific mobile app categories.
... Usability is defined as "the capability of the software product to be understood, learned, operated, attractive to the user, and compliant to standards/guidelines, when used under specific conditions" (ISO25010, 2011). Furthermore, Usability brings as a principle that, by easily using an application, the user will never forget how to use it, without frustrations that affect his judgment (Nielsen, 1994). Thus, Usability is reflected by performance and user satisfaction when using an application. ...
Conference Paper
Usability and User Experience (UX) are two quality attributes of Human-Computer Interaction (HCI) relevant to the software development process. Thus, to verify the quality of a system, researchers and developers investigate this area, resulting in different Usability and UX evaluation techniques to improve the quality of applications. However, most of them verify only one of these criteria, being necessary, in many cases, to use more than one technique to evaluate an application in both aspects. Therefore, this research aims to present an experimental study to compare the efficiency, effectiveness, and acceptance of two inspection techniques, Userbility and UX-Tips, which jointly evaluate the Usability and UX of mobile applications. In this way, 99 volunteer participants used the techniques to identify defects in two mobile applications. After the evaluation, the participants answered an acceptance questionnaire about the techniques used. The quantitative comparison results show that the techniques have no significant difference regarding efficiency and effectiveness. However, in terms of participant acceptance, Userbility achieved higher rates of usefulness and future usage intentions, while UX-Tips achieved better rates related to ease of use.
... The Game Dimension questionnaire was created based on the information gathered in the co-design sessions (Medeiros, Coutinho, Rocha & Branco 2014) and confronted with the literature review based on the heuristics of Nielsen (Nielsen, 1994), which established the first set of heuristics created for the evaluation of games: HEP Heuristics (Desurvire, Caplan & Toth, 2004) and the subsequent iteration of this work -PLAY Heuristics (Desurvire & Wiberg, 2009). Desurvire and Wiberg (2009) adapted existing usability principles to game design, and the result was a set of principles which help differentiate between good and bad games, organized into some categories: Game Play, Coolness/Entertainment/Humour/Emotional Immersion and Usability & Game Mechanics (Desurvire & Wiberg, 2009). ...
... Expert panels could be used to evaluate different aspects of the model. The usability inspection method (Nielsen, 1994) could be used to evaluate the interface from a user perspective. The prototype of the system could also be evaluated from the perspective of health care providers who could assess whether the system model appears to offer the capabilities they would need to adequately participate in the management of the health of their patients, particularly in the area of goal setting. ...
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Abstract: The article "Sharing of teaching staff information via QR-code usage" presented at the conference, which has the common name "Information Systems Management and Evaluation ». One of the most famous information systems in user practice is an information system - "Human Resources Information System" (HRIS), which is essentially a database of the HR organization, which in itself does not provide any management decisions and need a special person who to this database is constantly filled and made changes. In this article, based on the analysis of empirical data is offered a specific solution for database management of HRIS remotely by members of the company. The process of personnel management becomes more effective and operational with the help of one of the technologies IoT- QR code. University Information about the instructors are constantly changing and the human resources department is necessary each time to make changes to the database. There are cases when you need urgent information on the teacher, and it is impossible to obtain an instant on a number of subjective reasons. QR code technology offers amazing features such as: 1. Easy access 2. Deeper relationship with customers 3. Bridge online and offline media 4. Real-time information 5. Invoke user's curiosity These technologies can provide information about the teachers for students, undergraduates, doctoral students, researchers and administration. Files using this technology consist of not only text but also videos in 3D animation. This article describes a practical example of the use of IoT technologies - QR code to improve the efficiency of the automated human resource management system (for example, Almaty Management University).The purpose of this work: to show the ways to improve the information system "Human Resources Information System” (HRIS) through the use of user-friendly, intuitive and fast QR code technology. The object of study: the work of the personnel department, IC ‘Human Resources Information System’ (HRIS) 6. Research model: observation, cross sectional model 7. Variables: behavioral variables 8. Methodology: analysis of the usage and importance of QR code for users. 9. The results of studies: the formation of stable opinion of the importance of the QR code. 10. Criteria for evaluation of thinking: creativity, innovation and technological advancement 11. Findings: not fully disclosed the potential of QR code technology has a significant impact on society. Practical implications: all the legal information about the instructors optically encoded from paper, which definitely contributes to the idea of open systems. It provides simplicity and high reading speed and user interaction with the information. Keywords: QR code, human resource information system, new content, IoT and IoE, physical web, file formats 1
... Politécnico de Tomar, que tiveram como base a lista de heurísticas proposta por Nielsen (1994). . Será utilizada uma escala de diferencial semântico com valores de 1 a 7 ...
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Este trabalho perspetiva a visão de professores e encarregados de educação relativamente ao uso das tecnologias, nomeadamente, quanto à vontade das crianças utilizarem plataformas sociais. Abordaremos questões relacionadas com o acesso a estas ferramentas por parte das crianças e se estas são acompanhadas ou vigiadas nestas atividades. Num olhar com caráter exploratório iremos refletir sobre quatro entrevistas efetuadas numa instituição privada e no contexto do 4º ano do 1º ciclo do Ensino Básico com duas professoras e duas mães
... Por otro lado, a través de los años se han propuesto distintos métodos destinados a la evaluación de la usabilidad. A modo de ejemplo, se puede mencionar a las evaluaciones heurísticas propuestas por Jakob Nielsen (1994), las cuales consisten de directrices generales aplicables a cualquier software para realizar una evaluación integral de la usabilidad. Sin embargo, existen pocas aproximaciones para la medición cuantitativa de la usabilidad, debido a que la gran mayoría, como la mencionada anteriormente, tienen carácter cualitativo (Granollers, 2016). ...
Article
The digital transformation processes of public administration have led to a progressive massification of electronic government services in the form of web portals that bring together all those that each state puts into consideration towards its citizens. One of the most important aspects to promote the use of these services, in circumstances such as the pandemic that is ravaging the world, is their ease of use. This article presents the results of a systematic review of the state of the art that describes the use of computer systems based on fuzzy logic to measure the usability of websites that provide electronic government services
... 67,68 The severity rate scale was sometimes used to judge the importance or severity of usability problems. 76 Findings from heuristics analyses are summarized in Appendix Table S5. ...
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Background and objectives Electronic healthcare records have become central to patient care. Evaluation of new systems include a variety of usability evaluation methods or usability metrics (often referred to interchangeably as usability components or usability attributes). This study reviews the breadth of usability evaluation methods, metrics, and associated measurement techniques that have been reported to assess systems designed for hospital staff to assess inpatient clinical condition. Methods Following Preferred Reporting Items for Systematic Reviews and Meta‐Analyses (PRISMA) methodology, we searched Medline, EMBASE, CINAHL, Cochrane Database of Systematic Reviews, and Open Grey from 1986 to 2019. For included studies, we recorded usability evaluation methods or usability metrics as appropriate, and any measurement techniques applied to illustrate these. We classified and described all usability evaluation methods, usability metrics, and measurement techniques. Study quality was evaluated using a modified Downs and Black checklist. Results The search identified 1336 studies. After abstract screening, 130 full texts were reviewed. In the 51 included studies 11 distinct usability evaluation methods were identified. Within these usability evaluation methods, seven usability metrics were reported. The most common metrics were ISO9241‐11 and Nielsen's components. An additional “usefulness” metric was reported in almost 40% of included studies. We identified 70 measurement techniques used to evaluate systems. Overall study quality was reflected in a mean modified Downs and Black checklist score of 6.8/10 (range 1–9) 33% studies classified as “high‐quality” (scoring eight or higher), 51% studies “moderate‐quality” (scoring 6–7), and the remaining 16% (scoring below five) were “low‐quality.” Conclusion There is little consistency within the field of electronic health record systems evaluation. This review highlights the variability within usability methods, metrics, and reporting. Standardized processes may improve evaluation and comparison electronic health record systems and improve their development and implementation.
... One research assistant analyzed the feedback content by sorting through responses by the app's functions and interpreting whether the feedback provided was focused on usability or functionality. Unique usability feedback was categorized using the usability heuristics developed by Nielsen [37]. In the cases where suggestions from testers and users could not be implemented, suggestions were documented and (where possible) alternative solutions were proposed. ...
Article
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Background Process evaluation measures the context in which an outcome was or was not achieved through the ongoing monitoring of operations. Mobile apps are a potentially less burdensome tool for collecting these metrics in real time from participants. Research-driven apps are not always developed while paying attention to their usability for target users. Usability testing uncovers gaps in researchers’, developers’, and users’ mental models of what an efficient, effective, and satisfying product looks like and facilitates design improvement. Models may vary by user demographics. Objective This study describes the development of a mobile app for collecting process evaluation metrics in an intervention study with health care workers that uses feedback at multiple stages to refine the app design, quantify usage based on workers' overall adoption of the app and the app's specific function, and compare the demographic and job characteristics of end users. Methods An app was developed to evaluate the Center for Promotion of Health in the New England Workplace Healthy Workplace Participatory Program, which trains teams to develop solutions for workforce health obstacles. Labor-management health and safety committee members, program champions, and managers were invited to use the app. An accompanying website was available for team facilitators. The app’s 4 functions were meeting creation, postmeeting surveys, project time logs, and chat messages. Google Analytics recorded screen time. Two stages of pilot tests assessed functionality and usability across different device software, hardware, and platforms. In stage 1, student testers assessed the first functional prototype by performing task scenarios expected from end users. Feedback was used to fix issues and inform further development. In stage 2, the app was offered to all study participants; volunteers completed task scenarios and provided feedback at deployment. End user data for 18 months after deployment were summarized and compared by user characteristics. Results In stage 1, functionality problems were documented and fixed. The System Usability Scale scores from 7 student testers corresponded to good usability (mobile app=72.9; website=72.5), whereas 15 end users rated usability as ok (mobile app=64.7; website=62.5). Predominant usability themes from student testers were flexibility and efficiency and visibility of system status; end users prioritized flexibility andefficiency and recognition rather than recall. Both student testers and end users suggested useful features that would have resulted in the large-scale restructuring of the back end; these were considered for their benefits versus cost. In stage 2, the median total use time over 18 months was 10.9 minutes (IQR 23.8) and 14.5 visits (IQR 12.5). There were no observable patterns in use by demographic characteristics. Conclusions Occupational health researchers developing a mobile app should budget for early and iterative testing to find and fix problems or usability issues, which can increase eventual product use and prevent potential gaps in data.
... One way to characterize the usability of the systems is the heuristic evaluation (HE), which consists of: 1) Visibility of the system; 2) Match between system and the real world; 3) User control and freedom; 4) Consistency and standards; 5) Recognition rather than recall; 6) Flexibility and efficiency of use; 7) Aesthetic and minimalist design; 8) Error preven-tion; 9) Help users recognize, diagnose and recover from errors; 10) Help and documentation. (29) Three other adapted and validated heuristics for usability in touchscreen phones were included: 1) Little human/device interaction; 2) Physical interaction and ergonomics; 3) Legibility and layout. The objective was to provide better interaction and an user-friendly interface. ...
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Objective: To develop and validate a mobile application that help nurses in the decision-making process with regard to topical treatment in diabetic foot ulcers. Method: Methodological study carried out in four stages: Definition of requirements and construction of the conceptual map of the application; Generation of alternatives for implementation and prototyping; Tests; Implementation. The software Nativescript for Android was used for the development of the application. Usability tests were carried out with 18 participants, considering Nielsen's heuristics and adaptations of usability heuristics for mobile devices. Results: The application provides current information about the concept of diabetic foot ulcer, ulcer assessment, principles of treatment, clinical recommendations for better healing and dressings for topical care. Conclusion: The methods used for development and validation proved to be adequate to achieve the proposed objectives. The implementation of this technological tool is expected to contribute to a better management of diabetic foot ulcers, contributing to an evidence-based nursing practice.
... Regarding future work, the prototype will be first evaluated by experts employing not only traditional usability evaluation guidelines, such as Nielsen's heuristics [25] but also domain-specific guidelines for games [6,14]. The expert-based evaluation will be followed by user testing, aiming to assess not only usability but the entire user experience, thus studying issues about game enjoyment and flow [37], as well as the overall learning experience an aspect of particular importance in serious games [9]. ...
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Advances in Cultural Heritage (CH) representation and presentation technologies are explored concerning new potentials brought by the gaming industry. These include the use of digitisation technologies for the creation of realistic digital assets, educational gaming concepts, and immersive technologies. In this context, it is shown how the creative sector can exploit these potentials in novel educational and gaming experiences, inspired by CH. The aim is to enhance the way that cultural content is experienced in the digital world, to present, and to valorise intangible dimensions and, ultimately, exploit technological advances to enhance our understanding, appreciation, and preservation of tangible and intangible heritage.
... The method includes using a small set of evaluators to examine and interface critic it against known usability principles or "heuristics". (Nielsen, 1995) In his methodology Jacob Nielsen (1994) included the element of discounted experts review. ...
Thesis
Advancements in Information Technology and Communication have brought about a new connectivity between the digital world and the real world. Emerging Technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) and their combination as Extended Reality (XR), Artificial Intelligence (AI), the Internet of Things (IoT) and Blockchain Technology are changing the way we view our world and have already begun to impact many aspects of daily life. There are now connections between millions of devices from mobile phones to wearables, through wireless networks, creating smart environments and smart cities. It is predicted that over 50 billion devices will be connected by 2020. Virtual design and digital technologies enhance these smart environments to create new immersive experiences. These developments have resulted in many industries seeking new ways to adapt and evolve to take advantage of the opportunities presented by these emerging technologies. Innovators, researchers, technologists, businesses and manufacturers are leading the way to developing and implementing emerging technologies to create smarter, more efficient homes and cities, connecting individuals, communities and operations to allow for optimisation of resources, modification and personalisation. This thesis focuses on the opportunities presented by these technologies for developing and designing immersive smart learning environments for Higher Education and puts forward a framework for further research into how these technologies can improve engagement and enrich the learning experience. An experiment was conducted using two simulators that reinforce learning concepts. A computer based simulator and a virtual reality simulator were used. The results of the research which was conducted with Higher Education students from two universities in the United Kingdom showed an improvement in engagement levels and in the learning experience when students used an immersive smart learning environment.
... Our e-Health technology partner (QoC Health) used results of a requirements analysis (ie, technical and functional specifications) to develop the software to iteratively programme alpha and beta versions of KeepWell (between 2017 and 2019). The prototype was pilot tested in a usability study between 2018 and 2019 with 20 older adults to ensure that it meets the principles of good interaction [42][43][44][45] and user-centred design. 46 This involved observation of participants as they interacted with the KeepWell prototype, and iteratively addressing errors (after two to three participants) to address errors and to ensure optimised functioning, navigation, content and flow of the tool for older adults. ...
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Introduction In response to the burden of chronic disease among older adults, different chronic disease self-management tools have been created to optimise disease management. However, these seldom consider all aspects of disease management are not usually developed specifically for seniors or created for sustained use and are primarily focused on a single disease. We created an eHealth self-management application called ‘KeepWell’ that supports seniors with complex care needs in their homes. It incorporates the care for two or more chronic conditions from among the most prevalent high-burden chronic diseases. Methods and analysis We will evaluate the effectiveness, cost and uptake of KeepWell in a 6-month, pragmatic, hybrid effectiveness–implementation randomised controlled trial. Older adults age ≥65 years with one or more chronic conditions who are English speaking are able to consent and have access to a computer or tablet device, internet and an email address will be eligible. All consenting participants will be randomly assigned to KeepWell or control. The allocation sequence will be determined using a random number generator. Primary outcome is perceived self-efficacy at 6 months. Secondary outcomes include quality of life, health background/status, lifestyle (nutrition, physical activity, caffeine, alcohol, smoking and bladder health), social engagement and connections, eHealth literacy; all collected via a Health Risk Questionnaire embedded within KeepWell (intervention) or a survey platform (control). Implementation outcomes will include reach, effectiveness, adoption, fidelity, implementation cost and sustainability. Ethics and dissemination Ethics approval has been received from the North York General Hospital Research and Ethics Board. The study is funded by the Canadian Institutes of Health Research and the Ontario Ministry of Health. We will work with our team to develop a dissemination strategy which will include publications, presentations, plain language summaries and an end-of-grant meeting. Trial registration number NCT04437238 .
... Heuristics are one of the so-called expert-based usability inspection methods; they are guidelines that evaluators can use in order to rapidly identify common issues in game design. The first attempt at compiling a set of heuristics was done by Jacob Nielsen (Nielsen, 1994). He described the heuristic methodology as "cheap", "intuitive", "requires no advance planning", and finally, "can be used early on in the development process". ...
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Educational video games (EVG) provide a rich platform to improve the Player Experience (PX), and constitute some of the main edutainment applications currently in the market. However, the evaluation of video games as educational tools is very difficult due to their dual nature (fun and education). In some cases, PX (as an usability measure) is a very important aspect of the EVGs and is a good measure of the level of fun and education presented to players. Educational Playability (playability in EVG) attributes are a suitable and effective tool to analyze and measure the experience obtained by a player during a game. To this end, it is necessary to evaluate the playability to determine the degree of improvement in PX. Playability evaluation through different methods is one of the major topics of PX in video games. In this paper, we present a new approach to evaluate the PX by using the educational playability.
... Die Präsentationsphase wurde als "angenehme Alternative" zur klassischen Präsentation vor der Gruppe und als "Möglichkeit schüchterne Personen stärker zu involvieren" angesehen und führte laut Aussagen der Teilnehmer dazu, die Veränderungen der anderen Gruppen nachzuvollziehen (Anforderung 6). Zur Untermauerung der zuvor beschriebenen Anmerkungen kam ein Usability-Fragebogen zum Einsatz, der auf den Fragen von Nielsen (1994) ...
... A Avaliação Heurística é uma ferramenta de inspeção de usabilidade e, de acordo com Nielsen [5], é o método mais informal e comum de avaliação. ...
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Com a difusão de aplicações para apoio a cuidados pessoais e a propagação do ciberfeminismo e do ativismo digital, surgem tanto aplicativos voltados à saúde da mulher quanto ciberespaços voltados ao tema. Neste cenário, avaliamos o Clue, um aplicativo para monitoramento de controle menstrual, o qual, além de ser bem avaliado nas lojas de apps, como a App Store e o Google Play, também conta com usuárias assíduas as quais utilizam grupos para discorrer sobre o funcionamento deste e dos assuntos que o aplicativo aborda (ciclo menstrual, período fértil, etc). Para esta avaliação, foi aplicado o método de Avaliação Heurística e realizado um estudo etnográfico online (Netnografia) sobre discussões pautadas sobre o tema em um grupo específico do Facebook. Foi constatado que a aplicação possui poucos problemas de usabilidade considerados catastróficos, porém existe uma quantidade considerável de usuárias que relatam dificuldades no manejo de algumas de suas funcionalidades. Palavras-chave Cuidados pessoais, ciberfeminismo, controle menstrual, Avaliação Heurística, Netnografia. INTRODUÇÃO É notório que a tecnologia está presente na vida cotidiana da grande maioria da população e que, na atualidade, ela está presente inclusive nos cuidados com a saúde. Cada vez mais são difundidas aplicações que tem como propósito facilitar os cuidados pessoais, seja através de lembretes para beber mais água, seja para cuidados mais íntimos. Uma área que tem sido explorada com essas aplicações é a da saúde da mulher pois, com a propagação da quarta onda feminista (ciberfeminismo) e o ativismo digital, tem-se um empoderamento feminino mediado pelas redes e pela internet. Segundo Rocha [6], o ciberfeminismo compreende-se tanto pela inserção/participação de ativistas do movimento social feminista, quanto por pessoas que não detêm conhecimento prévio acerca da temática. E, de acordo com Ferreira [2], os ciberespaços feministas objetivam atrair mais jovens e desconhecedores da causa, esclarecendo temas e conceitos do movimento. Assim sendo, assuntos relativos à sexualidade feminina estão cada vez mais em voga, e, tendo em vista que o organismo feminino é afetado pelo ciclo menstrual o tempo todo, seja influenciando no humor, na libido ou, até mesmo, na sensibilidade, os aplicativos desta área não só auxiliam no entendimento corporal e nas influências do ciclo menstrual sobre o corpo, mas também geram tópicos de discussão em diversos canais, como grupos de Facebook e Whatsapp. Neste cenário, o trabalho desenvolvido buscou analisar as discussões sobre aplicativos de saúde da mulher em um grupo feminino no Facebook e, também, explorar de forma aprofundada uma destas aplicações. A partir desta análise inicial, houve a seleção do aplicativo Clue, sobre o qual foram feitas análises de usabilidade através da aplicação do método de Avaliação Heurística, assim como uma pesquisa qualitativa sobre tópicos do grupo, caracterizando um Estudo Netnográfico. Para compreensão do trabalho realizado, na segunda seção é descrita a metodologia que foi utilizada, na terceira o detalhamento da avaliação realizada, com a aplicação da Avaliação Heurística e da Netnografia, na quarta seção uma discussão sobre os resultados obtidos e, por fim, na última
... The clarity with which the artifact communicates to its user its changes of state and how it works is a well-researched area in HCI and is typically referred to as "usability studies." For further information, see, e.g., the work by Nielsen (1993;1994). ...
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Computing is increasingly intertwined with our physical world. From smart watches to connected cars, to the Internet of Things and 3D-printing, the trend towards combining digital and analogue materials in design is no longer an exception, but a hallmark for where interaction design is going in general. Computational processing increasingly involves physical materials, computing is increasingly manifested and expressed in physical form, and interaction with these new forms of computing is increasingly mediated via physical materials. Interaction Design is therefore increasingly a material concern. In this book, “The Materiality of Interaction – Notes on the Materials of Interaction Design”, Mikael Wiberg investigates this trend towards material interactions. In doing so he describes how the field of human-computer interaction has moved, through the material turn, from a representation-driven design paradigm, towards a paradigm which he calls material-centered interaction design. Wiberg examines what this emergent paradigm implies for the practice of doing interaction design, he proposes a design method for doing material-centered interaction design, and he discusses the implications for moving forward given an interaction design paradigm that focuses on the materiality of interaction.
... (2) Principles that have a similar name: the name of a principle is a variation of the name of another principle. Examples of principles from different authors with variations in their names are: Consistency (Nielsen, 1994b), Consistency and standards (Nielsen, 1994a), Consistency of the system (Norman, 1983a), Strive for consistency (Shneiderman, 2010), Be consistent (Nielsen & Molich, 1990), ...
Article
Many designers and User Interface (UI) educators discuss principles to be followed when designing the functional aspects of a UI. However, many UI principles have been proposed, scattered in scientific papers and teaching books. Some principles are different, and many are somehow similar or overlapping with others. This makes it very difficult to comprehend where to pay attention to when designing a UI. In this paper, we perform a systematic literature review to first identify the most relevant authors in the domain of functional UI design principles. Focusing on the three most cited works of these authors, we extracted 257 principles. We next analyzed all these principles, unified their variants, and, considering their scientific influence, finally derived a shorter and core selection of 36 principles. This core selection provides educators and UI designers with a clear path to teach, evaluate, learn and improve the UI functional design.
... Through education, learners can make a significant advancement, yet it is vital for educators to ensure teaching effectiveness to promote a high-quality teaching-learning environment. All tertiary or higher education institutions and technical colleges aim to improve their students' learning capability and then guide them in their matched study habits to promote learning [18,20,24,26,34,35]. ...
Article
This study examines the habits and competences of IT students in the use of information technology resources. The survey includes 650 students from seven different higher education institutions in various countries in the region. The paper investigates which information technology tools, online applications, and offline programs are being used. The paper also aims to highlight the amount of time that students spend online and how much they participate in communicating online. The goal is to assess what the opportunities provided by the Internet have been used for in terms of learning and development. The obtained results can help to develop and improve virtual learning environments, as well as create an improved form and content of online courses in the future.
... Their goal is to enable domain experts to evaluate interfaces with regard to their needs and workflows. A commonly used inspection method is heuristic evaluation [16]. In heuristic evaluation an interface is evaluated for compliance with a set of guidelines. ...
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The research of socio-technical systems went a long road from its beginning in the London Tavistock Institute in the early 1950s [1]. In recent years a shift in socio-technical research publications from blue to white collar work could be observed. This paper proposes a combination of methods from user experience (UX) design and industrial engineering to improve the socio-technical work environment on industrial shopfloors.
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Neste artigo são apresentados resultados dos esforços de pesquisa e desenvolvimento de um projeto de transformação digital que busca melhorar a experiência do usuário (UX) em jornadas de serviços baseadas em atendimento via chatbot. Esses esforços reúnem princípios e métodos inovadores em usabilidade e UX para aplicá-los na estruturação do fluxo de conversação de dois serviços de atendimento digital: um para solicitações de novas ligações de energia elétrica e outro para solicitação de reativação de energia. A interação com quem solicita o serviço será realizada via WhatsApp pela assistente virtual personificada “Clara”. Trata-se de serviços que requerem sequências complexas de informações para efeito do cadastro de cliente e do local que receberá a energia. Tais características impõem desafios de usabilidade para que a troca de informação com a assistente virtual seja efetiva, rápida e minimamente dificultosa, tendo em vista o contexto sociocultural e digital das pessoas que interagirão com a Clara, as regras de negócio e o legado tecnológico da concessionária de distribuição de energia, bem como as características da interface de interação.
Conference Paper
Este trabalho apresenta um Mapeamento Sistemático da Literatura realizado para identificar como os jogos digitais educacionais sérios foram avaliados, verificando os métodos e critérios de avaliação, o contexto e os tipos de jogos usados. Foram obtidos 1.221 artigos, que após aplicação de filtros objetivos e subjetivos, resultaram em 48 artigos selecionados. Constatou-se que a maioria são métodos de investigação, como questionários, para verificar elementos como aprendizagem, motivação e experiência do usuário. Além disso, em relação ao contexto, a grande maioria visa avaliar jogos com estudantes do ensino fundamental. Por fim, quanto aos dispositivos de controle, existem semelhanças entre mouse, teclado e tela sensível ao toque.
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Introduction: Library websites are one of the main ways to access to library resources, therefore, they should be desihned according to users' needs to ensure their proper performance. This study aims to evaluate the usability of central libraries websites of Top Iranian Medical Universities and determinate its relationship with webometric ranking. Methods: This descriptive-analytical, cross-sectional study was conducted in 2013 to evaluate the usability of central libraries’ websites of Iranian Medical Universities, type I (Tehran, Shahid Beheshti, Isfahan, Shiraz, Tabriz, Mashhad, Ahvaz, Kerman, Mazandaran, Uromia, Kermanshah and Zanjan). Three evaluators independently examined the websites using Nielsen’s usability principles. Then a list of usability problems was identified and classified based on their severity. Then, the correlation between the ranking of the central library websites and the ranking of webometrics was determined. Spss20 was used to analyse the data. Results: according to the findings, the highest number of problems was related to "flexibility and efficiency of use" and the lowest was related to "error prevention". Based on the severity of identified problems, the highest number of problems were "major" ones. There was no significant correlation between the usability ranking of the central library websites and the webometrics ranking of the same universities. Conclusion: Despite the wide usage and variety of users, library websites interfaces are not of good usability, therefore, it is recommended to to consider standards and principles while designing websites
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This research project has the goal to verify whether the application of neuromarketing techniques, such as implicit association test (IAT) techniques and emotional facial expressions analyses may contribute to the assessment of user experience (UX) during and after website navigation. These techniques have been widely and positively applied in assessing customer experience (CX); however, little is known about their simultaneous application in the field of UX. As a specific context, the experience raised by different websites from two well-known automotive brands was compared. About 160 Italian university students were enrolled in an online experimental study. Participants performed a Brand Association Reaction Time Test (BARTT) version of the IAT where the two brands were compared according to different semantic dimensions already used in the automotive field. After completing the BARTT test, the participants navigated the target website: 80 participants navigated the first brand website, while the other half navigated the second brand website (between-subject design). During the first 3 min of website navigation, emotional facial expressions were recorded. The participants were asked to freely navigate the website home page, look for a car model and its characteristics and price, use the customising tool, and in the end, look for assistance. After the website navigation, all the participants performed, a second time, the BARTT version of the IAT, where the two brands were compared again, this time to assess whether the website navigation may impact the Implicit Associations previously detected. A traditional evaluation of the two websites was carried on by means of the classic heuristic evaluation. Findings from this study show, first of all, the significant results provided by neuromarketing techniques in the field of UX, as IAT can provide a positive application for assessing UX played by brand websites, thanks to the comparison of eventual changes in time reaction between the test performed before and after website navigation exposure. Secondly, results from emotional facial expression analyses during the navigation of both brand websites showed significant differences between the two Mauri et al. Measuring Emotions Is User Experience brands, allowing the researchers to predict the emotional impact raised by each website. Finally, the positive correlation with heuristic evaluation shows that neuromarketing can be successfully applied in UX.
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O presente artigo descreve os procedimentos de pesquisa e criação de uma lista de verificação de usabilidade focada na interface de smartphones, com o intuito de propor melhorias na experiência do público idoso. Foi realizada pesquisa bibliográfica com o intuito de identificar quais principais dificuldades encontradas pelos usuários, além de identificar as soluções já existentes e desenvolvidas anteriormente. Após a identificação das possíveis soluções, foi proposta a criação de uma lista de verificação para projetos de interfaces direcionado a esse público, validada por um grupo de especialistas, que se propõe a auxiliar desenvolvedores na tarefa de identificar possíveis lacunas a serem preenchidas durante o projeto.
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Zusammenfassung Bei der Gestaltung digitaler (Lern-)Umgebungen spielt die Nutzbarkeit oder Usability eine entscheidende Rolle. Das Design der Oberfläche (des Frontend) ermöglicht es Nutzer*innen, eine Software zu bedienen oder auf einer Website zu navigieren. In ihrer optischen Gestaltung spiegelt sich die interne Struktur einer Software oder Website, und eine geringe Usability wird zu Recht den Eindruck vermitteln, dass ein Programm konzeptionell nicht durchdacht ist.
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Investments have been drastically increasing on mobile phone applications based on the increase in mobile internet usage. The fact that these investments should be utilized by many users has become an important agenda of business plans for many brands. It’s obvious that the differentiate value proposals of the applications are no longer just a function or a new idea, but the usability of the whole system is become more and more critical. For this purpose, published academic studies about the usability of mobile applications in the literature have been examined. From this research, it’s found out that researchers have been used various and differentiate criteria for the same objective. Thus, in this chapter, a new method has been proposed to decide which design parameters are affective for the related mobile application and to determine the importance degree of the design parameters to be taken within the scope of the usability evaluation of the applications. The methods including Kano Model, Quality Function Deployment (QFD), and Spherical Fuzzy Sets have been integrated into the proposed method. For this reason, the design requirements are categorized by using the Kano Model while QFD is used to integrate design requirements with design parameters to increase the usability dimension of the product. Spherical Fuzzy Sets were used to handle uncertainties and vagueness in the evaluation process of the approach.
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