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Framework for Evaluating the Usability of Mobile Educational Applications for
Children
Rabail Tahir and Fahim Arif
Department of Computer Software Engineering, Military College of Signals (MCS),
National University of Sciences and Technology (NUST),
Islamabad, Pakistan
rabailtahir.mscs19@students.mcs.edu.pk, fahim@mcs.edu.pk
ABSTRACT
Mobile technology is becoming an integral learning
tool for children. The Interface of mobile
educational applications (apps) should be usable
and compatible with the cognitive skills of children
in order to provide an effective learning experience.
Usability is a key quality attributes to measure the
usefulness of application; therefore evaluating
usability is a vital task. With the rapid advancement
of mobile technology, usability of educational apps
for children gains attention of modern researchers.
This paper focuses on providing a framework for
evaluating the interface of mobile educational apps
designed for children .The paper attempts to review
the existing interface design guidelines and
consequently develop a framework. The framework
serves as basis for comprehensive usability
evaluation consisting of guidelines, usability
characteristics, goals (interface design criteria),
questions, usability metrics (objective and
subjective) and two evaluation instruments (task list
and satisfaction questionnaire).To ensure the
effectiveness and reliability of the framework ,it
was validated by applying the proposed metrics and
evaluation instruments in a usability study
conducted on two android educational apps for
children. Results gathered from usability testing
proved that the framework is applicable for
evaluation of mobile educational apps for children.
KEYWORDS
Usability evaluation; Interface design; Mobile
educational applications; Goal Question metric
(GQM); Guidelines
1. INTRODUCTION
Mobile technologies can provide a key support
in education and help children develop new
important skills. Results indicate that children
are always excited to use mobile devices [1].A
number of design challenges are involved in
developing educational apps for children. The
interface should be child friendly and also
compatible with cognitive skills of children [1].
The term “mobile learning” is increasingly
gaining attention of modern researchers with a
new trend focusing on k-12 education. Trend
suggest that preschoolers and elementary
school age kids (k-5) would be using the
mobile devices flawlessly first at their homes
and then in the classrooms of 2015 as a normal
part of growing up in this digital age. The
results indicate that by the end of 2015, around
80% of word population will have access to
mobile devices[2].The well designed
educational apps are very effective for children
learning. Current research shows that in mobile
learning, interface design and attention to
usability will lead to better mobile learning [3].
Therefore mobile educational applications
(such as apps for math skills, vocabulary,
memory games, drawing etc) are extremely
useful for learning experiences of children and
the user interface (UI) design of these
applications is a key concern for their success
and usefulness. Touch screen mobile
technologies create new usability problems
such as small screen, different interaction
ISBN:978-0-9891305-8-5 ©2014 SDIWC 156
styles, navigation, etc [4] [5]. Same implies to
children interaction. The cognitive and motor
skills of children are different from those of
adults as they are growing up [6]. Usability and
user experience are the important factors in
creating successful applications. Novelty of
mobile applications and their unique aspects
become the key challenges in measuring the
usability of mobile devices [7]. A number of
evaluation methods and framework are
available to evaluate the software usability.
However the measurement models and
frameworks specifically intended for the mobile
applications are very limited such as [7] but
they are not focused on educational apps for
children. They lack one or the other criteria
important for this area. Therefore existing
frameworks and measurement models may not
be appropriate to apply to educational apps
designed for children because they may not be
effective for this specific area. A number of
limitations of current measures used to evaluate
the mobile applications are as follows [10]:
Do not have the ability to extend to the
other domains.
Not designed to evaluate mobile
educational applications that use novel
features specific to education and learning.
Limited and inadequate usability measures
for evaluation of unique aspects of
educational apps for children such as
pedagogic aspect, educational value,
cognitive load, interaction, gestures, etc.
Unfortunately, very few clear guidelines are
available on how the various definitions of
usability characteristics and design criteria are
related and how to evaluate the usability of
educational apps for children. This paper aims
to review the existing work to synthesize a set
of usability guidelines for mobile educational
apps for children and consequently develop a
framework consisting of metrics and
measurement instruments for evaluation. The
next section presents a review of existing
usability models and guidelines. Section 3
describes the evaluation framework followed
by section 4 for usability evaluation and section
5 for results and discussions. Finally section 6
concludes the paper.
2. RELATED WORK
2.1 Mobile Learning and Usability
Mobile learning is the form of learning that
happens anytime and anywhere. It is supported
by mobile devices and involves the mobility of
learner and content, in the sense that it can be
accessed from anywhere and anytime [2]. A
large number of educational applications are
available in market targeting young children
and the increasing popularity of mobile has
prompted a new wave of mobile learning in
children education. According to a survey 88%
of public schools in United States have policies
on acceptable student use of mobile phones
[2].However this percentage is quite less in
developing countries. Studies indicate that
students achieved a higher percentage in math’s
and reading skills at suitable grade after
teachers started incorporating the touch screen
devices in the classrooms [2].
Traditional approaches of usability tend to be
limited to metrics involving time to complete
task, throughput, effort to complete task and the
user’s satisfaction. However for educational
applications and mobile learning researchers
now suggest to go beyond this by combining
the specialized usability criteria (such as
efficiency, reliability, consistency etc) with the
pedagogical usability components including
motivation, learner control, feedback and
learner activity. The usability needs should be
comprehended differently when it is being
measured in the context of education and
learning .The concept of pedagogical usability
can be very helpful as a means of focusing on
the relationship between usability and
pedagogical design [3].
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2.2 Measurement Models
A number of usability measurement models are
available [8] such as Metrics for Usability
Standards in Computing (MUSiC; Bevan,
1995; Macleod et al., 1997) that include
performance measures, Software Usability
Measurement Inventory (SUMI; Kirakowski
and Corbett, 1993) that provide measures of
global satisfaction of five specific usability
areas and McCall’s model that is divided into
three criteria, training, operability and
effectiveness. In addition the semi-Automated
Interface Designer and Evaluator (AIDE, Sears,
1995) is used for evaluating static HTML pages
based on predetermined guidelines for webpage
design, Goals Operators Methods and Selection
rules model (GOMS; John and Kieras, 1996)
describe series of methods needed to achieve
specified goals for a task, and Quality in Use
Integrated Measurement (QUIM; by Ahmed et
al., 2006) is a consolidated model used for
measuring actual use of software and
identifying problems. Goal Question Metric
model (GQM; by Basili et al.) is also used for
developing measurement model for many areas
including mobile phone apps [7] [8] [9].These
models and many other however have their own
limitations [7] [8].
2.3 Usability Model
The definition of usability has evolved over a
period of time and usability concept has been
defined in multiple ways [8]. Some existing
usability models include Nielsen (1993),
Shneiderman (1992), Preece et al. (1994),
Shackel (1991) and Constantine & Lockwood
(1999). Likewise the International Organization
for Standardization (ISO) has also developed a
number of usability models but no one model
covers all aspects of usability. According to [8]
there are three major ISO standards which
include: ISO 9241-11 (1998) which is most
extensively used model also for mobile
usability [10]. It identifies efficiency,
effectiveness, and satisfaction as key attributes.
ISO/IEC 9126-1 (2001) define usability as
software quality attribute decomposed in five
factors understandability, learnability,
operability, attractiveness, and Usability
compliance. ISO/IEC 9126-4 (2001) defines the
concept of quality in use and ISO/IEC 14598-1
(1999) is for measuring quality in use from the
perspective of internal software quality
attributes. Upon close review of literature the
core concept of usability always appear to be
ISO 9241-11 and rest usability characteristics
depend on the type of interface being
considered [10].
Therefore this paper adopts ISO 9241-11 as a
baseline for this study. Along with this, quality
attributes of ISO 9216-1 are selected as sub
characteristics along with this baseline model
[10].Therefore this study will focus on the
following usability characteristics: efficiency,
effectiveness, satisfaction, understandability,
learnability, operability and attractiveness. For
interface design both ISO 9241 and ISO 9126
are widely used. These two models are
considered as the complementary definitions of
usability and can be collectively used for
usability evaluation of UI design [11].
2.4 Review of Guidelines from Literature
Literature review is a way of evaluating and
identifying the related studies and current
practices relevant to the area of interest. Many
researchers such as Hornbæk et al [12] have
employed literature review as basis for their
research work.
The literature review for guidelines is done by
reviewing research papers based on keywords
“interface design”, “mobile interface”,
“usability”, “interface design for children”, and
“educational apps”. A total of 27 research
papers were selected and studied for
synthesizing the guidelines for interface design
of mobile educational apps for children.
Analysis has been made to select only the
relevant guidelines, identify and combine the
duplicate guidelines, resolve conflicting
guidelines and rephrase the unclear guidelines.
ISBN:978-0-9891305-8-5 ©2014 SDIWC 158
For a research paper to be selected for review,
the study should be related to either of the
following areas: the usability goals for interface
design of touch screen mobile devices in
general, interfaces for children or usability
goals for educational applications, instead of a
broad concept of usability. This criterion was
set in order to obtain UI design criteria focused
on mobile educational apps for children.
Some of these studies include the research of
Tafresh et al [1] who explored the design
requirements in order to develop a user friendly
interface for children and proposed some
design techniques that can be employed to meet
the requirements. Florence et al [4] research
focused to evaluate different UI designs and
input methods for touch screen mobile phones.
Aziz, N.A.A. et al [6] investigated the
interaction of children aged two to twelve years
with gestures such as tap, slide, drag-and-drop ,
spin/rotate ,pinch, flick and spread on a range
of applications on tablet or iPad and the
interface design of touch screen applications.
The paper focuses on the point that for
applications to be effective they need to be age-
and-gesture-appropriate .Mary Ann et al [10]
proposed a list of practical guidelines based on
usability concerns for interface design of
mobile device, which should be considered
carefully when designing a mobile interface.
Nilsson et al [13] in his paper presented a
collection of user interface design patterns for
the mobile applications. Tsai et al [14] carried
out face-to-face interviews to explore the
perceptions about smartphone interfaces.
Sharma et al [15] strongly supported the need
for an age based user interface. According to
the research kid’s user interfaces should only
contain educational widgets, games and music.
According to Heather Nam [16] suggested that
new user interface design conventions should
not be developed only because the audience
includes children. Instead, interactions to
standard design conventions should be limited,
only using the ones that are easiest for children
usage. Gilutz and Nielsen [17] investigated a
variety of user experiences on the websites and
discovered the similarities and differences
between the response of adults and children.
According to [18] a usability study of kids
found that children view ads as content, and
tend to click them accordingly. Children prefer
colorful designs yet demand simple navigation
and text. Asmaa Alsumait et al [19] introduced
the Heuristic Evaluation for Child E-learning
applications (HECE).HECE is a set of
heuristics for child e-learning applications.
Petri Nokelainen [20] in his paper presented
pedagogical usability criteria for evaluating
digital learning material. The following
components, Learner control, Feedback, Added
value, Learner activity, Motivation,
Cooperative/Collaborative learning,
Applicability and Goal orientation were
focused in his work. Gavin Sim et al [21]
reported the findings of an analysis of the
relationship between fun, usability and learning
in the educational software designed for the
children. Walayat Hussain et al [22] has
emphasized on how to make a webpage more
usable in terms of readability for different age
groups. The paper has focused on eight
readability factors that are white space,
graphics, line spacing, font style, text width,
color contrast, headings, font size, and
animation. Lisa Meloncon et al [23] presented a
set of guidelines to aid the design process to
develop educational websites for children.
3 EVALUATION FRAMEWORK FOR
MOBILE EDUCATIONAL APPS FOR
CHILDREN
This section presents the evaluation framework
for measuring the usability of interface design
of mobile educational applications for children.
Overall process and framework is shown in
figure.1.
The framework consists mainly of three phases.
The first phase explores the literature review
and presents the usability characteristics and
guidelines for interface design of educational
apps for children.
ISBN:978-0-9891305-8-5 ©2014 SDIWC 159
Figure 1. Evaluation Framework
In the second phase Goal Question Metric
(GQM) approach developed by Basil et al. [9]
is used to develop metrics for usability
evaluation of mobile educational apps for
children. Originally GQM was employed to
define and evaluate goals for a particular
project or environment but its use has now been
extended to larger perspectives and is adaptable
to different environments and organizations, as
confirmed by companies such as (NASA,
Siemens, and Philips). It has now become a de
facto standard for defining measurement
frameworks [7].GQM has three levels. The first
level is the conceptual level in which goals are
identified based on the guidelines created in the
last section. Next is operational level in which
questions are formulated to assess each goal
and the final level is quantitative level in which
a set of metrics are developed to provide
information in order to answer the questions
formulated in the previous level[9]. The
guidelines from first phase will be used for
metric development in GQM .The developed
metrics can be both objective and subjective.
Interface design is evaluated using both metrics
i.e. task-sensitive metric which are objective
and make sure that user tasks direct the
semantics of user interface design and task-
independent metric which are subjective
measures and make sure that interface design is
visually pleasing for users [8].
In the last phase the metrics are separated into
objective and subjective metrics which are then
used to develop two measurement instrument
task list and questionnaire respectively. These
instruments can be used for usability evaluation
of mobile educational apps for children in order
to obtain quantitative and qualitative data.
3.1 Synthesized Guidelines for Mobile
Educational Apps for Children
The previous section covered the review of
usability models also stating the models chosen
as a foundation for the framework in this
research study. The usability characteristics
related to the employed usability models were
also presented. Moreover review of guidelines
from literature was also discussed which was
the basis for obtaining the guidelines for UI
design of mobile educational apps for children.
These were the prerequisite for understanding
and defining the evaluation framework
presented in this section.
The next step was to synthesize guidelines for
mobile educational apps for children which
were obtained from the review of guidelines
from literature as described earlier. The
synthesized guidelines focus on the interface
design of mobile educational apps designed for
children, therefore the quality characteristics
that do not focus on interface design were not
included such as the network throughput,
memory load, Display load, application size
and battery usage etc. The selected guidelines
resulted in 17 UI design criteria and 27 sub
criteria based on review of guidelines from
literature. Table 1 describes the guidelines
along with criteria and sub criteria
ISBN:978-0-9891305-8-5 ©2014 SDIWC 160
Table 1. Synthesized guidelines for mobile educational apps for children
UI Design Criteria
Sub criteria
Guidelines
Input/output
Ease to input
Ease to understand output
Cognitive Load
Recognition
Terminology
Content/ concept
Recognition rather than recall
Use of appropriate language
Use of appropriate content
Familiar concepts
Multimedia usage
Sound/Audio
Animation/ images
Text
Use sound/audio where appropriate
Use of images and animations match with children skills
Understandable text
Customization/
Personalization
Allow for customization
Allow for personalization
Screen design
Aesthetic
Colors
Font style/size
Menu
Buttons
Icons
Simple,attractive and organized design
Use bright colors for children
Use appropriate font style and size
Provide proper menu for touch screen
Provide colorful and animated buttons
Icons must be relevant to information they present
Layout
Clear and consistent screen layout
Learning Potential
Ease to learn
Educational value
Suitability
Learning activities
Ease of learning
Appropriate educational content
Suitability for all users and learner control.
Learning approach/opportunities
Feedback
Pedagogic feedback
Provide appropriate feedback
Provide pedagogic feedback for answers.
Responsive to input
Audio instructions
User Control
Provide appropriate controls e.g. save, reset, exit etc
Navigation/
Orientation
Ease to navigate
Navigation keys
Main menu/ start screen
Hierarchal menus
Scrolling
Ease of orientation
Ease of navigation
Clear and consistent navigation
Provide clear navigation buttons.
Provide main menu for navigation
Clear main menu/start page link
Hierarchal menu for easy navigation
Scrolling may be difficult for children
Allow scroll and view ,when a lot of information is present
Help/support
Tutorials
Hints/clues
Provide sufficient help
Provide tutorials
Provide task related clues and hint
Error
Provide short error messages
Interactivity
Gestures
Interaction
Use of appropriate Gestures
Ease of interaction
Effort
Amount of task effort
Time required
Loading application
Time to respond
Time to complete task
Engagement
Motivation to learn
Endeavor engagement
Provide interesting rewards.
Readability
Ease of readability
Provide appropriate text size, spacing etc
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3.2 Goal, Question, Metric
The UI design criteria developed from
synthesized guidelines act as goals of GQM
model. The usability characteristics from ISO
9241-11 and ISO 9126 are related to goals
using [8] and [10] [11] [12].The goal represent
the overall aim of evaluation presenting the
interface design criteria of educational apps for
children.
The goals and guidelines were used to
formulate a list of questions to assess each one
of them. We ensured that the questions we
created can be answered.
Next step is to develop a set of metrics in order
to collect data to answer each question in a
quantitative way. The developed metrics
contains both objective and subjective metrics
as not all the created questions could be
objectively answered, providing only objective
metrics. Therefore some questions will be
answered subjectively using a questionnaire to
assess user satisfaction. These metrics can be
useful for evaluating both objective and
subjective usability of mobile educational apps
for children. The resulted goals, questions and
metrics for usability evaluation of mobile
educational applications for children are shown
in Table 2. The objective metrics are
highlighted in Table 2 (blue in metric column)
and the remaining are subjective metrics. These
objective and subjective metric are used in the
next phase to develop evaluation instruments
that are tasks and questionnaire respectively.
Table 2. Usability characteristics, Goals, Questions and Metrics
Usability
Characteristics
Goals
(UI design
criteria)
Questions
Metrics
Effectiveness
Understand
Interactivity
Navigation
/Orientation
Multimedia
usage
Feedback
Is it easy to interact with the UI?
Does UI provide interaction like collaboration or
sharing?
Are gestures easy to use for children?
Is it easy for children to navigate across the UI?
Does UI provide clear and understandable navigation
keys?
Does UI indicate easy scrolling if a lot of information
is present?
Does UI provide easy main menu for navigation?
Is the main menu /home page icon effective for
children?
Is the screen orientation of UI effective for children?
Is multimedia usage of UI appropriate for children?
Does UI provide appropriate feedback?
Is Interface of application responsive to input?
Does UI provide pedagogic feedback for self
assessment?
Does UI provide a visual display to show the loading
process?
Does application provide audio instructions?
Number of mistakes during
interaction
Number of collaboration
/sharing options
Number of mistakes in using
gestures
Number of mistakes during
navigation
Rating scale for navigation
Rating scale for main menu
Success/Failure rate to use
main menu
Rating scale for screen
orientation
Rating for multimedia usage
Rating scale for appropriate
feedback
Number of pedagogic feedback
Success rate for understanding
pedagogic feedback
Rating scale for pedagogic
feedback
Rating scale for loading
application
Number of times voice/audio
instructions provided in a task
Rating scale for voice instruction
Input/output
Does Interface provide easy ways of input for children?
Number of mistakes to enter
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-ability
Does UI provide easy to use keypad?
Is it easy to understand the output for children?
/give input
Ease to use virtual keypad
Rating scale for ease to
understand output
Efficiency
Learnability
Time
required
Effort
How much time is taken by the application to load?
Is time taken by the UI to respond appropriate?
Does UI provide appropriate time for user to respond?
How much time is taken for completing a given task?
How much effort is required for task completion?
Time taken to load application
Rating scale for time to respond
Time taken to complete task
Rating scale for task effort
Help/
support
Cognitive
load
Learning
potential
Does UI provide appropriate and sufficient help?
Does UI provide clear and understandable help icon for
finding help?
Does UI provide brief and useful tutorial to understand
task/activity?
Does UI provide useful task related clues/ hints for
children?
Are children capable of recognizing the functions and
their actions?
Can children easily recognize an icon/link/button?
Is the terminology/language used appropriate for
children?
Does UI provide appropriate content/information for
children?
Does UI use familiar concept matching children mental
model?
Is application easy to learn for children?
Does educational content fit with age and curriculum
of children?
Is appropriate learner control provided to users?
Does UI provide different difficulty levels for equal
learning experiences for all users’ novice or expert?
Does app provides useful and interesting learning
activities for children?
Does application provide appropriate progress
report/evaluation result for assessment of performance
in a given activity?
Rating for usefulness of help
Rating scale for finding help
Success/failure for finding help
Rating scale for tutorials
Number of task related
clues/hints
Number of icons/buttons not
recognized in first attempt
Rating scale for appropriate
language
Rating scale for appropriate
content
Rating scale for ease of learning
Number of mistakes before
learning to use
Time to learn a task
Rating for educational value
Rating scale for suitability for
all users
Number of difficulty levels for
practice
Rating scale for learning
activities
Success/failure rate for
performance assessment
Rating scale for performance
assessment
Operability
Customiz
-ability/
Personaliza
-tion
Error
tolerance
User control
Readability
Does UI allow for personalization?
Does UI allow for customization?
Does Interface provide short errors messages?
Does application provide appropriate controls?
Does application provide easy readability for children?
Is the text size appropriate for child?
Number of options for
personalization/ customization
Success/failure for using
personalization/ customization
options
Rating scale for error messages
Success rate for using controls
Ease of readability
Satisfaction with text
Satisfaction
Attractiveness
Engagement
Screen
layout
Screen
Design
Is the Interface engaging for children?
Does UI provide exciting rewards to engage children?
Is the screen layout clear and consistent?
Is screen design attractive for children?
Are children happy with the interface of application?
Rating scale for engagement
Rating scale for screen layout
Rating scale for attractive screen
design
Rating scale for interface color
Rating scale for icons/ buttons
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3.3 Evaluation Instruments
The subjective and objective metrics from the
previous phase are used to develop two
evaluation instruments user satisfaction
questionnaire and task list respectively as shown
in table 3 and table 4.
Table 3. Questionnaire
User Satisfaction Questionnaire
1. I found it easy to understand this application.
2. The app provides easy to use touch screen input or
virtual keypad.
3. The application is too slow I had to wait for response
to continue
4. The app took a lot of time for loading.
5. The app provides a visual display to show the
loading process.
6. The app gives feedback on whether my answer is
correct or wrong
7. The application provides useful voice instructions
8. The application does not provide appropriate
feedback for my actions.
9. I was comfortable with the screen orientation of
application.
10. The main menu of application is confusing
11. The app provide clear and understandable navigation
keys such as back/next buttons to move to previous/
next screen
12. The application provides useful help information
13. It was difficult to find help
14. The application provides useful tutorials that explain
how to perform a task/activity
15. It was difficult to understand the language used in
the application
16. The topics/concept and information was
understandable
17. I need to remember a lot of information throughout
several actions to perform a task.
18. It was easy to complete the tasks without much
effort.
19. It is difficult to learn to use the application.
20. The educational content matches with my course
curriculum
21. The application provides different difficulty levels
that I could easily change according to my choice.
22. The learning approach and activities in app were
interesting and I learned from them
23. The application provides a progress report/result for
my performance in every activity
24. The application gives error messages that clearly tell
me how to fix problems
25. It was easy to read the text in this application
26. The text size used in this application is too small
27. I like the animation and images used in this
application
28. The music and sound effects used in the app were
disturbing
29. The organization of information on the app screens
is not clear and consistent
30. It is easy to find the information I needed
31. I find the design of application attractive
32. The colors used in this application are not attractive
33. The icons and buttons used are attractive and
recognizable
34. The application gives interesting rewards on my
performance
35. Overall I enjoyed using the app.
Table 4. Task list
Task List
Check for interactivity
a. Check of user interaction with application
b. Check of availability of communication tools
c. Check of usage of gestures
Navigation activity
a. Check of main menu presence
b. Check for scrolling
c. Check for hierarchal menu
d. Check for navigation keys
Check for adequacy of feedback
a. Response to input
b. Audio instructions
Check for time
a. Loading application
b. Task
Check input/output availability
a. Virtual keyboard
Check for adequacy of Help
a. Task related clues
b. Tutorials
c. Help icon
Check for cognitive load
a. Identify a link or icon usage
b. Check for suitability of language
c. Check for suitability of content
Check for learning potential
a. Check for presence of alternative learning
options
b. Check of assessment / result availability
Check for personalization/customization
a. Check for availability of settings option
Check for short error messages
Check for user controls
Check suitability of reading
ISBN:978-0-9891305-8-5 ©2014 SDIWC 164
Tasks are developed using objective metrics in
order to collect objective data and questionnaire
is developed using subjective metrics to obtain
results for subjective measures assessing
satisfaction ratings with interface design. These
developed instruments can be used in usability
evaluation of educational apps for children by
implementing tasks performance for objective
measures and using questionnaire to assess the
subjective measures.
When the satisfaction questionnaire is used,
participants are asked to rate the 35 items
related to the interface design of educational
apps for children with a 5 point Likert scale that
range from 1 for Not at all true,2 for Not very
true,3 for Somewhat True , 4 for True to 5 For
Very True.
This complete framework offers a
comprehensive structure for evaluating
usability. It describes usability characteristics
and how these are linked to UI design criteria.
The metrics for accessing each criteria and the
evaluation instrument for obtaining data for
each metric. Hence this can be useful for
obtaining quantitative and qualitative data for
usability evaluation.
4 USABILITY EVALUATION
A usability study was carried out to ensure that
the framework is reliable and effective for
evaluating the usability of mobile educational
applications for children. Usability testing was
conducted to test whether the metrics and
evaluation instrument (User satisfaction
questionnaire and task list) developed in the
framework can be used to collect the data for
usability evaluation. Therefore both objective
and subjective metrics were employed for this
usability study. To validate the framework this
study used two educational apps Math Open
and Barnyard Math designed for math skills of
elementary school age children. These
applications were installed in Sony Ericsson
xperia arc s smart phone which was used for
usability testing. For usability evaluation the
subjective data was collected using the 5 point
Likert scale user satisfaction questionnaire
developed in the framework and objective data
was collected through usability testing using
task list to prepare tasks for each app.
A total of 10 children participated in usability
testing. As suggested by Nigel Bevan [24] a
minimum number of eight to ten participants
are generally required in order to make reliable
estimates to uncover the usability problems of
an interface .The participants included a mix of
boys and girls with different level of expertise
from novice to experience. All children were of
elementary school age i.e. 6 to 10 years and
were recruited from elementary school.
Figure 2. Usability testing with children
The study was conducted in a quiet and
comfortable room in school see figure 2. Before
usability testing a consent form was signed by
the parents for letting their children participate
in the study. The parents were ensured that their
personal information will be kept confidential.
During usability test each participant was asked
to experience both educational apps. All
participants were required to complete 11 tasks
with each of the two apps. The participants
were given time to freely explore the
applications before completing the tasks. For
usability testing two evaluators were present in
the room with one user at time. A teacher was
also present during the test so that children may
not feel uncomfortable with strangers. The
participants were given a brief introduction in
the start regarding the purpose of the study.
ISBN:978-0-9891305-8-5 ©2014 SDIWC 165
5 RESULTS AND DISCUSSIONS
The results for both subjective and objective
metrics are presented separately and
comparison of results is also presented for both
apps to check significant differences in
usability of the two educational apps.
5.1 Objective Usability Results
The data for objective measures were collected
during usability testing and we summarized the
data for each of the 21 objective metrics from
the frame work. The mean score for each
measure is presented in Table 5 for both apps.
Table 5. Results for Objective Metrics
Objective Metrics
Barnyard Math
Mean
Math Open
Mean
O1-Number of mistakes during interaction
O2-Number of collaboration/sharing option
O3-Number of mistakes in using gestures
O4-Number of mistakes during navigation
O5- Failure rate to use main menu
O6-Number of pedagogic feedback
O7- Failure rate for understanding pedagogic feedback
O8-Number of times voice instructions provided in a task
O9-Number of mistakes to enter /give input
O10-Time taken to load application
O11-Time taken to complete task
O12- Failure rate for finding help
O13-Number of task related clues/hints
O14-Number of icons/buttons not recognized in first attempt
O15-Number of mistakes in learning to use
O16-Time to learn a given task
O17-Number of difficulty levels for practice
O18- Failure rate for performance assessment/result
O19-Number of options for personalization/ customization
O20-Failure for using personalization/ customization options
O21- Failure rate for using controls
2.2
0
0.6
1.2
0
2
0.4
0
0.1
0.13
0.830
0
0
0.1
0.3
0.38
5
0.4
1
0.1
0.4
3.6
0
0.1
0.8
0.2
4
0.2
0
1.7
0.26
1.18
0
0
0.8
1.2
0.4
14
0.2
3
0.3
0.4
In Table 5 labels O1-O21 were used to
represent the objective metrics. For
comparative analysis of the two educational
apps, score from table 5 is considered for
analyzing the results of objective metrics of
usability. The comparative analysis is carried
out to determine whether one educational app
has better usability than the other. Moreover
this was useful to determine whether the
framework used was effective for usability
evaluation and comparative analysis of
different educational apps for children.
The results indicate that math open app has
higher failure and number of mistakes for all
objective measures in figure 3, except for
navigation, pedagogic feedback and
performance assessment/results. Therefore it is
Figure 3.Objective Usability of Educational Apps
ISBN:978-0-9891305-8-5 ©2014 SDIWC 166
evident that barnyard math has better objective
usability than Math open.
5.2 Subjective Usability Results
The data for subjective measures was collected
through 5 point Likert scale user satisfaction
questionnaire presented in the framework .The
questionnaire was filled by the participants
after performing tasks, at the end of test session
for each app. The analysis of data from 5 point
Likert scale satisfaction questionnaire was done
according to the statistical procedure described
by Boone et al [25]. For each subjective metric
the questions from satisfaction questionnaire
were matched with the metric (for example
question number 5 and 8 relate to subjective
measure “Appropriate Feedback”) and mean
score for these questions was recorded for each
of these subjective metrics. A higher score
indicates greater satisfaction level for users.
Table 6 presents the results of subjective
measures.The labels “S1 to S30” are used to
represent each subjective metric.
Table 6. Results for Subjective Metrics
Subjective Metrics
Question
No
Barnyard math
Mean
Math open
Mean
S1-Rating scale for multimedia usage
S2-Rating scale for appropriate feedback
S3-Rating scale for screen orientation
S4-Rating scale for navigation
S5-Rating scale for main menu
S6-Rating scale for pedagogic feedback
S7-Rating scale for voice instructions
S8-Ease to use virtual keyboard
S9-Rating scale for ease to understand output
S10-Rating scale for loading application
S11-Rating scale for time to respond
S12-Rating scale for task effort
S13-Rating scale for finding help
S14-Rating scale for usefulness of help
S15-Rating scale for tutorials
S16-Rating scale for appropriate language
S17-Rating scale for appropriate content
S18-Rating scale for ease of learning
S19-Rating scale for educational value
S20-Rating scale for suitability for all users
S21-Rating scale for learning activities
S22-Rating scale for performance assessment
S23-Rating scale for error messages
S24-Ease of readability
S25-Satisfaction with text
S26-Rating scale for engagement
S27-Rating scale for screen layout
S28-Rating scale for attractive screen design
S29-Rating scale for interface color
S30-Rating scale for icons and buttons
27,28
8,5
9
11
10
6
7
2
1
4
3
17,18
13
12
14
15
16
19
20
21
22
23
24
25
26
34,35
29,30
31
32
33
4.5
2.3
4.9
1.1
4.8
2.9
1.4
4.5
4.3
4.9
4.7
4.35
1.5
1.1
1.1
4.2
3.9
4.5
3.9
4.8
3.9
3.1
1
4.9
5
3.25
3.95
4.1
4.9
4.2
4
4.2
3.8
1.7
3.5
4.3
1.1
3.1
2.9
4
4.5
4.2
1
1
1.1
4.1
4
3.3
4.8
4.3
3.5
4.1
1.6
1.6
2
3.05
3.65
2.7
2.6
3.3
For comparative analysis, results for subjective
measures are presented diagrammatically in
Figure 4.The results show that for most of the
metrics barnyard math show better subjective
usability than Math open expect for feedback,
educational value, performance assessment and
pedagogic feedback where math open showed
better results. It means that participants were
more satisfied with barnyard math app and had
good experience using it. However both apps
ISBN:978-0-9891305-8-5 ©2014 SDIWC 167
showed poor usability regarding help, tutorials,
navigation, voice instructions and error
messages. Furthermore the participants were
unsatisfied with the interface color, text size,
readability and virtual keyboard of Math open.
These UI design attributes need to be improved.
The results indicate that the user satisfaction
questionnaire developed in the framework is
reliable and effective for collecting subjective
data for evaluating the usability of mobile
educational apps for children.
Figure 4. Subjective Usability of Educational Apps
The overall analysis shows that both subjective
and objective results correlate. This relatively
close correspondence between the results for
subjective and objective measures indicate that
the proposed subjective and objective metrics
and evaluation instruments themselves are
appropriate for use in evaluating the usability of
mobile educational apps for children. The
results also showed that the framework is not
only useful for evaluating usability and
comparison of different application but also
helpful to uncover usability issues and highlight
the UI design areas for suggested
improvements. Thus it is evident from results
that the framework proposed in this research is
effective and reliable. However more
experiments and usability studies should be
conducted in order to validate the model with
more educational apps and large sample of
participants.
6 CONCLUSION
In this paper we have proposed an evaluation
framework that is specific for use with the
interface design of mobile educational
applications for children. The paper reviews the
current practices in usability and measurement
models. A review of existing guidelines is
carried out to develop usability guidelines for
interface design of children’s mobile
educational apps.
The framework provides a comprehensive
structure for evaluating the usability. At the
base level it presents the usability
characteristics and the UI design criteria for
educational apps for children and how these are
ISBN:978-0-9891305-8-5 ©2014 SDIWC 168
related. This serve as the foundation of
framework presenting goals of evaluation. Then
a list of objective and subjective metrics are
developed to assess each goal (UI design
criteria).Finally two evaluation instrument task
list and user satisfaction questionnaire are
developed to collect objective and subjective
data for complete usability evaluation.
The paper provides a starting point for
performing usability evaluation and will be
helpful for evaluators and developers by
serving as a guideline for evaluating the
usability of educational apps. The validation of
the framework is done by implementing it in a
usability study. Usability testing was carried
out with two educational apps designed for
elementary school age children for the purpose
of validating the framework. The main purpose
of usability study was to determine whether the
framework is effective to collect subjective and
objective data for usability, analyze and
compare the apps, provide results to uncover
the usability issue and limitation with regard to
the UI design and highlighting the areas of
improvement. The results of this study explain
that the framework is useful for evaluating the
usability of mobile educational applications for
children.
The paper highlights some of the directions for
future work. The framework can be generalized
to be employed in different methods for
usability evaluation (such as expert evaluation,
inquiry and usability testing) to identify
usability issues in educational apps for children
in order to improve them. In addition further
studies should be carried to check the
effectiveness of this framework with different
devices and operating systems.
The rapid changes in mobile technology and a
large number of educational apps being
developed may cause the interface design
criteria (goals) and metrics presented in this
paper to be updated in future in order to match
the needs of changing technology. The
framework can be modified based on new
design guidelines. Therefore goals, questions
and also metrics can be added or deleted. A
new measure can be included in the framework
by developing a new goal or a new question.
Thus the developed tasks and questionnaire can
also be updated accordingly. The goals
presented in this paper only focus on the
interface design. This work can be extended to
include other features related to hardware and
software usability.
The guidelines and metrics presented in the
framework can also be used to develop more
evaluation instruments such as checklist for
evaluating usability.
Furthermore future work should also focus on
expanding the validation of proposed
framework so that usability evaluators can
employ it with confidence for evaluating the UI
design of mobile educational apps for children.
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