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The standard of user-centered design and the standard definition of usability: analyzing ISO 13407 against ISO 9241-11

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... It is a non-functional software testing requirement, as defined in ISO 9241. It covers three main topics: effectiveness, which consists of testing the achievement of the system functional goals and measuring the accuracy of the system; efficiency, which focuses on resource consumption; and satisfaction, which measures the user experience [2]. Another important aspect of software testing is reliability testing. ...
... The correlation measurement is an accurate indicator of the emotion and the task/function of the system during the user experience, which reflects effectiveness [32]. • Efficiency: Based on the definition of efficiency given in [2], groups of emotions (e.g., calm or miserable) are linked to measurements of resource consumption. The type and level of correlation measurement leads to the level of system efficiency [2]. ...
... • Efficiency: Based on the definition of efficiency given in [2], groups of emotions (e.g., calm or miserable) are linked to measurements of resource consumption. The type and level of correlation measurement leads to the level of system efficiency [2]. • Satisfaction: The appearance of emotions that are either pleasant or unpleasant during the testing session can be used to draw an inference about user satisfaction. ...
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It is becoming increasingly attractive to detect human emotions using electroencephalography (EEG) brain signals. EEG is a reliable and cost-effective technology used to measure brain activities. This paper proposes an original framework for usability testing based on emotion detection using EEG signals, which can significantly affect software production and user satisfaction. This approach can provide an in-depth understanding of user satisfaction accurately and precisely, making it a valuable tool in software development. The proposed framework includes a recurrent neural network algorithm as a classifier, a feature extraction algorithm based on event-related desynchronization and event-related synchronization analysis, and a new method for selecting EEG sources adaptively for emotion recognition. The framework results are promising, achieving 92.13%, 92.67%, and 92.24% for the valence–arousal–dominance dimensions, respectively.
...  Efficiency: Based on the definition of efficiency given in (Jokela, 2003), groups of emotions (e.g., calm or miserable) are linked to measurements of resource consumption. The type and level of correlation measurement leads to the level of system efficiency (Jokela, 2003). ...
...  Efficiency: Based on the definition of efficiency given in (Jokela, 2003), groups of emotions (e.g., calm or miserable) are linked to measurements of resource consumption. The type and level of correlation measurement leads to the level of system efficiency (Jokela, 2003). ...
... Scenarios such as the first impression test and free interaction test [20] will be chosen in this step. Certain measurements are suggested in this point to decide on the satisfaction level, including the percentage change relative to a baseline state (i.e., neutral emotion or calm), and different types of correlation (Jokela, 2003) (Kolakowska, 2014) (Marcus, 2011). ...
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The analysis of emotions has utility in several applications that cross multiple fields, including education, medicine, psychology, software engineering, accessibility in-habitation studies, healthcare, robotics, marketing, and business. Studying emotions can play an essential role in software engineering, particularly in the domain of usability testing. For example, emotions can be used to determine whether a specific software application achieves acceptable levels of user satisfaction. Furthermore, emotions can be used to test product usability and all its aspects. Emotion detection in usability testing is a first-of-its-kind tool that has the potential to improve software production (designing and interaction), thus enabling the ongoing revolution in software development to continue onwards. This work aims to build an original framework for emotion detection using electroencephalography (EEG) brain signals, which is then applied in usability testing as a case study. This will create opportunities to gain an in-depth understanding of user satisfaction in a precise and accurate way, especially when compared to traditional approaches.
... 35 2.3 Liens entre la prise de décision, l'aide à la décision et la réalisation de l'objectif . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 3.1 Étapes d'un processus de conception centré sur l'utilisateur [Jokela et al., 2003] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 3.2 Comparaison d'un processus de capture des besoins entre une approche centrée sur l'utilisateur et une approche participative . . . . . . . . . . . . ...
... Nous considérons l'utilisateur au centre de notre travail. Par exemple, certains travaux comme ont adopté une approche de conception centrée sur l'utilisateur (CCU) [Jokela et al., 2003]. L'application d'une approche CCU peut nous aider à établir les besoins, les préférences et les limites des utilisateurs, à découvrir les possibilités de conception tout au long d'un processus de conception [McKenna et al., 2015]. ...
... L'application d'une approche CCU peut nous aider à établir les besoins, les préférences et les limites des utilisateurs, à découvrir les possibilités de conception tout au long d'un processus de conception [McKenna et al., 2015]. Pour présenter notre processus de conception, nous reprenons les quatre étapes principales proposées par [Jokela et al., 2003] : ...
Thesis
Ce travail s’inscrit dans une problématique générale de l’analytique de l’apprentissage numérique et particulièrement dans le contexte du projet ANR HUBBLE, un observatoire national permettant le dépôt de processus d’analyse de haut niveau. Nous nous intéressons principalement à la communication des données d’analyse aux utilisateurs en mettant à leur disposition des tableaux de bord d'apprentissage (TBA). Notre problématique porte sur l’identification de structures génériques dans le but de générer dynamiquement des TBA sur mesure. Ces structures doivent être à la fois génériques et adaptables aux besoins d’utilisateurs. Les travaux existants proposent le plus souvent des TBA trop généraux ou développés de manière adhoc. Au travers du projet HUBBLE, nous souhaitons exploiter les décisions des utilisateurs pour générer dynamiquement des TBA. Nous nous sommes intéressés au domaine de l’informatique décisionnelle en raison de la place des tableaux de bord dans leur processus. La prise de décision exige une compréhension explicite des besoins des utilisateurs. C'est pourquoi nous avons adopté une approche de conception centrée sur l'utilisateur dans le but de lui fournir des TBA adaptés. Nous proposons aussi un processus de capture des besoins qui a permis l’élaboration de nos modèles (indicateur, moyens de visualisation, utilisateur, …). Ces derniers sont utilisés par un processus de génération implémenté dans un prototype de générateur dynamique. Nous avons procédé à une phase d'évaluation itérative dont l’objectif est d'affiner nos modèles et de valider l'efficacité de notre processus de génération ainsi que de démontrer l'impact de la décision sur la génération des TBA.
... Usability is defined as the effectiveness, efficiency and satisfaction with which specified users achieve specified goals in particular environments. Effectiveness refers to the accuracy and completeness with which goal are completed; efficiency refers to the resources expended in relation to the accuracy and completeness of goals achieved; and satisfaction refers to the comfort and acceptability of the work system to its users and other people affected by its use (Jokela et al., 2003). ...
... Performance expectancy is the perception users have of how well a system performs in terms of its stated purpose (Venkatesh et al., 2003). This is also known as effectiveness: the accuracy and completeness with which specified users can achieve specified goals in particular environments (Jokela et al., 2003). In general, performance expectancy has been shown to positively affect technology adoption with chatbots used in various domains (Kim et al., 2019;Melián-González et al., 2021;Kasilingam, 2020;Kuberkar and Singhal, 2020;Terblanche and Cilliers, 2020). ...
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Despite the proliferation of chatbots (conversational agents) in increasingly varied contexts, user satisfaction with chatbot interactions remains a challenge. We do not yet fully understand chatbot usability and adoption factors or how to customize chatbots based on users' personality traits. One important and under researched aspect of chatbot design is users' perceptions of different communication modalities such as voice and text. In this between-group study (n = 393 participants), we asked participants to rate an equivalent text-based (n = 189) and voice-based (n = 204) non-directive, goal-attainment coaching chatbot in terms of usability, performance expectancy and risk perception. We also considered participants' personality in terms of extraversion. For usability across all participants, there was no difference between the chatbots for all participants; however, a higher rating of the voicebot was observed in the group classified as introverts and no difference was found for participants classified as extroverts. For performance expectancy all participants, extroverts and introverts rated the textbot higher. Risk ratings showed no difference between bots for all participants, extroverts and introverts. The results suggest that the voicebot was considered slightly easier to use for some participants while the textbot was considered to perform better by all participants. Creators of chatbots should consider using voice as a modality to attract users and text as a mode to accomplish complex tasks. Extraversion did not play a significant part in chatbot communication modality choice. These results may assist in designing context and audience-specific chatbots for increased efficacy and user satisfaction.
... Thus, conducting design research in a controlled room was effective enough to explore the user-friendliness and retrieval time for specific moments in computer usage (Hughes et al. 1994;Rogers 2011). As a result, in the PC era, the problem was often already defined and formulated by the software developer in the problem-solving design process (Burns et al. 2006;Jokela et al. 2003;Pew 2002). In this process, the role of designers became one functional optimisation of current practices and evaluation of final design proposals (ISO/IEC 1998;Ritter, Baxter, and Churchill 2014). ...
... Connected bottle project (Van Kollenburg et al. 2018). Underlying reasoning Problem space frequently formulated by software developers as a form of user-requirements & usability efficiency (Burns et al. 2006;Jokela et al. 2003;Pew 2002). ...
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In this study, we envision engineering design activities for collective computing, an upcoming era of complex systems of massive social interaction through a wide variety of connected computing devices. A literature review reveals how collective computing, compared to the previous eras of personal and ubiquitous computing, may lead to new design tasks and design processes, as well as new roles for designers. Based on this review, new design activities for the collective computing era are envisioned, and further revised in an interview study with 24 informants. The result is a vision for design in the collective computing era, with actionable guidance for designers in terms of a coherent set of new design activities proposed in relation to advances in computing.
... The main ideas behind humancentered design are that the process is iterative and the user is in the forefront of the process from beginning to end. As seen in Figure 3 from [51], once it is established that there is a need for an intervention, the iterative process begins. This allows for further refining of the design if needed after the evaluation process. ...
... The process for human-centered design from Jokela et al.[51]. ...
Article
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Precision agriculture is highly dependent on the collection of high quality ground truth data to validate the algorithms used in prescription maps. However, the process of collecting ground truth data is labor-intensive and costly. One solution to increasing the collection of ground truth data is by recruiting citizen scientists through a crowdsourcing platform. In this study, a crowdsourcing platform application was built using a human-centered design process. The primary goals were to gauge users’ perceptions of the platform, evaluate how well the system satisfies their needs, and observe whether the classification rate of lambsquarters by the users would match that of an expert. Previous work demonstrated a need for ground truth data on lambsquarters in the D.C., Maryland, Virginia (DMV) area. Previous social interviews revealed users who would want a citizen science platform to expand their skills and give them access to educational resources. Using a human-centered design protocol, design iterations of a mobile application were created in Kinvey Studio. The application, Mission LQ, taught people how to classify certain characteristics of lambsquarters in the DMV and allowed them to submit ground truth data. The final design of Mission LQ received a median system usability scale (SUS) score of 80.13, which indicates a good design. The classification rate of lambsquarters was 72%, which is comparable to expert classification. This demonstrates that a crowdsourcing mobile application can be used to collect high quality ground truth data for use in precision agriculture.
... Other principles that guide user-centred design processes include iterative and incremental systems development with explicit and conscious design activities, the use of simple design representations which can be easily understood by users and other stakeholders and the use of prototypes (ranging from paper prototypes to advanced software prototypes) [9]. A variety of methods, techniques and design representations has been developed or adopted from other fields to support the main UCD activities mentioned in ISO 13407 (understanding and specifying context of use, specifying user requirements, producing design solutions, evaluation) [10,11]. ...
... We structure the presentation of the results along the core UCD activities [11] and describe design activities, aspects of participation, and intermediate outcomes. ...
Chapter
User-centred design methodologies are employed in many developing world design initiatives to pay more attention to and involve end-users in the design process. However, studies have shown that they need to be appropriated to the specific contexts. The paper presents an early design study that was conducted to investigate the applicability of user-centred design in the context of Yemeni culture at the example of a management system for a school in a rural area. Applied methods include rapid ethnography, focus group, interview, sketching techniques, paper prototyping, and high-fidelity prototyping. In contrast to the results of previous studies which indicate that users often do not see sufficient value in the design process itself, participants in this study found the process meaningful (although they were not fully engaged in each design activity). Some of the reasons may be in the nature of the design task and in the role of the researcher/designer and the schoolmaster who can be considered as key individuals. The present study contributes to the growing body of design-oriented field studies in the area of Human-Computer Interaction for Development.
... The main ideas behind human-centered design are that the process is iterative and the user is in the forefront of the process from beginning to end. As seen in Figure 3 from [48], once it is established that there is a need for an intervention, the iterative process begins. This allows for further refining of the design if needed after the evaluation process. ...
... The process for human-centered design fromJokela et al., 2003 ...
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As big data has become increasingly necessary in modern farming techniques, the dependence on high quality and quantity of ground truth data has risen. Collecting ground truth data is one of the most labor-intensive aspects of the research process. A crowdsourcing platform application to aid lay people in completing ground truth data can improve the quality and quantity of data for growers and agricultural researchers. In this study, a user-centered design process was used to develop a prototype of a mobile application which will teach people how to classify certain characteristics of lambsquarters in the District of Columbia. Focus group results demonstrated that the greatest motivation for the participants was having opportunities to develop their skills and access to educational resources. From the focus groups, design personas were created and wireframe prototypes were produced. The prototypes were evaluated by users using the System Usability Scale and qualitative feedback. The design received an average score of 75.95, which indicates an acceptable design. From the feedback of the users, improvements to the design were made in the mobile application development of the system.
... There are few best practices that identify all aspects of all of the components in a single publication or that are universally applicable across application areas, cultural contexts, or user types (Nielsen, 2000). As a result the application developer must read a significant body of work (c.f., Jokela et al., 2003;Jones, 1992;Kaikkonen et al., 2005;Lewis, 1995;Nielsen, 2000Nielsen, , 2005Norman, 1998;Park, 1997;Shneiderman, 2000Shneiderman, , 2004 to develop even an inkling of the global thought on usability and the parent field of research on human computer interaction (HCI) (Zhang et al., 2007). ...
... Early ISO standards relate to usability -ISO/IEC 13407 and ISO/IEC 9241-11 (ISO/ IEC, 1999;Jokela et al., 2003). ISO 13407 defines user-centered design as the "level of principles, planning, and activities" while ISO 9241-11 approaches usability from a goaloriented perspective to achieve "effectiveness, efficiency, and satisfaction" (Jokela et al., 2003, p. 54). ...
Chapter
Information Systems as a discipline has generated thousands of research papers, yet the practice still suffers from poor-quality applications. This paper evaluates the current state of application development, finding practice wanting in a number of areas. Changes recommended to fix historical shortcomings include improved management attention to risk management, testing, and detailed work practices. In addition, for industry's move to services orientation, recommended changes include development of usable interfaces and a view of applications as embedded in the larger business services in which they function. These business services relate to both services provided to parent-organization customers as well as services provided by the information technology organization to its constituents. Because of this shift toward service orientation, more emphasis on usability, applications, testing, and improvement of underlying process quality are needed. The shift to services can be facilitated by adopting tenets of IT service management and user-centered design and by attending to service delivery during application development.
... In ISO 9241-11, effectiveness is defined as "the accuracy and completeness with which users achieve specified goals" [75], and one way of measuring it is by the amount of successful tasks performed by the individual, divided by the total number of tasks performed [73, p. 13]. It is frequently used in Human-Computer Interaction (HCI) and usability testing to evaluate a user's interaction with the system, where it's often referred to as Completion Rate (CR) [73]. ...
... For example, many treatment approaches and demonstration projects have disseminated information, yet most have not yet provided appropriate, scientifically rigorous documentation of effectiveness and efficiency. [9, p. 21] In ISO 9241-11, efficiency is defined as "the resources expended in relation to the accuracy and completeness with which users achieve goals" [75]. We have not yet come across a study that applies this, even though it could be an interesting perspective e.g. ...
Thesis
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This Master Thesis presents a study conducted to investigate feasibility and effectiveness of Virtual Reality (VR) applied to Autism Spectrum Disorder (ASD) training, with particular emphasis on behaviour and adaptive skills. The study moved from the assessment of traditional adaptive skills training techniques, theories, and common practices, to subsequently focus on technology and VR applied to transfer of training. The system was built in collaboration with teacher from Valhøj Skole in Rødovre. A comparative experiment was conducted (n=9) with initiated training following a baseline decision-making shopping-task assessed in a real supermarket. After running 7 sessions over 2 weeks for the treatment group, participants were assessed again. Significant difference (P < 0.05) was found with a Difference in Difference regression with added predictors to explain causal interference. However, due to the small sample size the feasibility of the training tool was substantiated on the basis of qualitative data analysis measures of performance, which indicate that the exposure therapy assisted at least one adolscent in overcoming social anxiety related to supermarket shopping.
... Besides, user experience is often used when talking about the design of digital health. In the current study, we define it as a person's perceptions and responses that result from the use and/or anticipated use of a product, system or service (Bolton 2018;Jokela, et al. 2003). In keeping with our earlier research (Wang et al. 2022), which investigated the concept of digital patient experience (dPEx) and defined it as the sum of all interactions affected by a patient's behavioral determinants, framed by digital technologies, and shaped by organizational culture, that influence patient perceptions across the continuum of care channeling digital health. ...
Chapter
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Design is expanding its influence on shaping future healthcare. Ideally, designers apply human-centered design and human factors that introduce theory, principles, and methods to design to optimize people’s healthcare experiences in both digital and non-digital environments. To discuss and implement experience design in healthcare, consensus about experience design in healthcare is needed. Objectives: Therefore, the purpose of this study is to investigate designers’ views on experience design in health, and to uncover their understanding about three experience design concepts, i.e., user experience (UX), patient experience (PEx), and digital patient experience (dPEx). We conducted online semi-structured interviews study with convenience samples who met the eligibility. We used ATLAS.ti for an in-depth data coding following thematic analysis. 24 international designers of digital health solutions, either in industry or in academia took part in the interviews. We found the similarities and differences mentioned between healthcare design and non-healthcare design relate to (1) design principles, (2) user attributes, and (3) design contexts. Furthermore, the differences between UX, PEx, and dPEx can be mapped on five dimensions: people, contexts, purposes, means, and usage scenarios. These insights can help designers and human factors specialists build a common design language for experience design in healthcare. Our study can also assist designers and human factors specialists with experience design in digital health by pointing out the areas where design thinking generally is appropriate and the places where particular expertise in healthcare design is needed.
... Usability has many definitions like other software engineering terms (Folmer & Bosch 2004). According to the International standard organization (ISO 9241-11) usability can be defined as "the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use" (Jokela et al. 2003). Shackel & Richardson (1991) were some of the authors who recognized the importance of usability engineering and proposed to measure usability by four different criteria. ...
... The importance of usability testing in geovisualisation was highlighted by Slocum et al (2001) as a means of resolving the cognitive and usability issues encountered when using novel geovisualisation interfaces. A key metric for usability testing is the international organisation for standardisation (ISO) reference 9241: which defines usability in terms of efficiency, effectiveness, and satisfaction (Jokela et al., 2003). Andrienko et al (2002) evaluated the usability of five interactive maps in a GIS using the usability metrics of learnability, memorability, and user satisfaction. ...
Thesis
A fundamental problem in geospatial interface designs is how aspects of user cognition may be incorporated into their design structures for improved reasoning, decision making, and comprehension in geographic spaces. Narrative environments are one such example of geographic spaces, where stories are told and visually displayed. Recently, geospatial narrative environments have become a popular medium for visualising information about space and time in the Earth sciences. Consequently, effective ways of enhancing user cognition in these environments through visual narrative comprehension is becoming increasingly important, particularly for the development of interactive learning environments for geo-education. It was hoped that subtle visualisations of future tasks (environmental precues) could be incorporated into an ambient narrative interface that would improve user cognition and decision making in an immersive 3D virtual narrative environment, which acted as an experimental analogue for how the interface could operate in real-world environments. To address this, a hybrid navigational interface called Future Vision was developed. In addition to controller-based locomotion, the interface provides subliminal environmental precues in the form of simulated future thoughts by teleporting the user to a future location, where the outcome of a two-alternative forced-choice (2AFC) decision making task could be briefly seen. The navigational effectiveness of the interface was analysed using the Steering law: a geographic analysis technique for trajectory-based human-computer interactions. The results showed that Future Vision enhanced participants' navigational abilities through improvements in average task completion times and movement speed. When comparing the experimental interface (Future Vision) with the ii control interface (an HTC Vive controller), the results showed that the experimental interface was 2.9 times as effective for navigation. This was in comparison to an improvement of 3.3 times for real walking when compared to navigation using an Xbox 360 game controller in another study. The similarity in these values suggests that Future Vision allows for more realistic walking behaviours in virtual environments. Improvements were also seen in the 2AFC decision making task when compared to participants in the control group, who were unguided in their decision making. These improvements occurred even when participants reported being unaware of the precues. In addition, Future Vision produced a similar information transfer rate to brain-computer interfaces in virtual reality, where participants move virtual objects via motor imagery and the imagined performance of actions through thought. This suggests that visualisations of future thoughts operate in a motor imagery paradigm that is associated with the generation and execution of a user's goals and intentions. The results also suggest that Future Vision behaves as an optimally designed cognitive user interface for ambient narrative communication during navigation and decision making. Overall, these findings demonstrate how extended reality narrative style GIS digital representations may be incorporated into cognitively inspired geospatial interfaces. When employed in real or virtual geographic narrative environments, these interfaces may allow for new types of quantitative GIS analysis techniques to be carried out in the cognitive sciences, leading to insights that may result in improved geospatial interface designs in the future.
... Usability is defined as the degree to which specific users in a specified context can use a system or a product to achieve defined goals in an efficient, effective and satisfactory manner (Jokela et al.,2003). For our study usability refers to the ease-of-use of online courses. ...
... Table 2 provides a description of icons that are used as tangible and intangible buttons in AgFAB device/application. Moreover, it is important to mention that for interface development, we followed the UCD computing approach proposed in [26]. The central idea behind the iterative UCD approach is that the user ...
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Digital Agriculture aims to raise agricultural productivity while empowering the farming stakeholders (especially the farmers) with the availability of ICT-based applications on smart devices. However, despite putting in much effort, smallholder farmers’ willingness for adopting digital technologies is low in developing countries. In this study, following the principles of the human-design process, we investigated the smallholder farmers’ core demands from mobile/computing application(s). Considering these core demands of the farming community, the developed prototypical interfaces were evaluated by farmers using the System Usability Scale (SUS) to check the acceptability of a proposed farmer-centered solution named AgFAB. The AgFAB prototypical interface design received an average SUS score of 72.37, which is an indication of an acceptable design. Moreover, the results of Paired T-test seem promising for the strong adoptability of AgFAB by farmers with reference to their aspect of usability in the agricultural context.
... Menurut Lowdermilk di tahun (2013), UCD merupakan sebuah metode yang dapat digunakan oleh pengembang maupun desainer untuk memastikan bahwa produk yang dikembangkan dapat memenuhi kebutuhan pengguna. Pada kajian milik Jokela, Iivari, Matero, & Karukka (2003), menjelaskan bahwa proses desain pada UCD menitikberatkan pada partisipasi pengguna untuk memperjelas konteks tujuan produk, alur penggunaan, serta ekspektasi pengguna terhadap sistem di masa yang akan datang. ISO (the International Organization for Standardization) (1999) telah menjabarkan panduan penggunaan UCD dengan judul Human-centred Design Processes for Interactive System dengan garis besar bahwa tanggapan umpan balik (feedback) pengguna di setiap proses iterasi merupakan sumber untuk solusi pengembangan di tahap selanjutnya. ...
Article
Pusat Pendidikan dan Pelatihan (Pusdiklat) Badan Pusat Statistik yang berkedudukan sebagai pelaksana dan penyelenggara diklat membangun SIMDIKLAT sebagai sarana pengelolaan kegiatan diklat. Berdasarkan wawancara dengan staf Bagian Umum Pusdiklat BPS, Pusdiklat BPS mengusulkan untuk melakuan peremajaan antarmuka SIMDIKLAT. Untuk menganalisis permasalahan secara lebih jauh, penelitian diawali dengan evaluasi heuristik antarmuka SIMDIKLAT dan mendapatkan hasil bahwa antarmuka SIMDIKLAT melanggar aturan usabilitas Nielsen. Sehingga tujuan dari penelitian ini adalah melakukan peremajaan antarmuka SIMDIKLAT guna meningkat usabilitas antarmuka pengguna SIMDIKLAT. Peremajaan dilakukan pada antarmuka role Peserta Diklat. Penelitian dilakukan dengan menggunakan metode User-Centered Design melalui 3 kali iterasi. Hasil dari setiap iterasi berupa wireframe, mockup, dan prototype. Setelah dilakukan 3 kali iterasi, evaluasi heuristik kembali dilakukan pada hasil desain antarmuka dan mendapatkan hasil yang jauh lebih baik daripada antarmuka SIMDIKLAT yang mana sebelumnya terdapat 8 major usability problem turun menjadi 2 minor usability problem.
... While such a definition can be reused in the context of graphical modelling, it is overly generic, needs more clarity, and does not discuss domain-specific aspects. There is also a lack of consensus as to which UX and usability definitions (e.g., ISO 9241-11 [6], ISO 13407 [33], Nielsen's [41]) are best suited for graphical DSMLs. Aspects of Human-Computer Interaction (HCI) discusses how people interface with computers (e.g., ISO 9241-161 [30]) and how it can be leveraged to obtain practical results related to user interfaces [43]. ...
... While such a definition can be reused in the context of graphical modelling, it is overly generic, needs more clarity, and does not discuss domain-specific aspects. There is also a lack of consensus as to which UX and usability definitions (e.g., ISO 9241-11 [6], ISO 13407 [33], Nielsen's [41]) are best suited for graphical DSMLs. Aspects of Human-Computer Interaction (HCI) discusses how people interface with computers (e.g., ISO 9241-161 [30]) and how it can be leveraged to obtain practical results related to user interfaces [43]. ...
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Domain-specific modelling languages (DSMLs) help practitioners solve modelling challenges specific to various domains. As domains grow more complex and heterogeneous in nature, industrial practitioners often face challenges in the usability of graphical DSMLs. There is still a lack of guidelines that industrial language engineers should consider for improving the user experience (UX) of these practitioners. The overall topic of UX is vast and subjective, and general guidelines and definitions of UX are often overly generic or tied to specific technological spaces. To solve this challenge, we leverage existing design principles and standards of human-centred design and UX in general and propose definitions and guidelines for UX and user experience design (UXD) aspects in graphical DSMLs. In this paper, we categorize the key UXD aspects, primarily based on our experience in developing industrial DSMLs, that language engineers should consider during graphical DSML development. Ultimately, these UXD guidelines help to improve the general usability of industrial DSMLs and support language engineers in developing better DSMLs that are independent of graphical modelling tools and more widely accepted by their users.
... The SUS has been evaluated for validity, reliability and sensitivity. [12][13][14][15][16] Scores were calculated according to Brooke's guidelines 12 and is detailed in online supplemental appendix 1. ...
Article
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Background/objectives Remote monitoring as a component of chronic heart failure (CHF) management programmes has demonstrated utility in reducing the risk of rehospitalisation and mortality. There is little evidence on mobile health app facilitated remote monitoring in India. We conducted a pilot usability and feasibility assessment of a smartphone-based application (Suhriday) to remotely monitor patients with CHF. Methods We used a mixed-methods design. Usability testing consisted of the think-aloud approach followed by semistructured in-depth interviews (SSIs) and a satisfaction questionnaire. Feasibility testing was done using acceptability and user satisfaction questionnaires in addition to SSIs. We trained five purposively sampled patients with CHF (based on health literacy and gender) and their caregivers (n=10) in self-care monitoring and app use. Usability was assessed using metrics such as task completion, time required for task completion and user satisfaction using Brooke’s System Usability Scale (SUS). Content analysis of the transcripts with deductive coding was performed for both usability and feasibility interviews. The number and types of medical alerts transmitted through the app were captured and escalated to the treating team. Results Critical tasks involving (1) opening the app and identifying task list, (2) reporting blood pressure, weight, heart rate and fluid intake and (3) reporting symptoms were completed within 60 s by four patients. Median (IQR) SUS score was 85 (75–92.5) indicating high level of usability. There were 62 alerts from four patients over 4 weeks, with 36 (58.1%) excess fluid intake alerts and 16 (25.8%) blood pressure variations being the most frequent. One participant had challenges using the app and was monitored through active phone calls. Conclusion Overall usability and satisfaction with Suhriday were good and we were able to remotely manage patients. However, patients with limited health literacy and those facing technological challenges required active structured telephone support.
... The participative User-Centered Design (UCD) approach is used in developing the solution. UCD is a design framework in which the needs, desires, and limitations of end-users of a product or service are considered at each stage of the design process [29][30][31]. ...
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Breast cancer is the most common cancer among women in India, accounting for 25–32% of female cancers in all cities across the country. It is estimated that one woman is diagnosed with breast cancer every 4 min in India. Mastectomy is one of the most common cancer surgical procedures that cause a change in the look and shape of the breast. Eventually, it causes a major impact on a woman's self-image. Breast cancer surgery and treatment take both a physical and emotional toll. Post-surgery, women have to deal with another hitch in the pot—a lingerie wardrobe that no longer works for their new body. Thereby, generating a need for post-surgical products i.e. mastectomy bra and prosthesis as a part of the healing process and a return ticket to one's normal lifestyle. The research was conducted on a focused group of cancer survivors in India to develop a solution in the form of a mastectomy bra. The purpose of this research was to understand the challenges and the design requirements of breast cancer survivors concerning mastectomy bras. The user-centered design approach was applied to develop prototypes for a range of mastectomy bras based on information gathered through primary (interviews and diagnostic study) and secondary modes. In this research, four novel mastectomy bra designs were created addressing the needs of this very specific user segment. This research paper entails a step-by-step process of product development following a user-centered design approach. The research resulted in developing a satisfactory solution (mastectomy bra) for the users.
... This certainly appears to have parallels with the manner in which trust is cultivated in human teams. The usability of a system is defined in ISO 9241-11 as the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use (Jokela et al. 2003). The concept of usability is multifaceted and includes constructs such as simplicity, visual acuity, feedback, learnability, efficiency, satisfaction and memorability. ...
Article
This state of the science review brings together the disparate literature of effective strategies for enhancing and accelerating team performance. The review evaluates and synthesises models and proposes recommended avenues for future research. The two major models of the Input-Mediator-Output-Input (IMOI) framework and the Big Five dimensions of teamwork were reviewed and both will need significant development for application to future teams comprising non-human agents. Research suggests that a multi-method approach is appropriate for team measurements, such as the integration of methods from self-report, observer ratings, event-based measurement and automated recordings. Simulations are recommended as the most effective team-based training interventions. The impact of new technology and autonomous agents is discussed with respect to the changing nature of teamwork. In particular, whether existing teamwork models and measures are suitable to support the design, operation and evaluation of human-nonhuman teams of the future. Practitioner summary: This review recommends a multi-method approach to the measurement and evaluation of teamwork. Team models will need to be adapted to describe interaction with non-human agents, which is what the future is most likely to hold. The most effective team training interventions use simulation-based approaches.
... Indeed, usability is a complex construct that incorporates several dimensions. The traditional definition stipulates usability from three perspectives, namely effectiveness, efficiency, and satisfaction [14]. However, recent usability models extend this definition to include further constructs, such as learnability, flexibility, performance, among others [1,2,6]. ...
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Web usability is a critical factor for visitors' acceptance and satisfaction. The prevalence of various free and proprietary website testing tools enabled the fast evaluation of the usability of websites. However, their effectiveness in providing meaningful, consistent, and valid results remains questionable. In this study, we initially devised a usability framework that incorporates 19 usability dimensions and investigated the compliance of 10 popular web usability testing tools to this framework. Next, we applied the automated evaluation to nine websites spanning three major categories, namely e-commerce, vacation rentals, and education. On a positive note, the tools inspected a wide range of aspects, including performance, SEO, page size, accessibility, and security. However, our in-depth analysis revealed numerous critical issues. First, usability seems to be ignored or distorted by most of the tools. Second, the automated tools exhibited variable and contradictory scores concerning the analysis of the same websites. Third, the analysis reports were vague and complicated for non-technical users. Fourth, the tools identified and explained issues affecting the technical implementation of the websites, overlooking web usability flaws. Fifth, only four tools (i.e., SEOptimiser, Dareboost, Website Grader, and Sure Oak) gave recommendations to remedy performance bottlenecks and improve the quality of the websites. Lastly, the inner working of the tools does not seem to incorporate the theoretical foundations of usability, which calls for urgent collaboration between industry experts and HCI practitioners and researchers.
... To holistically consider functional and experience-related aspects, benchmarking might take inspiration from humancentered design [15], [12]. While continuous user involvement appears obvious, benchmarking could benefit from systematic user experience assessment, e.g., to weight functional observations considering non-functional aspects. ...
Chapter
In real-world applications, wearable robots need to serve functional requirements, but also satisfy user demands. A systematic evaluation will require multidisciplinary benchmarking methods. Since user experience seems to be of distinct relevance, this paper analyzes how user experience influences wearable robots use and how it can be considered in benchmarking. Focus is set on potential metrics and how we could include them in human-centered benchmarking approaches. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
... Although a common technical framework is required for building web services in a SDI context, it is equally important to take into account the user needs. Last years the call for a user-oriented approach towards the development of e-government services has drawn attention (Bertot and Jaeger, 2008;Verdegem and Verleye, 2009;Jokela et al, 2003;Jokela, 2004;Williams and Lafrenière, 2005). ...
Conference Paper
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Land administration data is not only used for its primary purpose, namely guarantee legal certainty, but also to guide spatial development. Regional governments can use land consolidation to achieve a suitable land allocation that is in line with the spatial policy. The exchange of geo-information between government and citizens plays an important role. Especially land administration data, which is captured in the cadastral register, is essential because re-allotment consists of the exchange of property rights between two or more land owners. A web application is build in order to enhance an effective and efficient exchange of geo-information. It allows citizens in a land consolidation project to submit geoinformation to the responsible government and the government can publish their data to inform citizens. A user-centered design process has been adopted to investigate the user needs. This demand driven approach turned out to be very valuable.
... We ranked the statements by scores, which was derived from the online survey results. Our interviewees' opinions on understanding accessibility are consistent with ISO 9241 [23], which emphasizes that the goals of accessibility design are maximizing the number of users and striving to increase the level of usability. Accessibility can be provided by a combination of both software and hardware controlled by projects. ...
Preprint
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Being able to access software in daily life is vital for everyone, and thus accessibility is a fundamental challenge for software development. However, given the number of accessibility issues reported by many users, e.g., in app reviews, it is not clear if accessibility is widely integrated into current software projects and how software projects address accessibility issues. In this paper, we report a study of the critical challenges and benefits of incorporating accessibility into software development and design. We applied a mixed qualitative and quantitative approach for gathering data from 15 interviews and 365 survey respondents from 26 countries across five continents to understand how practitioners perceive accessibility development and design in practice. We got 44 statements grouped into eight topics on accessibility from practitioners' viewpoints and different software development stages. Our statistical analysis reveals substantial gaps between groups, e.g., practitioners have Direct v.s. Indirect accessibility relevant work experience when they reviewed the summarized statements. These gaps might hinder the quality of accessibility development and design, and we use our findings to establish a set of guidelines to help practitioners be aware of accessibility challenges and benefit factors. We also propose some remedies to resolve the gaps and to highlight key future research directions.
... The following is an opinion that supports student statements on student suggestions and reinforcement to understand the next medium of infographic learning. The use of infographic learning media aims to determine the extent to which users (students) can use the product to understand the kinematic concepts of infographic use [53] and [54]. To facilitate researchers in conducting and obtaining interview data for students about the use of infographics, researchers develop interview protocols with the aspects needed to achieve research objectives. ...
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This research is aimed to find out the usability of infographic as an instructional media in Physics learning among high school students. This research is the third phase (evaluation phase) of the Design and Development Research Approach introduced by Richey and Klein. Chai & Chen Evaluation Model was used in order to evaluate the usability of infographic. There are six students were selected for the research using purposive sampling. The data are obtained by in-depth interview method in the form of semi-structured interviews and analyzed by Miles and Huberman Qualitative Data Analysis Model. This research used open code to simplify the process of data analysis. The findings show that the use of infographic is very helpful and useful for students to understand the Physics concept of rectilinear motions kinematics. Finally, from the perspective of students as infographic instructional media users, it can be concluded that the infographic is an effective solution to Physics learning due to it is more flexible, stimulates learning, and students can develop their own concepts that solve Physics learning problems. In addition, the infographic is an innovation in practicing Physics, as it is a new media in education especially in Physics learning.
... While ISO 9241 defines usability, another standard, the ISO 13407 refers to specificities of designing usability, the process of achieving usable systems (Jokela, Iivari, Matero, & Karukka, 2003). The product/system to be developed has humans/ users in the center of the operations. ...
Chapter
Patient-Centered Design (PCD) is a particular type of User-Centered Design (UCD), where the end-user is a patient that will use an Information and Communications Technology (ICT) solution for healthcare. It focuses on needs, wants, and skills of the product’s primary user and implies involving end-users in the decision-making and development process of the solution. e-Therapy aims to provide support to therapy sessions through ICT solutions. It has grown in the last years, and in the mental health arena is being used for specific therapeutic contexts. It is an especially difficult environment due to specificities of the patients' conditions and the physical access to patients being restricted and, sometimes, not even possible. Thus, a PCD approach can be accomplished through the health professionals involved, applying some of the most well known methods of UCD: interviews, questionnaires, focus groups, and participatory design. eSchi is an e-Therapy tool that complements traditional practices for the cognitive rehabilitation and training of schizophrenic patients. It was successfully developed using a PCD approach.
... To select the right approach to fabricate and display information, the application of ISO standard for user-centred design (e.g., ISO 13407) and usability (e.g., ISO 9241-11) is not the only solution (Jokela et al., 2003) and should be combined with service design thinking (Stickdorn and Schneider, 2011). To gain insights from the perspective of operatives, the understanding of problems serves as pivot in building solutions. ...
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This paper presents a visual approach to supporting the development of new service opportunities that may have been overlooked in the original product service system design. The design of PSS increases in complexity compared to traditional product design/development since to create value in use, designers have to consider the usage of the product (Rapaccini et al., 2017). Using visual tools provides a common framework for discussions and service discovery (Stickdorn et al., 2018), in particular, identifying the intangible aspects of services. Three use cases were considered over their product life-cycles for the basis of the research: 1) glass-processing equipment; 2) printers; 3) aircraft. The combination of avatars and the journey mapping over different phases of the life-cycle provided a visual tool that revealed new services and provided a common platform for discussions.
... In the early stages of prototyping a product, it is usual to assess its usability, or the extent to which users can use a product with effectiveness, efficiency and satisfaction [Jokela, Iivari, Matero, & Karukka, 2003]. This is to ensure unexpected issues do not arise during full-scale evaluations, as well as to provide opportunities to improve the design. ...
Conference Paper
Interest in teaching children about computing is increasing apace, as evidenced by the recent redesign of the English computing curriculum, as well as the variety of new tools for learning about computing by making, tinkering and coding. The rapid emergence of the Internet of Things (IoT), through which billions of everyday objects are becoming embedded with the abilities to sense their environment, compute data, and wirelessly connect to other devices, introduces new topics to the scope of computing education. However, what these IoT topics are and how they can be taught to children is still ill defined. Simultaneously, new handheld and tangible physical computing toolkits offer much promise for promoting collaborative, discovery-based learning within classroom settings. These toolkits provide new opportunities for learning about electronics and IoT, by enabling children to connect the digital with the physical. This thesis investigates how IoT topics can be introduced to primary and secondary classrooms through discovery-based learning together with a physical computing toolkit. Specifically, this research addresses three core questions. First, what IoT concepts and topics are appropriate for children to learn about? Second, how can discovery-based learning be designed to facilitate IoT learning for beginners? Third, how can learning about IoT be made accessible and inclusive? This thesis describes the design and evaluation of novel learning approaches for teaching children about introductory IoT topics, especially understanding sensors, actuators and data, as well as critical thinking about their limitations and implications. The contribution is to provide a detailed, descriptive account of how children can first learn these topics in classroom settings through discovery-based activities, as well as of how discovery-based activities together with new types of tangible, physical computing interfaces can contribute to engagement, curiosity and collaborative interaction in computing classrooms and beyond.
... Human-centered design (HCD) is an approach that incorporates the human perspective into the design process (Maguire, 2001). Although an early body of research in HCD belongs to the usability domain, in which HCD and usercentered design (UCD) approaches are used interchangeably (See Maguire, 2001;Jokela et al., 2003;Chammas et al., 2015), HCD is characterized by designing at a wider socio-technical system, since any design potentially impacts all the humans involved, not only users (Gasson, 2003;ISO, 2010). ...
Thesis
The importance of the field of design is increasing in the face of complex problems humanity has been facing. Respectively, the orientation of design is shifting from products to strategies that facilitate corporate transformation. In parallel with this transformation, designers take new and diverse roles. However, there is a knowledge gap regarding these roles. This study aims to explore the roles the designer (author) takes in a multinational home appliances company through the innovative product development for the African Bottom/Base-of-the- Pyramid (BoP) communities. Its goal is to propose a model built on research data. The research methodology comprises the designer’s auto-ethnographic inquiry of long-term practice-led research within the new product development case and its analysis with grounded theory. The results show that the designer plays six diverse and contemporary roles throughout the new product development process. The significance of this research comes from shedding light on the contemporary designer roles in the context of innovative product development for a complex problem.
... STSE refers generally to a field of practice that includes "the systematic and constructive use of socio-technical principles and methods in the procurement, specification, design, testing, evaluation, operation, and evolution of complex systems" (Baxter and Sommerville 2011 p.1). STSE is a superset of other approaches that include cognitive work analysis (Rasmussen, Pejtersen, and Goodstein 1994), cognitive systems engineering (CSE) (Woods and Hollnagel 2006), and human-centered design (Jokela et al. 2003). ...
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Cyberspace adversaries perform successful exploits using automated adaptable tools. Cyberspace defense is too slow because existing response solutions require humans in-the-loop across sensing, sense-making, decision-making, acting, command, and control of security operations (Dōne et al. 2016). Security automation is necessary to provide for cyber defense dynamic adaptability in response to an agile adversary with intelligence and intent who adapts quickly to exploit new vulnerabilities and new safeguards. The rules for machine-encoding security automation must come from people; from their knowledge validated through their real-world experience. Cybersecurity Decision Patterns as Adaptive Knowledge Encoding in Cybersecurity Operations introduces cybersecurity decision patterns (CDPs) as formal knowledge representation to capture, codify, and share knowledge to introduce and enhance security automation with the intent to improve cybersecurity operations efficiency for processing anomalies.
... 2) It must have a situated interface. 3) Provide a seamless user experience with other devices (Lee and Hong, 2017;Jokela et al., 2003). The second smart property is Customization (Lee and Hong, 2017). ...
Article
Background/Objectives: This study investigates the effects of Smart Attributes of SPA on the perceived usefulness and Intension to Use of blockchain systems. To achieve the purpose of the study, we analyzed the effect of Smart Attributes of SPA on Perceived Usefulness and Intension to Use of blockchain systems using TAM.Methods/Statistical analysis: The data for this study were collected through a survey. We conducted a survey of users from June to August 2019. A Likert 5-point scale was used. The survey targeted Small and Medium Construction staff and using the Blockchain system. There were 719 valid cases. SPSS 24 and AMOS 22 were used for the analysis of collected data. The analysis methods were technical analysis, frequency analysis, correlation analysis, reliability analysis, factor analysis, CFA, Structural Equation Model.Findings: The findings can be implied in three ways: First, when designing a blockchain-based securities lending system, the system should be designed according to the user's purpose, that is, the 'Usability' attribute should be included in the function. Second, 'Customization' should be considered when designing the system. In other words, the needs of specific customers should be fully understood and reflected in the system design. Third, when designing a system, the 'Connectivity' attribute must be fully considered. It is to be able to connect social and device-to-device networks and all the connectable objects.Improvements/Applications: When designing a blockchain-based securities lending system, the four attributes of Smart Attributes of SPA should be fully reflected. In other words, if 'Usability', 'Customization', and 'Connectivity' are reflected as much as possible, it will contribute to the early settlement of the system.
... [16]. On the other hand, "Usability is the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use." [17]. ...
Conference Paper
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Ischemic Heart Disease (IHD) is the leading cause of early deaths globally. It has been named as the leading cause of deaths in the United States and the second in Canada. The key risk factors of IHD include high blood cholesterol and high blood pressure, both of which can be prevented and managed through heart-healthy diets containing low saturated fats, trans fats, and sodium. Therefore, the goal of our work is to design a persuasive mobile app (called HeartHealth) that motivates people, especially adults, to keep their blood cholesterol and blood pressure at safe levels by eating heart-healthy diets. Our approach is in four stages. First, we create a low-fidelity prototype that implements ten persuasive strategies, and then assess the perceived persuasiveness of selected users towards the strategies through an online survey. Second, we analyze the responses collected and then select the most effective strategies which, in turn, are used to design the high-fidelity prototype. Third, we conduct another study on the high-fidelity prototype which requires participants to interact with the prototype and provide comments through an online survey. Fourth, we perform thematic analysis on the comments and then refine the prototype based on the results.
... The most commonly used definition of usability is the one from Nielsen which is an attribute that represents the ease of use of a certain product [10]. There are 5 components of usability; learnability, efficiency, memorability, errors, and satisfaction [13]. ...
Article
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Purpose: The main aim of this study was to investigate the effectiveness of eLearning on the student’s learning process at the Catholic University of Eastern Africa. The research questions addressed the following areas: how students access educational learning resources on e-learning platforms, how eLearning has been integrated into the process of learning, how eLearning integrations affect students’ learning process, how computer-based learning influences students'’ completion rate at the CUEA, how e-learning and traditional learning environments significantly relate to students’ learning process, the challenges that are associated with e-learning, and the mitigation measures the university is taking to resolve the eLearning challenges. Methodology: The researcher used an integrated mixed-method approach involving qualitative and quantitative paradigms. Probability and non-probability sampling techniques were used. The target population for the research was 816 out of which, 260 respondents were sampled. From the sampled population, 218 participated in the research making an 85% return rate. The hypothesis was tested using chi-square, while internal consistency was used to ensure the internal reliability of the research instruments. Cronbach validity was used to validate the Likert scale items. Besides, correlation was used to find out the relationships between the dependent and independent variables. The researcher obtained approval from the faculty of education and permission from NARCOSTI to collect data from the respondents. Findings: The research findings revealed that independent variables, eLearning benefits, eLearning resources, eLearning incentives, and eLearning integration contribute to students’ learning process. The research further revealed that the introduction of a favorable and supportive eLearning environment positively influences Students’ Learning Processes. The researcher concluded that eLearning contributes to the effective learning process of students, therefore, is imperative to be embraced. Unique Contribution to Theory, Policy and Practice: The researcher recommended that the government, curriculum developers and IHL focus on Instructional design, build a strong Learning management system, guidelines and policy, comparative analysis, leverage Cultural and Global perspectives, eLearning accessibility, engagement, Assessment and evaluation of the eLearning platform. Besides, the students subscribing to the eLearning platform should be given proper orientation in order to navigate the platform easily.
Conference Paper
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There have been studies on Lightweight Power Wheelchairs (LPW) that compensate for the disadvantages of large and heavy powered wheelchairs for the activities of the people with physical disabilities in the community, but there is a lack of research to understand usability. Accordingly, we compared the usability of LPWs developed in Korea for 5 wheelchair participants and caregivers to find out their effectiveness, efficiency, and satisfaction. As a result of the usability testing, there was a difference between the two LPWs in effectiveness and satisfaction. LPW1 was analyzed as grade B/’Good’ usability LPW2 was analyzed as grade A/’Best Imaginable’ usability. The usability of the heavier LPW2 was highly appreciated. This can be interpreted that users feel a sense of stability in the LPW with a certain amount of weight. In future studies, it is considered necessary to study the appropriate weight of LPW that users can feel stable.
Chapter
Software has become one of the most important facets of human life. It is a set of programs or instructions that instructs a system about what to do. Software development represents a group of activities, rules, and guidelines that are represented in the procedure of analysis, requirements gathering and planning, designing and developing, system testing, deploying, maintaining, and supporting software products. HCI has come into sight in the last decade. For our research purpose, we want to understand both the fields and their relationship. We also want to get the knowledge of the HCI design process, its steps, and HCI testing techniques, so that we can further decide on our area of research. The paper is focused on a study of Software Engineering and Human–Computer Interface along with Human-Centered System Development Life Cycle (HCSDLC) model. We also reviewed that various researchers discussed Software Engineering with HCI as now user is considered the most important part of any development. User satisfaction is a major concern; therefore, Agile Development and Agile HCI are very importantly considered. In addition to the HCI development process study, we have discussed so many types of usability testing techniques and their comparisons also. Project managers and other team members including the testing team always find it challenging to select the most affordable and acceptable HCI usability testing method for a software project. When choosing a testing method, a variety of desired components has to be considered. A Systematic and Efficient Literature Review is required to be agreed upon to assist software project managers to make this difficult and significant option so that the most considerable HCI usability testing method or combination of testing methods can be chosen.KeywordsHuman–computer interfaceHCIAgileUsability testingUser
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A way to help students cope with the demands of self-directed learning in a blended learning environment is toprovide them with appropriate tasks in the online part. The tasks should allow students to complete and monitorthem independently. This works well with closed questions. However, depending on the learning material andthe learning objective, open-ended questions are better suited to achieve learning success. This is the case incourses with topics that leave room for interpretation and where answers are often not simply ‘right’ or ‘wrong’.Here, too, it is important that students receive immediate feedback. However, open questions require the lecturerto correct the assignments of all students and give individual feedback. This is not always feasible, especiallywith large numbers of students.Therefore, we have developed self-control tasks for the online part of a blended learning environment to givestudents immediate feedback, and to help them consolidating the learning material and preparing for the face-to-face classes. These tasks also enable the lecturers to prepare the next face-to-face class at the students’ currentlevel of knowledge.The aim of this chapter is to present the self-control tasks and to provide a first answer to the research question:‘How good is the technology acceptance exemplified by perceived usefulness, and the usability of the self-control tasks within the blended learning environment?’ We first discuss the theoretical foundations of self-control tasks: Self-directed learning, metacognitive scaffolding with self-evaluation, and self-explanatoryprompts. This follows a description of the self-control tasks in order to explain this type of task from theperspective of a lecturer or course developer.A crucial aspect is to make sure that learners accept the tasks and perceive them as meaningful for theirlearning. Therefore, we evaluated the self-control tasks’ acceptance and usability. We asked students of aproject management course to fill in questionnaires on technology acceptance and usability (N = 17), and weconducted interviews with 14 students. The questionnaire results showed a large range in acceptance andusability. The qualitative analysis of the interviews reflected this in a wide variety of advantages anddisadvantages mentioned by the students. They found the tasks very useful for learning and exam preparation,but some of the students had difficulties with the self-assessments of the answers. We suspect that this isbecause of a lack of skills in metacognition and self-directed learning. Suggestions for improving the self-control tasks also emerged from the interviews. (2) (PDF) Self-control tasks with self-explanation prompts as a component of self- directed online learning. Available from: https://www.researchgate.net/publication/363565804_Self-control_tasks_with_self-explanation_prompts_as_a_component_of_self-_directed_online_learning [accessed Oct 27 2022].
Book
The book presents the state of the art of the Internet of Things (IoT), applied to Human-Centered Design (HCD) projects addressed to ageing users, from the perspective of health, care and well-being. The current focus on the ageing population is opening up new opportunities for the development of niche solutions aimed at the niche category of older users who are beginning to experience physical and cognitive decline but are still independent and need to maintain their autonomy for as long as possible. The combination between the needs expressed by older users and the opportunities offered by the recent innovative technologies related to the Internet of Things allows research institutions, stakeholders, and academia to target and design new solutions for older users, safeguarding their well-being, health, and care, improving their quality of life. This book discusses and analyses the most recent services, products, systems and environments specifically conceived for older users, in order to enhance health, care, well-being and improve their quality of life. This approach is coherent with the percept of AAL or enhanced living environment, looking to the users’ comfort, autonomy, engagement and healthcare. The book describes and analyses aspects of HCD with older users looking to the emerging technologies, products, services, and environments analysed in their actual application in different areas, always concerning the design for the elderly related to the IoT, just as the development of biomonitoring devices, tools for activity recognition and simulation, creation of smart living environments, solutions for their autonomy, assistance and engagement enhancing health, care and wellbeing. The book is intended for researchers, designers, engineers, and practitioners in healthcare to connect academia, stakeholders, and research institutions to foster education, research and innovation.
Book
This book reports on advanced topics in the areas of wearable robotics research and practice. It focuses on new technologies, including neural interfaces, soft wearable robots, sensors and actuators technologies, discussing industrially and medically-relevant issues, as well as legal and ethical aspects. It covers exemplary case studies highlighting challenges related to the implementation of wearable robots for different purposes, and describing advanced solutions. Based on the 5th International Symposium on Wearable Robotics, WeRob2020, and on WearRacon Europe 2020, which were both held online on October 13-16, 2020, the book addresses a large audience of academics and professionals working in for the government, in the industry, and in medical centers, as well as end-users alike. By merging together engineering, medical, ethical and industrial perspectives, it offers a multidisciplinary, timely snapshot of the field of wearable technologies.
Article
Augmented reality (AR) is an interactive experience where computer-generated perceptual information is superimposed into the real-world environment. Most existing research in AR-based wayfinding has focused on the technological aspects of developing AR-based software or devices to realize navigation. No previous investigations have focused on understanding the impact of immersive augmented reality (IAR)–based systems on human wayfinding performance from the cognitive perspective. Aimed at investigating the influence of IAR-based systems on people’s cognitive map development and their subsequent wayfinding performance as well as the effect of using three-dimensional (3D) layout models in IAR environments in addition to superimposed guideposts, an experiment was carried out in a building with a complex floor plan. A total of 54 university students were evenly divided into three groups: a control group with no IAR assistance, a second group using an IAR-based navigation system that includes only superimposed guideposts, and a third group using an IAR-based navigation system that includes both guideposts and a 3D layout model. Each participant was asked to conduct a spatial exploration task in the environment, sketch a floor map based on their spatial cognition, and perform a wayfinding task to find eight specific locations in the building. An analysis of the participants’ performance and responses to a number of self-evaluation questionnaires collected in the experiment indicates that IAR technology can help people develop their cognitive maps more effectively and can substantially improve their wayfinding performance with a much lower workload. A second finding is that adding a 3D layout model can enhance the effect of an IAR-based navigation system in terms of cognitive map development. The findings from this research extend the existing knowledge about IAR-based navigation and further verify that AR technology has the potential to reduce human workload for cognitive tasks. The results also could support its more effective application in various scenarios that require assisted wayfinding and cognitive map training, such as emergency evacuation drills.
Chapter
We present a preliminary concept of simulation-based optimization methodology framework for designing workspace with exoskeleton. The framework consists of three main elements human (ergonomic performance), workspace (industrial tasks, sub-tasks, environment, safety) and exoskeleton (assistance levels, robustness, workspace, imposed constraints), mathematical models and interactions that can converge to an optimal solution i.e. workspace design recommendations. We select the changing the drill bit in for the vertical drilling machine as an industrial task. The human and workspace mathematical modelling is performed using the Jack software and Process Simulate software. In future, we will focus on developing exoskeleton mathematical model and establish mathematical interaction between human model and the exoskeleton model.
Chapter
User-centered design (UCD) process is a comprehensive and widely accepted methodology practiced by designers across numerous areas of specializations like product design, user experience design, interaction design, web design etc. The central philosophy of this approach is to empathize with the user at various design decisions in order to fulfill user requirements. Like UCD approach, the Stanford Biodesign process is also an accepted and widely used framework specifically for health technology innovation. UCD philosophy and the Stanford Biodesign process both lay strong emphasis on deep understanding of user(s) and stakeholders as their basis for focused ideation and development. However, health technology innovation brings additional challenges and constraints in its course of design and development, which not only require to satisfy user requirements but also clinical and demographic requirements for successful healthcare implementation. This paper discloses such challenges of health technology design and development and synthesizes the requirements that need to be considered in a design methodology. Later, based on these requirements the paper compared both Stanford Biodesign process and UCD process in terms of methodological effectiveness for highly sensitive healthcare innovation. The paper also highlights issues where UCD approach fails to address some of the requirements for healthcare innovation and suggests additional contexts and stages to be considered by a UCD practitioner as an easy adaptation for healthcare design projects.
Article
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In this research, we propose innovative ideas for digital art combined with educational applications for the library. It also presents the library’s information services to be more humane and interesting. By taking interactive devices as the basis, this research integrates college library borrowing data and an interactive artwork in order to perform an information visualization service for a user in the library by using their own smart phone. This research uses an instant data operation to carry out the information inquiry applications to present three years of library borrowing data, from 2013 to 2015, obtained from the Hsih Shin University library Data Access Protocol. Finally, a usability evaluation for the interactive art is conducted. To testify that this interactive art design meets the principle of user acceptance, a questionnaire survey is used for the statistical verification. The research findings show that a positive explanation value was achieved for user acceptance. The research model proposed by this research acts as a usability evaluation of the integrated application of an interactive artwork and library information service. The research model also corresponded to the user’s emotional feedback in the HCI research field. The value of this research is that we provide usability-verified models for cross-domain applications.
Research
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Technology for supporting older adults in healthy ageing has taken a flight in recent years. The implementation of eHealth technology could support older adults in monitoring and preventing age-related health conditions. When designing e-Health technologies, User-Centered Design (UCD) has received broad consensus over the years among researchers as a valid approach to design technologies that fit with the tasks and situations of the user. UCD states that in order to design effective technology we need to understand the context in which it is used for the design and evaluation of the technology. However, there are currently no standardized usability evaluation metrics for eHealth technology. In this thesis, I will explore the role of context in designing eHealth for older adults, and develop new usability metrics for assessing the usability of these kinds of technologies.
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