Heuristic Evaluation of eGLU-Box: A Semi-automatic Usability Evaluation Tool for Public Administrations

Author(s):  
Stefano Federici ◽  
Maria Laura Mele ◽  
Rosa Lanzilotti ◽  
Giuseppe Desolda ◽  
Marco Bracalenti ◽  
...  
Author(s):  
Terence S. Andre ◽  
H. Rex Hartson ◽  
Robert C. Williges

Despite the increased focus on usability and on the processes and methods used to increase usability, a substantial amount of software is unusable and poorly designed. Much of this is attributable to the lack of cost-effective usability evaluation tools that provide an interaction-based framework for identifying problems. We developed the user action framework and a corresponding evaluation tool, the usability problem inspector (UPI), to help organize usability concepts and issues into a knowledge base. We conducted a comprehensive comparison study to determine if our theory-based framework and tool could be effectively used to find important usability problems in an interface design, relative to two other established inspection methods (heuristic evaluation and cognitive walkthrough). Results showed that the UPI scored higher than heuristic evaluation in terms of thoroughness, validity, and effectiveness and was consistent with cognitive walkthrough for these same measures. We also discuss other potential advantages of the UPI over heuristic evaluation and cognitive walkthrough when applied in practice. Potential applications of this work include a cost-effective alternative or supplement to lab-based formative usability evaluation during any stage of development.


Gamification ◽  
2015 ◽  
pp. 1991-2004
Author(s):  
Björn Strååt ◽  
Fredrik Rutz ◽  
Magnus Johansson

Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a heuristic evaluation on low scoring and high scoring games the authors manage to show which kind of design issues are most frequent in both high and low scoring games. As a further result of the study, two new heuristics are presented.


Author(s):  
Tayana Conte ◽  
Verônica T. Vaz ◽  
Jobson Massolar ◽  
Andrew Bott ◽  
Emilia Mendes ◽  
...  

This chapter presents the WDP (Web Design Perspectives-based Usability Evaluation), an inspection technique specifically designed to assess the usability of Web applications. This technique combines Web design perspectives and the heuristic evaluation method proposed by Nielsen (1994b). In addition to describing the components of the WDP technique this chapter also illustrates its use in practice by means of an industrial case study where the technique is applied to inspect a real Web application. In this case study, developers and requirement assessment staff applied the WDP technique to evaluate the usability of modules developed from scratch for a Web application. The results of this case study indicate the feasibility of performing usability inspections with the participation of a software project’s stakeholders, even when stakeholders are not usability experts.


2018 ◽  
Vol 7 (2.28) ◽  
pp. 10 ◽  
Author(s):  
Freddy Paz ◽  
Freddy A. Paz ◽  
José Antonio Pow-Sang ◽  
César Collazos

Heuristic evaluation is one of the most used techniques to evaluate the level of usability of a software product. In this research, we performed a comprehensive analysis of the recent studies which report the use of this method in the context of a software development process. The purpose was to identify the specific way in which each author performs this usability evaluation method, in order to propose a formal protocol. After an indeed examination of these studies, we have determined there are several differences in the way this technique is conducted according to the literature. There is no agreement about the number of inspectors that should participate, the usability principles that should be used, the profile of the specialists who must be part of the assessment team, or the evaluation process that should be followed. This work highlights the available settings and a detailed procedure to perform a heuristic evaluation in the domain of software products.  


2020 ◽  
Vol 19 ◽  
pp. 100332
Author(s):  
Fateme Rangraz Jeddi ◽  
Ehsan Nabovati ◽  
Reyhane Bigham ◽  
Razieh Farrahi

2018 ◽  
Vol 7 (2.28) ◽  
pp. 95
Author(s):  
J G. ◽  
Tromp . ◽  
A Wolff ◽  
J C. Torres ◽  
Hoang Thi My

In this usability evaluation of the Fountain of the Lions software application aimed to be used by museum visitors, the software is analysed using three established usability research methods: personas, a cognitive walkthrough (task analysis) with three participants, and an individual heuristic evaluation. Areas in which the software succeeds and areas which could use improvement are discussed based on the results of these analyses, including use of the methods. 


2020 ◽  
Vol 4 (3) ◽  
pp. 103
Author(s):  
Siti Vika Ngainul Fitri ◽  
Oktalia Juwita ◽  
Tio Dharmawan

Banyuwangi Regency has a new innovation called " Lahir Procot Pulang Bawa Akta " which in this innovation is realized in the form of an Online Deed Website. Every information technology has an interface that can be a link between the user and the technology itself. Interface formation is influenced by needs, and information technology has different interface designs according to the needs of its users. The User Interface has the aim of making it easier for users to operate information technology that can make users feel comfortable using the application or technology. Heuristic Evaluation is one of the Usability evaluation methods that can be used to determine the extent to which a system is used by users to achieve certain goals with effectiveness, efficiency and satisfaction. This research is a research that is focused on the use of Heuristic Evaluation based on user interface design aspects of application usability through observation, interviews and questionnaires to users.


2021 ◽  
Vol 11 (22) ◽  
pp. 10816
Author(s):  
Semin Kim ◽  
Hyung-Jin Mun

Due to COVID-19, non-F2F (non-face-to-face) learning is being conducted in educational sites around the world. Unlike theoretical subjects, which have a variety of applicable non-F2F learning content, in practical subjects, learners may undergo many difficulties due to many learning activities. Therefore, this research tries to design and develop a mobile application that allows learners to perform a self-diagnostic on their learning progress. In this research, we conducted a mobile application usability evaluation for 36 students who participated in non-F2F Arduino practice learning. To this end, we applied the ADDIE (Analysis, Design, Development, Implement, and Evaluation) model to develop a self-diagnostic mobile application for students’ learning progress according to the learning content. The research tool modified and distributed the question item appropriate for this subject’s study for the mobile usability evaluation that was used in the previous study. This research applied the ADDIE model to analyze the characteristics of students and learning contents, including designed learning contents, database, menu structure, developed learning contents, and mobile application. After using this in non-F2F practice learning for 15 weeks, a mobile application usability evaluation was conducted. As a result of the study, due to receiving usability scores between 3.53 and 4.42, it was found that the learning progress self-diagnostic in non-F2F practice learning was essential and that mobile applications were useful in non-F2F practice learning. Additionally, 33 out of 36 students responded that it would be useful for their learning if they actively used it in other subjects as well. We have found that leveraging self-diagnostic mobile applications through the mobile application usability evaluation tool can be useful for non-F2F practice learning. Additionally, it is expected to be useful for non-F2F practice learning if additional research is conducted on other factors as well such as teaching presence, online learning engagement, and learning flow in the future.


2010 ◽  
Vol 45 ◽  
Author(s):  
Samuel Ssemugabi ◽  
Ruth De Villiers

The Internet, World Wide Web (WWW) and e-learning are contributing to new forms of teaching and learning. Such environments should be designed and evaluated in effective ways, considering both usability- and pedagogical issues. The selection of usability evaluation methods (UEMs) is influenced by the cost of a methods and its effectiveness in addressing users’ issues. The issue of usability is vital in e-learning, where students cannot begin to learn unless they can first use the application. Heuristic evaluation (HE) remains the most widely-used usability evaluation method. This paper describes meta-evaluation research that investigated an HE of a web-based learning (WBL) application. The evaluations were based on a synthesised framework of criteria, related to usability and learning within WBL environments. HE was found to be effective in terms of the number and nature of problems identified in the target application by a complementary team of experienced experts. The findings correspond closely with those of a survey among learners.


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