A User Experience Model for Designing Educational Mobile Application

2021 ◽  
pp. 139-150
Author(s):  
Kiranjeet Kaur ◽  
Khairul Shafee Kalid ◽  
Savita K. Sugathan
2016 ◽  
Vol 2016 ◽  
pp. 1-11 ◽  
Author(s):  
Jemin Lee ◽  
Hyungshin Kim

Low quality mobile applications have damaged the user experience. However, in light of the number of applications, quality analysis is a daunting task. For that reason, QDroid is proposed, an automated quality analyzer that detects the presence of crashes, excessive resource usage, and compatibility problems, without source codes and human involvement. QDroid was applied to 67 applications for evaluation and discovered 78% more crashes and attained 23% higher Activity coverage than Monkey testing. For detecting excessive resource usage and compatibility problems, QDroid reduced the number of applications that required manual review by up to 96% and 69%, respectively.


2020 ◽  
Vol 28 (3) ◽  
pp. 175-188
Author(s):  
Yongfeng Li ◽  
Liping Zhu

User experience is a key quality of mobile application design. It involves all aspects of human–computer interactions, and thus the optimisation of user experience is a multi-objective optimisation problem. User experience is subjective and uncertain; however, very little attention has been directed toward this issue when optimising user experience. In this article, a grey-fuzzy-based Taguchi approach is proposed to optimise user experience in mobile application design. Design analysis is first conducted to determine mobile design patterns and user experience characteristics. Next, a Taguchi experiment is executed, and then the signal-to-noise ratios are computed. After that, the signal-to-noise ratios are transformed into a multi-response performance index via a grey-fuzzy-based analysis. Finally, based on the multi-response performance index, the optimal design is achieved by using statistical analysis. A mobile health application design was employed to illustrate the proposed approach. The results indicate that this approach can effectively manage the subjectivity and uncertainty concerning user experience characteristics, and can be used as a general robust design approach for optimising user experience of mobile application design.


2018 ◽  
Vol 23 (2) ◽  
Author(s):  
João Paulo Carneiro ARAMUNI ◽  
Luís Cláudio Gomes MAIA

RESUMO. Este artigo apresenta uma abordagem sobre a influência da engenharia semiótica na experiência do usuário de aplicativos mobile. Uma vez que a semiótica se define como o estudo dos signos, dos processos de significação e como os signos e os significados tomam parte na comunicação, os seus estudos estão atualmente voltados para os processos de comunicação mediada por computador entre designers e usuários de sistema, em seus tempos de interação conjunta. Através dos sistemas de interface, por muitos meios diretos e indiretos, designers dizem aos usuários como eles podem ou devem interagir com o sistema, a fim de adquirir um alcance particular de alvos antecipados pelo momento do designing. A mensagem interativa dos designers para os usuários inclui uma “linguagem de interação” que deverá ser utilizada na comunicação de usuários com o sistema. O objetivo deste estudo é ampliar a visão do leitor sobre esta linguagem de interação e a forma como ela é construída no caso de aplicativos móveis. Este estudo contribui com o preenchimento de uma lacuna teórica na compreensão da relação entre semiose e desenvolvimento mobile. Na perspectiva aplicada, a pesquisa oferece contribuições para à comunidade de desenvolvedores de aplicativos móveis quanto à compressão da influência da semiótica na experiência do usuário com a interface do produto desenvolvido. Palavras-chave: Engenharia Semiótica; Experiência do Usuário; Desenvolvimento Mobile.ABSTRACT. This paper presents an approach on the influence of semiotic engineering on the mobile application user experience. Since semiotics is defined as the study of signs, meaning processes, and how signs and meanings take part in communication, their studies are currently focused on the processes of computer-mediated communication between designers and system users, in their times of joint interaction. Through interface systems, by many direct and indirect means, designers tell users how they can or should interact with the system in order to acquire a particular range of anticipated targets by the time of designing. The designers' interactive message for users includes an "interaction language" that should be used in the communication of system users. The purpose of this study is to broaden the reader's view on this interaction language and how it is built in the case of mobile applications. This study contributes to filling a theoretical gap in understanding the relationship between semiosis and mobile development. In the applied perspective, the research offers contributions to the community of mobile application developers regarding the compression of the influence of semiotics on the user experience with the developed product interface. Keywords: Semiotic Engineering; User Experience; Mobile Development.


A user experience evaluation was carried on Word Mania mobile app. Word Mania is fun educational games app for children. Fun Tookit v3, a survey instrument developed to assist researchers in acquiring the opinions about technology (web or app) from children was used for data capture. The purpose of the toolkit is to generate the perception of kids as young as 4 years old who had some experience when interacting with an implementation. The Fun Toolkit v3 tool consists of three components that can be used on applications, websites or technology products to "pass opinions." These three sections are: Smileyometer, Fun Sorter, Again and Again.At UUM International School, Sintok, Malaysia, this assessment study was performed with students. The survey was attended by a total of 12 students. The evaluation questionnaires were filled out with the help of their teachers by the participating children.The findings stated that the mobile application was adopted by the kids; however, some problems had to pay attention in order to enhance the children's user experience.Special exercises should be found for children aged one or two years because current exercises are difficult for these ages. Competition task is not an simple task, particularly for kids aged 3 to 4 years. Children between the ages of 5 and 6 need more time to complete the tasks, for these ages three minutes are not enough


2020 ◽  
pp. 50-58
Author(s):  
Diana Andone ◽  
Silviu Vert ◽  
Radu Vasiu ◽  
Oana Rotaru ◽  
Vlad Mihaescu ◽  
...  

The use of MOOCs (Massive Online Open Courses) has become very popular in the past few years. Such courses can teach a large variety of skills, including the basics of virtual mobilities, both for students and teachers. The Open VMLH (Virtual Mobility Learning Hub) is an innovative multilingual environment which was created as part of the Erasmus+ Open Virtual Mobility project, with the purpose to promote collaborative learning, social connectivism and networking as an instructional method, OERs as the main content, and open digital credentials. In this paper, we will present the usability evaluation of the Open VMLH mobile application, a mix of heuristic and cognitive evaluation methods. Some of the issues discovered are related to the general interface and functionality of the mobile application, while others are related to the structure of the courses and the implementation of the content, but just a couple of them are critical for the user experience.


2015 ◽  
Vol 56 ◽  
Author(s):  
Patricia-Ann Harpur ◽  
Ruth De Villiers

Higher education students use mobile phones, equipped for Internet access. Mobile technologies can offer effective, satisfying and accessible m-learning experiences. A contribution has been made to knowledge on evaluating m-learning environments and to mobile human-computer interaction (MHCI), with the innovative synthesis of the MUUX-E Framework, which fills a gap in the domain of m-learning. MUUX-E is a single comprehensive, multi-faceted instrument for evaluating m-learning environments, emphasising usability and user experience in mobile educational contexts. It was developed by extensive literature studies on each aspect, and has five categories, 31 criteria and numerous sub-criteria. Using a design-based research paradigm, MUUX-E was applied iteratively to evaluate and enhance successive versions of m-LR, a mobile application created for a Software Engineering module. Participants were students and expert evaluators. MUUX-E served well to identify problems and strengths. The students were more positive than the experts regarding the benefits of m-LR, yet insightfully reported more system problems.


2021 ◽  
Vol 12 (1) ◽  
pp. 58
Author(s):  
Fedelis Brian Putra Prakasa, S.T., M.Kom.

Abstract. The number of Scout members has decreased due to being outdone by other extracurriculars. In addition, given the current pandemic conditions, scouting activities are hampered. This study aims to create an attractive and online Scout mobile application prototype. This research method applies gamification so that scouting activities especially in schools, become more enjoyable and more attractive to students. Apart from gamification, this research also uses UI / UX methods such as usability testing, A / B testing, and User Experience Questionnaires (UEQ). This method is used so that the results of the prototype design can be easily used and understood by the user. The results of this study indicate that the gamification application in this prototype was successful. In addition, the design results that have been tested with the UI / UX method get a mean value of 2.04 and are included in the excellent criteria. Looking at the results of the research, it can be said that gamification makes scouting activities more interesting. Furthermore, the design concept of this application can help scouting activities online.Keywords: Gamification, Scout, UI/UX.Abstrak. Jumlah anggota pramuka mengalami penurunan dikarenakan kalah bersaing dengan ekstrakurikuler lainnya. Selain itu, mengingat kondisi pandemi saat ini, kegiatan pramuka menjadi terhambat. Penelitian ini bertujuan untuk membuat purwarupa aplikasi mobile pramuka secara daring dan menarik. Penelitian ini menerapkan gamifikasi agar kegiatan pramuka khususnya di sekolah menjadi lebih menarik minat siswa dan lebih menyenangkan. Selain gamifikasi, penelitian ini juga menggunakan metode UI/UX seperti usability testing, A/B testing dan User Experience Questionaire (UEQ). Metode ini digunakan agar hasil desain purwarupa dapat mudah digunakan dan dimengerti oleh pengguna. Penelitian ini menunjukan penerapan gamifikasi di purwarupa ini berhasil. Selain itu, hasil desain yang telah diuji dengan metode UI/UX mendapatkan nilai rerata 2,04 yang termasuk ke dalam kriteria unggul. Berdasar dari hasil penelitian, dapat dikatakan penggunaan gamifikasi membuat kegiatan pramuka lebih menarik. Selain itu, konsep desain aplikasi ini dapat membantu kegiatan pramuka secara daring.Kata Kunci: Gamifikasi, pramuka, UI/UX.


Author(s):  
Nor Aida Md Madi ◽  
Nur Safinas Albakry ◽  
Norshahila Ibrahim

Education is experiencing rapid revolution from the chalk to the computer. Since then, education and technology are moving forward with advanced technology. Furthermore, with the positive impact derived from previous research, Augmented Reality (AR) started to play a role in education either in learning or teaching. Thus, the aim of this paper is to explore the elements will be implemented in the development of Hajj AR mobile application for learning Hajj among the children in Malaysia. In the preliminary study, a survey using an open-ended and closed-ended questionnaire was conducted among experienced teachers. The findings from the survey revealed that the elements of AR could be implemented in the Hajj AR mobile application as an interactive learning tool. Thus, a Hajj AR mobile application will be developed by implementing the findings obtained in the preliminary study to evaluate the user-experience among the children who are using the AR mobile application when learning Hajj. In conclusion, this mobile application could attract and provide creative information to children in learning about Hajj through AR.


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