Comparing Effectiveness, Efficiency, Ease of Use, Usability and User Experience When Using Tablets and Laptops

Author(s):  
Werner Wetzlinger ◽  
Andreas Auinger ◽  
Michael Dörflinger
Keyword(s):  
Device ◽  
2020 ◽  
Vol 10 (1) ◽  
pp. 9-14
Author(s):  
Saifu Rohman

Company Profile sebuah perusahaan merupakan sebuah media yang memiliki peran yang sangat penting dalam menunjukkan eksistensinya di dalam berbagai bidang dunia bisnis. Perkembangan dunia teknologi informasi menuntut untuk selalu memberikan sesuatu yang lebih nyaman dan mengedepankan user experience. Metode TAM (Technology Acceptance Model) merupakan salah satu metode yang tepat dalam merancang dan membangun sistem yang user friendly dalam meningkatkan tingkat kepuasan pengguna pada user experience. Dengan mengimplementasikan konstruk-konstruk TAM yang meliputi PU (Perceived Usefulness), PEOU (Perceived Ease of Use), ATU (Attitude Toward Using), BITU (Behavioral Intention to Use) dan AU (Actual Use) maka dapat dipastikan akan meningkatkan tingkat kenyamanan user experience melalui interface yang baik dan sesuai dengan kebutuhan pengguna informasi.


2021 ◽  
Author(s):  
Inocencio Daniel Maramba ◽  
Arunangsu Chatterjee

BACKGROUND Preoperative assessment reduces the risk of poor perioperative outcome and reduces cost of a specific group of perioperative candidates. The implementation of a preoperative digital tool may help to improve guideline adherence. MyPreOp®(Ultramed Ltd, Penryn, UK) is a web-based questionnaire designed to replace paper-based preoperative assessments. OBJECTIVE The study aimed to assess the user experience of MyPreOp®, investigate the factors affecting completion times, and devise a method of administering a validated usability scale without negatively affecting completion times. METHODS Anonymised datasets were extracted from the MyPreOp® system. The data collected included age, gender, American Society of Anesthesiology physical classification status, and time taken to complete the assessment. Two user experience evaluations were used: In Phase 1, two questions asking about overall experience and ease of use; and in Phase 2, a previously validated usability questionnaire, with its 20 questions equally distributed among five succeeding patient cohorts. There were 2593 respondents in total (Phase 1: n=1193; Phase 2: n=1400). RESULTS MyPreOp®scored well in both phases. In Phase 1, 80% of respondents had a good or better experience and 90% found it easy to use. The usability rating in Phase 2 was 4.13 (out of a maximum of 5) indicating high usability. Average completion time was 46.95 minutes (sd=25.83). The implementation of the longer usability evaluation scale in Phase 2 did not negatively impact completion times. Age and physical status were found to influence completion times but strength of the correlation was only moderate. CONCLUSIONS MyPreOp® rates high in both user experience and usability. The method of dividing the questionnaire into five blocks is both valid and does not negatively affect completion times. Further research into the factors affecting completion time is recommended.


2019 ◽  
Vol 11 (2) ◽  
Author(s):  
Defi Poppyna Putri
Keyword(s):  

Perkembangan teknologi informasi telah menyebar dengan pesat sehingga berdampak pada sistem pembelajaran beberapa sekolah di Indonesia, seperti di SMP Islam Al-Azhar 37 Pekanbaru yang telah menerapkan sistem pembelajaran berbasis teknologi informasi yaitu penggunaan iPad yang tujuannya menggantikan buku sebagai alat bantu pembelajaran, penerapan sistem ini juga sebagai sarana untuk adaptasi transisi ke era digital. Dilakukannya analisis user experience dan usability dengan penyebaran kuesioner USE kepada seluruh siswa di SMP Islam Al-Azhar 37 Pekanbaru, sehingga terlihat bahwa variabel usefulness, ease of use dan ease of learning dengan uji simultan memiliki pengaruh yang signifikan terhadap variabel satisfaction. Tetapi dalam uji parsial, hanya variabel ease of learning yang tidak signifikan terhadap variabel satisfaction. Pengukuran usability menunjukkan bahwa nilai kelayakan sebesar 77,13% yang berarti usability sistem pembelajaran berbasis teknologi memiliki nilai layak. Dalam penelitian ini dilakukan pemberian rekomendasi terhadap beberapa permasalahan yang perlu untuk diperbaiki yang didasari oleh pengalaman pengguna (User Experience) dan usability sistem terkait.


Author(s):  
Kamaljeet Sandhu

This study investigates factors that influence the acceptance and use of e-Services. The research model includes factors such as user experience, user motivation, perceived usefulness, and perceived ease of use in explaining the process of e-Services acceptance, use, and continued use. The two core variables of the Technology Acceptance Model (TAM), perceived usefulness and perceived ease of use, are integrated into the Electronic Services Acceptance Model (E-SAM).


2018 ◽  
Vol 2 (4) ◽  
pp. 74
Author(s):  
Stavros Tasoudis ◽  
Mark Perry

This study reports on the empirical findings of participatory design workshops for the development of a supportive automotive user experience design system. Identifying and addressing this area with traditional research methods is problematic due to the different user experience (UX) design perspectives that might conflict and the related limitations of the automotive domain. To help resolve this problem, we conducted research with 12 user experience (UX) designers through individual participatory prototyping activities to gain insights into their explicit, observable, tacit and latent needs. These activities allowed us to explore their motivation to use different technologies; the system’s architecture; detailed features of interactivity; and to describe user needs including efficiency, effectiveness, engagement, naturalness, ease of use, information retrieval, self-image awareness, politeness, and flexibility. Our analysis led us to design implications that translate participants’ needs into UX design goals, informing practitioners on how to develop relevant systems further.


Author(s):  
Rijois Saragih ◽  
◽  
Risda Pangaribuan ◽  
Tiurma Naomi ◽  
Gorbyno Sitepu ◽  
...  

Over time, waste production increases every day. This is due to the increasing number of products, population and consumption patterns of people. In addition, the lack of public awareness of waste disposal can lead to severe pollution. For example in the city of Medan, which produces 2,000 tons of garbage every day. Medan is a city that is affected by the lack of good waste management. In order to overcome the increase in waste generation, waste generation from the source must be reduced through waste management. The presence of Android can facilitate everyday activities such as the Trash Care application, which can help fight waste. This research focuses on designing the user interface (UI) and user experience design (UX) of the Trash Care application based on ease of use, efficiency, and ease of use for the user. In this study, the process and the data acquisition methods of the trash care application are explained using the documentation using the UCD method. The results of this study are in the form of an application interface design that is tailored to the needs of users. The user interface design for mobile applications is expected to increase user interest in waste disposal and public knowledge of the distinction between organic and inorganic waste.


2021 ◽  
Vol 3 ◽  
Author(s):  
Michael P. Scarpa ◽  
Isaac Prilletensky ◽  
Adam McMahon ◽  
Nicholas D. Myers ◽  
Ora Prilleltensky ◽  
...  

Online well-being interventions demonstrate great promise in terms of both engagement and outcomes. Fun For Wellness (FFW) is a novel online intervention grounded in self-efficacy theory and intended to improve multidimensional well-being and physical activity through multi-modal methods. These strategies include capability-enhancing opportunities, learning experiences such as games, video vignettes, and self-assessments. RCT studies have suggested that FFW is efficacious in improving subjective and domain-specific well-being, and effective in improving mental health, physical health, physical activity, and self-efficacy in United States. adults who are overweight and in the general population. The present study uses qualitative and quantitative user experience data collected during two RCT trials to understand and evaluate engagement with FFW, its drivers, and its outcomes. Results suggest that FFW is enjoyable, moderately engaging, and easy to use; and contributes to positive outcomes including skill development and enhanced confidence, for both overweight individuals and the general adult population. Drivers of engagement appear to include rewards, gamification, scenario-based learning, visual tracking for self-monitoring, ease of use and simple communications, and the entertaining, interactive nature of program activities. Findings indicate that there are opportunities to streamline and simplify the experience. These results can help improve FFW and contribute to the science of engagement with online interventions designed to improve well-being.


Information ◽  
2021 ◽  
Vol 12 (10) ◽  
pp. 426
Author(s):  
Yue Wu ◽  
Qianling Jiang ◽  
Shiyu Ni ◽  
Hui’e Liang

Digital museums that use modern technology are gradually replacing traditional museums to stimulate personal growth and promote cultural exchange and social enrichment. With the development and popularization of the mobile Internet, user experience has become a concern in this field. From the perspective of the dynamic stage of user experience, in this study, we expand ECM and TAM by combining the characteristics of users and systems, thereby, constructing the theoretical model and 12 hypotheses about the influencing factors of users’ continuance intentions toward digital museums. A total of 262 valid questionnaires were collected, and the structural equation model tested the model. This study identifies variables that play a role and influence online behavior in a specific experiential environment: (1) Perceived playfulness, perceived usefulness, and satisfaction are the critical variables that affect users’ continuance intentions. (2) Expectation confirmation has a significant influence on perceived playfulness, perceived ease of use, and satisfaction. (3) Media richness is an essential driver of confirmation, perceived ease of use, and perceived usefulness. The conclusions can be used as a reference for managers to promote the construction and innovation of digital museums and provide a better experience to meet users’ needs.


2020 ◽  
Author(s):  
Sally L Baxter ◽  
Lina Lander ◽  
Brian Clay ◽  
John Bell ◽  
Kristen Hansen ◽  
...  

BACKGROUND Electronic medical knowledge resources are frequently used for clinical decision support. Costs vary substantially among vendors, warranting periodic assessment of institution-wide adoption. OBJECTIVE To compare two medical knowledge resources, UpToDate and DynaMed Plus, with respect to facilitating accuracy and efficiency of answering standardized clinical questions and user experience. METHODS Physicians in training at a single academic medical center were randomized to first use one of the two medical knowledge resources to answer six standardized clinical case questions. They were surveyed about their experience using the resource, then completed the questions using the other resource, followed by the user experience survey again. The percentage of accurate answers and time required to answer each question were recorded. The surveys assessed ease of use, enjoyment using the resource, quality of information, and ability to assess the level of evidence. Given the cross-over design, tests of carry-over effects were performed. For open-ended survey items regarding overall user experience, themes were identified, and sentiment analyses were performed. RESULTS Twenty-six physicians in training participated, with a mean (standard deviation, SD) of 5.8 (2.5) years of prior experience using UpToDate. Accuracy of answers when using the two resources generally differed by 4 percentage points or less. For all but one question, there were no significant differences in the time required for completion. Most participants perceived both resources to be easy to use, have high quality of information, and felt able to assess to the level of evidence contained in the information. A greater proportion of participants (23/26, 88%) endorsed enjoyment of use when using UpToDate compared to when using DynaMed Plus (16/26, 62%). Participants were significantly less likely to enjoy DynaMed Plus if they were in the randomization group assigned to use UpToDate first (p=0.006). Themes emerging from open-ended survey comments included interface/information presentation, coverage of clinical topics, search functions, and utility for clinical decision-making. Overall, the majority (59%) of open-ended comments expressed an overall preference for UpToDate, while only 19% expressed an overall preference for DynaMed Plus. CONCLUSIONS DynaMed Plus is non-inferior to UpToDate with respect to ability to achieve accurate answers, time required for answering clinical questions, ease of use, quality of information, and ability to asses level of evidence. However, user experience was more positive with UpToDate, leading to a majority of users stating a preference for UpToDate. Future studies of electronic medical knowledge resources should continue to emphasize evaluation of usability and user experience.


Author(s):  
John Knight

The goal of HCI research and design has been to deliver universal usability. Universal usability is making interfaces to technology that everyone can access and use. However, this goal has been challenged in recent times. Critics of usability (e.g., Eliot, 2002) have argued that usability “dumbs down” the user-experience to the lowest common denominator. The critics propose that focusing on ease of use can ignore the sophistication of expert users and consumers. At the same time, researchers have begun to investigate suprafunctional qualities of design including pleasure (Jordan, 2000), emotion (Norman, 2003), and fun. While recent discussions in HCI have bought these questions to the surfaces, they relate to deeper philosophical issues about the moral implications of design. Molotch (2003, p. 7), states that: Decisions about what precisely to make and acquire, and when, where, and how to do it involve moral judgements about what a man is, what a woman is, how a man ought to treat his aged parents…how he himself should grow old, gracefully or disgracefully, and so on. One response to this moral dilemma is to promote well-being rather than hedonism as an ethical design goal.


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