An Evaluation of User Experience of Web Main Menu on Different Mobile Devices

Author(s):  
Kuo-Liang Huang ◽  
Hsuan Lin ◽  
Chia-Chen Lu
Author(s):  
Franck Amadieu ◽  
Charly Pecoste ◽  
Claudette Mariné ◽  
Cécile van de Leemput ◽  
Colin Lescarret

This chapter addresses the issue of tablets acceptance for studying. An experiment was carried out to test the effects of specific studying tasks experienced by students with no previous experiences with tablets on the perceived usability and usefulness of tablets. Students had to perform a high-compatible task (i.e. navigation/reading task) and a low-compatible task (i.e. writing task) for tablets. Subjective measures of usability, usefulness and use intention were designed to be more specific to the type of task than the classical measures used in the Technology Acceptance Model approach (Davis, 1989). Participants rated their answers before and after performing the tasks with a tablet. The results showed that the perceived usability and usefulness of tablets increased after the high-compatible task while their decreased with the low-compatible task. The findings stressed the need to consider the real user experience and to use more task-oriented measures to investigate the acceptance of mobile devices for studying.


2015 ◽  
Vol 6 (1) ◽  
pp. 34-43
Author(s):  
Mark Bruce Freeman

There has been a dramatic shift in the interaction methods of mobile devices over the past decade. From devices simply being able to make phone calls to being able to handle complex tasks traditionally performed on personal computers (PCs); this change has led to new interaction issues that need to be understood during the application development process, particularly as these devices now commonly incorporate a touch-screen as their primary source of input. Currently, the methods of conducting software user experience testing of these devices employs techniques that were developed for PCs, however mobile devices are used within different contexts of use. This research initially reviews the current methods for user experience testing of applications running on mobile devices and then presents, through a proof-of-concept approach, an innovative method for conducting user experience testing employing actual devices.


2020 ◽  
Vol 12 (2) ◽  
pp. 1-21
Author(s):  
Helge Nissen ◽  
Monique Janneck

Participants increasingly use mobile devices, especially smartphones, to fill out online questionnaires. However, standard questionnaire templates are often not optimized for presentation on smartphones, raising the question of whether an unfavorable layout may influence the survey results. In this study, interaction with questionnaires on different devices was investigated regarding processing time, data quality, and user experience of the questionnaire itself. Several standard and newly developed questionnaire layout templates were evaluated by means of an online study (N=301). Results show that processing times are higher on smartphones compared to desktop computers. However, there were no differences regarding data quality. The comparison of different mobile layouts among smartphone users revealed effects on processing time and user experience. Design recommendations are derived.


2020 ◽  
pp. 697-720
Author(s):  
Franck Amadieu ◽  
Charly Pecoste ◽  
Claudette Mariné ◽  
Cécile van de Leemput ◽  
Colin Lescarret

This chapter addresses the issue of tablets acceptance for studying. An experiment was carried out to test the effects of specific studying tasks experienced by students with no previous experiences with tablets on the perceived usability and usefulness of tablets. Students had to perform a high-compatible task (i.e. navigation/reading task) and a low-compatible task (i.e. writing task) for tablets. Subjective measures of usability, usefulness and use intention were designed to be more specific to the type of task than the classical measures used in the Technology Acceptance Model approach (Davis, 1989). Participants rated their answers before and after performing the tasks with a tablet. The results showed that the perceived usability and usefulness of tablets increased after the high-compatible task while their decreased with the low-compatible task. The findings stressed the need to consider the real user experience and to use more task-oriented measures to investigate the acceptance of mobile devices for studying.


2013 ◽  
Vol 2013 ◽  
pp. 1-9 ◽  
Author(s):  
Xu Sun ◽  
Andrew May

There is a growing debate in the literature regarding the tradeoffs between lab and field evaluation of mobile devices. This paper presents a comparison of field-based and lab-based experiments to evaluate user experience of personalised mobile devices at large sports events. A lab experiment is recommended when the testing focus is on the user interface and application-oriented usability related issues. However, the results suggest that a field experiment is more suitable for investigating a wider range of factors affecting the overall acceptability of the designed mobile service. Such factors include the system function and effects of actual usage contexts aspects. Where open and relaxed communication is important (e.g., where participant groups are naturally reticent to communicate), this is more readily promoted by the use of a field study.


Author(s):  
Lorna McKnight ◽  
Brendan Cassidy

In this article, the authors investigate the usability of mobile touch-screen devices for children. This is a growing area, and as such there is currently a lack of definitive guidelines for mobile device designers. This article reports two studies that investigated input methods for touch-screens with children aged 7-10, concentrating on the interaction between the child and the devices. In the first study, a range of devices were observed in use, in order to gather overall impressions of interaction styles and user experience. In the second study, a more controlled comparison between stylus and finger input is made. The article concludes by offering a set of general design guidelines for the design of mobile devices for children.


Author(s):  
Elina Vartiainen

Today, photo gallery applications on mobile devices tend to be stand-alone and offline. For people who want to share photos with others, many add-on tools have been developed to connect the gallery applications to Internet services to enable photo sharing. The author argues that photo-centric social interaction is best supported when the gallery application is fully integrated with an Internet service. In this case, no additional tools are needed and the user’s image content is fully synchronized with the service. To research the topic, Image Exchange, a service-integrated mobile gallery application with a corresponding Internet service, was designed and implemented. Moreover, a field study was conducted with 10 participants to compare Image Exchange with a state-of-the-art gallery application combined with an add-on photo sharing tool. Image Exchange was preferred by most participants and it was especially appreciated because of the user experience. Above all, the results show that social activity increased amongst the participants while using Image Exchange.


Author(s):  
Josephina Antoniou ◽  
Christophoros Christophorou ◽  
Augusto Neto ◽  
Susana Sargento ◽  
Filipe Pinto ◽  
...  

The increase of networking complexity requires the design of new performance optimization schemes for delivering different types of sessions to users under different conditions. In this regard, special attention is given to multi-homed environments, where mobile devices cross areas with overlapping access technologies (Wi-Fi, 3G, WiMax). In such a scenario, efficient multiparty delivery depends upon the grouping operation, which must be done based on several parameters. In this paper, the authors propose context-aware sub-grouping of content-based service groups so that the same service session can be delivered using different codings of the same content, adapting to current network, users, session, and environment context. The context-aware information is used to improve the sub-grouping process. This paper aims to describe these sub-grouping techniques, and in particular how they improve network performance and user experience in the future Internet by focusing on the improved network-level and session-level mechanisms.


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