Smart user experience medical app interface design based on mobile devices

2021 ◽  
Author(s):  
Qi Zhang ◽  
Yishu Liu
2020 ◽  
Vol 4 (1) ◽  
pp. 8
Author(s):  
Kiemute Oyibo ◽  
Julita Vassileva

In e-commerce, the user interface design of a website is critical to its success. However, there is limited research on how colour and layout design elements influence the perception of e-commerce websites for mobile devices. To bridge this gap, we conducted an empirical study to investigate, how the layout of information and colour temperature of an e-commerce tourism website for mobile device influence essential Technology Acceptance Model (TAM) user experience (UX) design attributes and intention to use the website. The results of our Partial Least Square Path Modelling (PLSPM) showed that both interface design elements significantly influence perceived aesthetics, perceived enjoyment, perceived usefulness and intention to use. Specifically, layout (list = 0 and grid = 1) positively influences perceived aesthetics and perceived enjoyment, while colour temperature negatively influences perceived usefulness and intention to use. The first finding suggests that in tourism website design for mobile devices, a grid layout of products and services provides a better hedonic user experience than a list layout. Moreover, the second finding suggests that cooler-temperature (blue and green) tourism websites are viewed by users as more useful than warmer-temperature (orange and red) tourism websites. We discuss the implications of these findings in the context of website UX design for mobile devices in the tourism domain.


2018 ◽  
Vol 5 (2) ◽  
pp. 270-277
Author(s):  
Yemima Monica Geasela ◽  
Pranchis - Ranting ◽  
Johanes Fernandes Andry

AbstrakDengan berkembangnya teknologi informasi, meningkat pula cara pembelajaran yang semakin modern salah satunya dengan menggunakan e-learning. E-learning adalah suatu model pembelajaran yang menggunakan website sebagai media dasarnya. Dengan adanya e-learning, pembelajaran dapat dilakukan dimanapun dan kapanpun. E-learning yang baik adalah e-learning yang dapat meningkatkan kemampuan pengguna yang menggunakannya. Desain antarmuka menjadi salah satu elemen paling penting yang dapat mendukung kualitas edukasi di dunia maya. Oleh karena itu, penelitian ini bertujuan mengevaluasi desain antarmuka suatu website berbasis e-learning menggunakan human factors dan pendekatan interpretasi ergonomik, untuk meningkatkan usability dan usefulness sebuah sistem. Metode yang dipakai dalam penelitian ini adalah evaluasi heuristik yang terdiri atas 10 aturan prinsipnya yang terkenal dalam melakukan penilaian atas suatu desain antarmuka. Hasil penelitian menunjukkan secara umum penilaian terhadap desain interface dan ketermudahan penggunaan suatu website yang memiliki basis e-learning ditemukan telah cukup baik, akan tetapi masih terdapat beberapa hal yang perlu ditingkatkan, terutama yang bersesuaian dengan karakteristik dalam ketermudahan penggunaan. Kata Kunci: website, e-learning, heuristic, usability AbstractWith the development of information technology, studying process is one of the affected aspect by technology and becoming a new modern studying method called e-learning. E-Learning is a studying model that use website as it basis. With the help of e-learning, studying process can be done anywhere and anytime. A good E-Learning is one that can increase the overall skill of the user. Visual design becoming one of the support element that can help the education quality in cyberspace. Therefore, this research purposes aims is to design an e-learning website using human factor and ergonomi interpretation approaches, to improve the usefulness for user and the usefulness for system. The method used in this research is a method that consist of ten rule that was famous for designing. The result of general research about user interface design and the content about e-learning with a basis of website was good enough, but there is still some problem that must be fixed especially those relating with user experience. Keywords: website, e-learning, heuristic, usability


2021 ◽  
Author(s):  
◽  
Amardeep Mohanlal Dugar

<p>'Tangible lighting controls' is used as an umbrella term to describe lighting control systems that are easy to understand and pleasurable to use by end-users. The crucial question posed is, what is the nature of interface designs sought by end-users for maximising interaction with lighting control systems? The manner in which this question is posed implies a fundamental assumption that improved usability and end-user experience are the primary goals. The concept of end-user understanding of lighting control interfaces is proposed as a basis for improving the usability and end-user experience of lighting control interfaces. Usability engineering methods involving survey research, experimental mock-ups and prototyping have been used to enable end-users to design and evaluate lighting control interfaces. The essential difference is to include end-users' point of view about ease of understanding control functions and pleasure of performing control tasks along with a technical point of view about meeting required standards. Manufacturers' claims about the effectiveness of existing lighting control interfaces are challenged, and an entirely different way of thinking about interface design is revealed. Such a change of thinking may be seen as a new framework for improved designs of lighting control interfaces as well as evaluation of their usability and end-user experience.</p>


2021 ◽  
Vol 13 (2) ◽  
pp. 157-170
Author(s):  
Diana Nur Yastin ◽  
Hendra Bayu Suseno ◽  
Viva Arifin

Mobile Siaran is an official reporting application intended for the people of the city of Tangerang Selatan (South Tangerang). However, after conducting interviews with stakeholders and respondents, there were several problems with the display of the mobile application. From the results of the interview, it indicates that there are still some applications that need improvement. To fix the problem with the Mobile Siaran application display, the solution given is to improve the user interface design using the Goal Direct Design method. In addition, it also uses the success rate calculation technique and the System Usability Scale (SUS) to measure the usability value. Meanwhile, the User Experience Questionnaire (UEQ) measures the value of user experience. The result of this research is a user interface design made in stages in the Goal Direct Design method, namely research, modeling, requirements, frameworks, and refinement. The final evaluation, the results of the improvement using calculations, the success rate has increased from 93.5% to 99.3%, SUS from an average score of 58.19 which can be said to be quite satisfactory with the letter D value to 81.83 which can be accepted with the value of the letter A, while UEQ shows all aspects that have improved with very good and good criteria which means that improvements to user interface design can solve problems that exist in the application and improve the user experience.


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.


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