scholarly journals A Comparison of Field-Based and Lab-Based Experiments to Evaluate User Experience of Personalised Mobile Devices

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.

In the past few years, the computational performance of smartphone devices has seen tremendous growth. Due to which the smartphone has become a suitable platform for various computer-vision based applications which earlier was not possible. In this paper, we study various methods through which we can achieve computer vision-based hand gesture recognition natively on smartphones. If smartphones can support hand gesture recognition it can provide a new way to interact with mobile devices and overcome the hurdles of voice and touch-based user interface improving the user experience at the same time also supports other gesture-based applications. The techniques we study are mainly vision-based since camera module is present on most of the smartphones and it does not require other additional sensors or other hardware. We have compared the various methods available based on algorithms used and corresponding accuracy.


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 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ana Brochado ◽  
Pedro Dionísio ◽  
Maria do Carmo Leal ◽  
Adrien Bouchet ◽  
Henrique Conceição

Purpose This study aims to develop a battery of items that assess the factors affecting sports events’ success from the promoters’ perspective and a measurement tool that identifies these stakeholders’ main priorities based on the importance-performance analysis (IPA) framework. Design/methodology/approach The research was conducted using mixed methods. In the first qualitative step, sports event management’s main dimensions were identified based on the existing literature and a comprehensive battery of corresponding items were developed via content analysis of interviews with experts. The second quantitative step focused on Lisbon, the 2021 European City of Sport. Promoters of 21 different medium or large sports events (number = 41 respondents) were asked to fill out a survey ranking each dimension’s items by performance and room for improvement. The IPA’s results are presented both for the overall sample and by promoter type (i.e. events with or without sports facilities). Findings The 46 items identified fall into the following three categories: sports infrastructure, city image and hospitality and event management (i.e. pre-event, event and post-event). Pre-event includes stakeholder management, organigram and responsibilities, business plan, marketing mix, risk assessment and sponsorship management. Sponsorship management stands out among the areas considered a priority by event promotors. Originality/value This study adds to the literature by offering a comprehensive approach to assessing empirically all stages of the event management process.


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.


2020 ◽  
Vol 6 (2) ◽  
pp. 89-95
Author(s):  
Cerah Ayunda Prawastiyo ◽  
Indra Hermawan

Penggunaan internet di Indonesia khususnya di instansi pendidikan terutama perguruan tinggi yaitu mengandalkan internet untuk mencari kumpulan informasi dan referensi terkait dengan mata kuliah. Salah satu unit di sebuah perguruan tinggi yang menggunakan internet dengan memanfaatkan sistem informasi berbasis website adalah perpustakaan Politeknik Negeri Jakarta (PNJ). Website berperan penting untuk instansi sebagai acuan website yang baik salah satunya dapat dinilai dari sisi User Interface (UI) yang memiliki tampilan menarik dan User Experience (UX) untuk meningkatkan kenyamanan pengguna website. Dalam pengembangan front end website perpustakaan menggunakan metode User Centered Design (UCD), framework bootstrap, bahasa pemrograman HTML5, CSS dan Javascript. Pada tahap evaluasi design dalam bentuk wireframe menggunakan metode System Usability Scale (SUS) mendapatkan skor 83, pengujian black box untuk mengukur fungsionalitas website mendapatkan hasil sesuai dengan skenario, pengujian User Experience Questionnaire (UEQ) untuk mengukur tingkat kenyamanan pengguna website mendapatkan hasil positif.


Sign in / Sign up

Export Citation Format

Share Document