scholarly journals A study exploring the usability of an exergaming platform for senior fitness testing

2019 ◽  
Vol 26 (2) ◽  
pp. 963-980
Author(s):  
Tsai-Hsuan Tsai ◽  
Kevin C Tseng ◽  
Alice MK Wong ◽  
Hsien-Jui Chang

This study proposes a structural usability model to identify the relationship between the user interface design and the usability of an exergame system that includes a software system and a separate hardware device. The model consisted of two dimensions: the interface design, which was evaluated using Nielsen’s heuristic evaluation method, and the usability, as defined by ISO 9241-11. An empirical study used the iFit exergame system to test the physical fitness of 101 seniors in order to evaluate the model’s validity. The results showed a strong correlation between the interface design and the usability of the exergame system. An improved interface enabled users to interact with the system better, and the usability of the whole system was enhanced, including the device and the system itself. The results show that the proposed usability model can be used to evaluate other exergame systems.

2019 ◽  
Author(s):  
Gustav Petersen ◽  
Jakob Hyldig Nielsen ◽  
Johannes Verner Olsen ◽  
Robin Niels Kok

Background: Even though problems with usability constitute a major challenge to the implementation of new eHealth technology, the field web-based interventions is lacking usability guidelines for development and evaluation of web-based intervention platforms. Objective: The aim of present study is to create a set of eHealth-specific usability guidelines for the development and evaluation of web-based mental health interventions. Methods: Knowledge about usability was gathered from peripheral fields of e-learning, emotional design, and human-computer interaction in a top-down approach. This knowledge was synthesized into usability guidelines for web-based interventions, which were then case-tested on an existing web-based intervention for patients with health anxiety, using the heuristic evaluation method. Results: Nine broad guidelines were developed. The subsequent case-test of the web-based intervention showed that application of the guidelines was feasible and was able to identify several important usability issues with the intervention. Conclusions: Health professionals should be included in intervention design. Future usability assessment should focus on the different usability attributes. The relationship between usability and adherence needs further investigation.


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


2009 ◽  
pp. 2542-2555
Author(s):  
Soonhwa Seok

Digital inclusion and Web accessibility are integral parts of modern culture and, as such, have implications for social accountability. The World Wide Web Consortium (W3C) has suggested standards and guidelines regarding the inclusion of people with special needs, with an emphasis on higher accessibility and adaptability as the main goal of Web design. The user interface is the place where users can interact with the information by using their minds. Users with special needs can acquire information by using a human centered user interface. This article highlights the need to investigate the relationship between cognition and user interface.


BUANA ILMU ◽  
2021 ◽  
Vol 6 (1) ◽  
pp. 82-97
Author(s):  
Rini Malfiany ◽  
Donny Apdian ◽  
Shofa Shofiah Hilabi

BPJS Ketenagakerjaan adalah program jaminan sosial yang memberikan fasilitas layanan kepesertaan bagi tenaga kerja ataupun perusahaan (pemberi kerja). Salah satu program BPJS Ketenagakerjaan yang wajib diikuti ialah program Jaminan Hari Tua (JHT). Untuk mengetahui berapa saldo yang kita dapatkan setiap tahunnya, kita bisa mengetahui nya melalui sebuah aplikasi mobile untuk jaminan Hari Tua (JHT) yaitu aplikasi BPJSTKU. Aplikasi BPJSTKu merupakan aplikasi mobile untuk memberikan pelayanan bagi peserta yang dikhususkan pada tenaga kerja untuk mendapatkan informasi mengenai Saldo Jaminan Hari Tua (JHT) beserta rincian dari Saldo Jaminan Hari Tua (JHT) tahunan. Selain itu aplikasi tersebut menyediakan informasi mengenai data perserta BPJSTKU, simulasi Saldo Jaminan Hari Tua (JHT) juga menyediakan Formulir pengajuan Klaim pengambilan JHT secara online. Tujuan dibuatnya penelitian ini untuk mengetahui kepuasan atau kekecewaan dari pengguna aplikasi BPJSTKU ini, karena kepuasan pengguna itu merupakan salah satu faktor untuk menentukan tingkat usability sebuah aplikasi. Untuk menemukan masalah usability pada desain aplikasi BPJSTKU, penelitian ini dibuat dengan menggunakan metode evaluasi Heuristic. Jenis penelitian menggunakan metode kuantitatif karena mengukur kepuasan pengguna dengan Tingkat severity ratings pada masalah usability yang ditentukan dengan skala 0 sampai 4. Lokasi penelitian dilakukan di Karawang dengan sampel staf STMIK Rosma yang menggunakan Aplikasi BPJSTKU. Dari hasil pengukuran evaluasi heuristic menunjukkan kategori minor usability problem, perbaikan masalah ini diberikan prioritas yang rendah dengan nilai rata-rata 1.88 atau skala 2. Kata Kunci : Evaluasi Heuristic, Desain Antarmuka, BPJSTKU BPJS Employment is a social security program that provides membership service facilities for workers or companies (employers). One of the BPJS Employment programs that must be followed is the Old Age Security (JHT) program. To find out how much balance we get each year, we can find out through a mobile application for Old Age Security (JHT), namely the BPJSTKU application. The BPJSTKu application is a mobile application to provide services for participants devoted to the workforce to obtain information about the Old Age Security Balance (JHT) along with details of the annual Old Age Security Balance (JHT). In addition, the application provides information on BPJSTKU participant data, Simulation of Old Age Security Balance (JHT) also provides an online claim form for taking JHT. The purpose of this research is to find out the satisfaction or disappointment of the users of this BPJSTKU application, because user satisfaction is one of the factors to determine the usability level of an application. To find usability problems in the BPJSTKU application design, this study was made using the Heuristic evaluation method. This type of research uses quantitative methods because it measures user satisfaction with severity ratings on usability problems which are determined on a scale of 0 to 4. The research location was conducted in Karawang with a sample of STMIK Rosma staff who used the BPJSTKU application. From the results of the heuristic evaluation measurement, it shows the category of minor usability problems, repairing this problem is given a low priority with an average value of 1.88 or a scale of 2. Keywords: Heuristic Evaluation, Interface Design, BPJSTKU


2020 ◽  
Vol 4 (3) ◽  
pp. 103
Author(s):  
Siti Vika Ngainul Fitri ◽  
Oktalia Juwita ◽  
Tio Dharmawan

Banyuwangi Regency has a new innovation called " Lahir Procot Pulang Bawa Akta " which in this innovation is realized in the form of an Online Deed Website. Every information technology has an interface that can be a link between the user and the technology itself. Interface formation is influenced by needs, and information technology has different interface designs according to the needs of its users. The User Interface has the aim of making it easier for users to operate information technology that can make users feel comfortable using the application or technology. Heuristic Evaluation is one of the Usability evaluation methods that can be used to determine the extent to which a system is used by users to achieve certain goals with effectiveness, efficiency and satisfaction. This research is a research that is focused on the use of Heuristic Evaluation based on user interface design aspects of application usability through observation, interviews and questionnaires to users.


1999 ◽  
Vol 35 ◽  
pp. 202-203
Author(s):  
Toshiki Yamaoka ◽  
Masatoshi Nomura ◽  
Yoshihisa Fujiwara ◽  
Masako Itoh

2019 ◽  
Vol 3 (4) ◽  
pp. 391
Author(s):  
Murdiaty Murdiaty ◽  
Angela Angela ◽  
Chatrine Sylvia

Evaluation of interface design is part of human and computer interaction (HCI-Human Computer Interaction). The focus of this study is to conduct heuristic evaluations on the interface design of an academic portal to determine the extent to which the academic portal meets the concept of usability. Academic portal is a website accessed by academics through a web browser. This portal can be accessed by students, lecturers, academic supervisors, Final Project supervisors, and other academics such as: Academic Administration Section (BAA), Study Programs, Libraries, Student Affairs, and Public Administration and Personnel Section (BAUK). This study uses heuristic evaluation as an approach in evaluating a human-machine system (man-machine system) in relation to academic portal ease of use (usability) and also severity ratings in addition to heuristic checklist.  This study involved several evaluators who would conduct an assessment by filling in the heuristic checklist. The expected results with the evaluator's heuristic evaluation method found usability problems related to the general interface. These results are expected to be used by Mikroskil's academic portal system developers to make improvements to the academic portal currently in use


1999 ◽  
Vol 35 (1Supplement) ◽  
pp. 55-55
Author(s):  
Toshiki Yamaoka ◽  
Masatoshi Nomura ◽  
Masako Itoh ◽  
Yoshihisa Fujiwara

1999 ◽  
Vol 35 (1Supplement) ◽  
pp. 54-54
Author(s):  
Toshiki Yamaoka ◽  
Masatoshi Nomura ◽  
Masako Itoh ◽  
Yoshihisa Fujiwara

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