scholarly journals Development and validation of a progressive web application to educate partial denture wearers

2022 ◽  
Vol 28 (1) ◽  
pp. 146045822110695
Author(s):  
Jade Yi Ming Ng ◽  
Tong Wah Lim ◽  
Natasya Tarib ◽  
Ting Khee Ho

Effective delivery of post-insertion instructions is essential for denture care and oral health. This study aimed to develop a progressive web application (PWA) to educate patients’ chairside and serve as a reference material. A need analysis was conducted before prototype development. Subsequently, the prototype was subjected to content verification, design appraisal and usability testing. The results of usability testing revealed a user task success rate of 94.4%, with an adjusted Wald 95% confidence interval of 83–100%. User satisfaction assessed using the Single Ease Questionnaire and System Usability Score reported a mean score of 6.13 (95% CI: 5.69–6.55) and 85.9 (95% CI: 82.2–89.6), respectively, indicating good usability. This study highlights the systematic approach of developing an evidence-based educational PWA to meet the usability standards for mobile applications. This PWA is useful in clinical studies to explore mobile technologies’ potential in educating denture wearers, especially in the older population.

2019 ◽  
Vol 9 (1) ◽  
pp. 55-69
Author(s):  
Paramita Retno Utami ◽  
Firman Ardiansyah ◽  
Muhammad Zubair

ABSTRACT Kode Funding Application is a cooperative mobile-based application which is a service product of PT Kodetag Global Teknotama. This application is designed to have features of cooperatives transactions, but it has not been designed with user experience (UX) and user interface optimization (UI) to meet the needs and achieve user satisfaction. As the consequence, when the user used the application, they faced difficulties in making transactions on the application such as data input errors. These following things will affect the performance of the user while making the transactions.The design of user experience and user interface optimization are designed to build an Android mobile application prototype for Koperasi Simpan Pinjam dan Pembiayaan Syariah (KSPPS) Kode Funding that is using the Five Planes Element of User Experience by Garrett (2011) and considering the aspects of usability and aesthetics. The evaluation was carried out using techniques such as think aloud and learnability assessment by testing 5 participants for a medium fidelity prototype. The final evaluation results on usability testing using task success get a 90% success rate for time and task completion. All participants can complete the proposed task. Meanwhile, the results of the time completion evaluation were calculated to be 5 out of 50 participants that exceeded the time limit. Participants assumed that the prototype with UX design giving a more attractive appearance and the better experience when using the application, as well as the availability of detailed transaction information.   ABSTRAK Aplikasi Kode Funding adalah aplikasi koperasi berbasis mobile yang merupakan produk layanan dari PT Kodetag Global Teknotama. Aplikasi ini telah dirancang memiliki fungsi atau fitur transaksi pada koperasi, namun belum dilakukan perancangan user experience (UX) dan optimasi user interface (UI) untuk memenuhi kebutuhan dan mencapai kepuasan pengguna. Sehingga, ketika user menggunakan aplikasi tersebut, terdapat kesulitan dalam melakukan transaksi pada aplikasi seperti adanya kesalahan input data setoran. Hal berikut tentunya mempengaruhi performa dan kinerja dari pengguna aplikasi dalam bertransaksi.Perancangan user experience dan optimasi user interface dimaksudkan agar terbentuknya prototipe aplikasi mobile Android Koperasi Simpan Pinjam dan Pembiayaan Syariah (KSPPS) Kode Funding yang menggunakan metode Five Planes User Experience Elements oleh Garrett (2011) dengan mempertimbangkan aspek usability dan estetika. Evaluasi dilakukan menggunakan teknik think aloud dan penilaian learnability dengan pengujian pada 5 partisipan untuk medium fidelity prototype. Hasil akhir evaluasi pada usability testing menggunakan task success mendapatkan success rate sebesar 90% untuk time and task completion. Seluruh partisipan dapat menyelesaikan task yang diajukan. Sedangkan, hasil evaluasi dari pemenuhan waktu terdapat 5 dari 50 partisipan melebihi batas waktu. Partisipan menganggap pengembangan prototipe dengan perancangan UX memberikan dampak tampilan yang lebih menarik dan pengalaman menggunakan aplikasi yang lebih baik, serta adanya informasi transaksi yang lebih rinci.


2020 ◽  
Vol 6 ◽  
pp. 205520762097945
Author(s):  
Melissa A Napolitano ◽  
Sarah Beth Lynch ◽  
Meghan N Mavredes ◽  
Benjamin D Shambon ◽  
Laurie Posey

Objective While colleges have implemented brief, tailored interventions for health-risk areas such as alcohol prevention, theoretically-guided digital learning offerings for weight gain prevention have lagged behind in programming and implementation. Thus, the objective was to design and usability test a weight gain prevention digital learning platform for college students with modules targeting key nutrition and physical activity behaviors. Methods Development occurred in iterative phases: formative research, descriptive normative data collection, prototype development, and usability testing. Formative research consisted of background work and survey administration to incoming and current freshmen. Prototype development was guided by theories of behavior change and cognitive processing, and consisted of brief assessment and feedback using written text, graphs, and videos. Iterative usability testing was conducted. Results Current freshmen reported eating more quick order meals per week than incoming freshman, but fewer high-fat snacks and fewer sugary beverages. Current freshmen reported more sedentary time than incoming freshmen. Based on iterative testing results, eight behavioral targets were established: breakfast, high-fat snacks, fried foods, sugary beverages, fruit/vegetables, physical activity, pizza intake, and sedentary behavior. Initial usability testers indicated the modules were easy to understand, held their attention, and were somewhat novel. Analysis of qualitative feedback revealed themes related to content, layout, structure and suggested refinements to the modules. Conclusions A gap exists for evidence-based obesity prevention programs targeted to adolescents as they transition into adulthood. Brief, tailored digital learning interventions show promise towards addressing key behavioral nutrition and physical activity targets among students during the transition to college.


Author(s):  
Ni Luh Putu Ratih Indriyani ◽  
Gede Rasben Dantes ◽  
Kadek Yota Ernanda Aryanto

This research is aimed to determine the results of the usability analysis from the website Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya viewed from the user side as well as knowing the recommendation of website improvement of Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya from usability aspect. The methods used are Usability Testing of Performance Measurement and Retrospective Think Aloud (RTA) techniques and the dissemination of SUS questionnaires.  The results showed that the Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya still not effective, it is seen from the error or mistake made by users of lecturers and students while doing the task. Statistically website Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya has been efficient for lecture but not efficient for college students users. For lecturers there are 6 out of 10 tasks that do not have significant time difference, while for  college students there are 4 out of 10 tasks that do not have significant time difference. From the aspect of user satisfaction, both lecturers and college students feel still less satisfied using the website of Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya, this can be seen from the SUS questionnaire scores of lecturers of 63.28 and college students users of 58.44. Based on the analysis result, it can be concluded that the Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya has not fulfilled the criteria of products that have good usability, because the three aspects (effectiveness, efficiency and user satisfaction) have not been met. Based on the above, the recommendation of Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya website is focused on adjustment of display, language and term change, feature addition, menu name adjustment, menu structure and menu layout, content addition and menu simplification. Repairs done by making wireframe recommendation page Sekolah Tinggi Pariwisata (STIPAR) Triatma Jaya.


Author(s):  
Polina Olegovna Ermolaeva ◽  
Olga Aleksandrovna Basheva ◽  
Yulia Vyacheslavovna Ermolaeva

This article is aimed at demonstrating the possibilities of using the usability testing method in the framework of research to determine the features of the new forms of digital urban participation by Russians in solving social and environmental problems and conflicts. In particular, the authors investigated the effectiveness of environmental online platforms in the UX research methodology through usability testing of these sites from the perspective of their users. The results of testing showed that both the functionality of these platforms to involve the population in environmental practices and technical limitations prevent users from putting environmental initiatives into practice. The data obtained in the framework of the UX study will allow us to compare the perception of users of online platforms with the conceptual vision of their developers to identify potential biases in the perception of these products by their ideologues and users in order to minimize these gaps. In terms of the increase of scientific knowledge, this study will allow to assess the effectiveness of the use of information and communication technologies (ICTs) for digital ecoactivists in comparison with traditional (offline) forms of urban participation, to analyze the new strategies and forms of digital participation, and to identify the main advantages and disadvantages of ICTs in minimizing socio-environmental problems and conflicts in the tradition of M. Castells, digital environmental humanities/ English version of the article on pp. 86 - 94 at URL: https://panor.ru/articles/possibilities-of-using-usability-testing-for-scientific-research-in-assessing-user-satisfaction-with-the-activities-of-environmental-digital-platforms/50575.html


Author(s):  
Shilo H. Anders ◽  
Judith W. Dexheimer

The use of mobile devices in healthcare is increasing in prevalence and poses different constraints for use than traditional desktop computing. This chapter introduces several usability testing methods that are appropriate for use when designing and developing mobile technologies. Approaching the development of mobile technologies through a user-centered approach is critical to improve the interaction and use of the hardware and software that is implemented on a mobile platform in healthcare. User-centered design adds value by getting feedback about functionality, design, and constraints that need to be built into the system prior to its completion. Future work in this domain will require further tailoring and use of novel usability methods to evaluate and improve the design of mobile healthcare technologies.


2009 ◽  
pp. 324-355 ◽  
Author(s):  
Feng Xie

Mobile technologies are rapidly changing our lives with increasing numbers of services supported by mobile devices, including Web-based learning applications, providing opportunities for people to study anytime and anywhere. However, using Web-based mobile applications to present learning resources is a challenge for developers because the performance of the mobile Internet over GPRS networks is often unacceptably slow. A new Web development model, Ajax, may help to address this problem. Ajax (asynchronous JavaScript and XML), is an approach to Web application development that uses client-side scripting to reduce traffic between client and server and provide a seamless user application experience. In this chapter, we address the question of whether mobile Ajax provides measurable performance advantages over non-Ajax mobile learning applications. An empirical study was undertaken to measure mobile learning application performance over a GPRS network, comparing an Ajax application and an active server pages (ASP) application with identical functionality. Our results suggest that mobile Ajax can reduce the bandwidth requirement by around 70 percent, and cut the server’s response time in half. In addition, these performance improvements were noticed by users in our small group usability test.


Author(s):  
Benjamin E. Hargis ◽  
Benjamin F. Brandt ◽  
Stephen L. Canfield ◽  
Michael Tinker

Abstract The Electric sail concept is based on a distributed tether satellite system with tether lengths on the order of thousands-of meters. The system must deploy from stowed arrangement into a selected flight configuration in which thrust forces are transmitted through the tether to the satellite body. The system must be stable through deployment procedure and maintain stable, desired configuration during flight operations. Understanding the dynamic behavior of the satellite bodies and distributed, conductive tether are critical to long-range design and development of the Electric Sail concept. This paper’s contribution is the presentation, development and validation of a mathematical model for simulating E-Sail deployment of a prototype system for testing on the MSFC Robotic Flat Floor Facility. A massed tether model is developed using the bead and string concept with equations of motion derived from Lagrange’s Method. The model is validated using infrared motion capture data produced by controlled experiments of a representative tether portion outfitted with IR targets. Further, a prototype is presented which will be used to investigate an E-Sail deployment approach and associated control. The design of this system will allow for deployment on specially designed flat floor facilities at MSFC. The prototype will be used to: 1) gather data for validation of system dynamic model, 2) evaluate alternative deployment strategies, 3) evaluate tether reel-out and damping control strategies.


2016 ◽  
Vol 16 (4) ◽  
pp. 332-345 ◽  
Author(s):  
Nicola Lettieri ◽  
Antonio Altamura ◽  
Delfina Malandrino

This work presents Knowlex, a web application designed for visualization, exploration, and analysis of legal documents coming from different sources. Understanding the legal framework relating to a given issue often requires the analysis of complex legal corpora. When a legal professional or a citizen tries to understand how a given phenomenon is disciplined, his attention cannot be limited to a single source of law but has to be directed on the bigger picture resulting from all the legal sources related to the theme under investigation. Knowlex exploits data visualization to support this activity by means of interactive maps making sense out of heterogeneous documents (norms, case law, legal literature, etc.). Starting from a legislative measure (what we define as Root) given as input by the user, the application implements two visual analytics functionalities aiming to offer new insights on the legal corpus under investigation. The first one is an interactive node graph depicting relations and properties of the documents. The second one is a zoomable treemap showing the topics, the evolution, and the dimension of the legal literature settled over the years around the norm of interest. The article gives an overview of the research so far conducted presenting the results of a preliminary evaluation study aiming at evaluating the effectiveness of visualization in supporting legal activities as well as the effectiveness of Knowlex, the usability of the proposed system, and the overall user satisfaction when interacting with its applications.


Author(s):  
Anish Mistry ◽  
Arokia Paul Rajan

<span lang="EN-US">The objective of evaluating User Experience (UX) in this era of technology is to enhance the user satisfaction. Earlier applications were built with the aim of reducing the work of users. But with the evolution of the technology, the emergence of new gadgets and new trends in the information technology, the applications had to be more user-centric. The primary objective of this research is to evaluate the user experience of web applications based on different UX parameters using different techniques and given a rating. Each of these ratings are combined to determine the overall rating of UX for the web application. Also, the secondary objective of this research is to provide suggestions or recommendations based on the ratings to improve the UX of the web applications. An experimental study was conducted and the results show a significant improvement. Areas of further enhancements have also been identified and presented.</span>


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