A Process for Usability Testing of Lifesaving Equipment

Author(s):  
William Porter ◽  
Carin Kosmoski ◽  
Rohan Fernando

Usability for any product, and especially for a lifesaving device, is critical in that the users will be interacting with the device in a highly stressful and complex environment. This study examined self- contained breathing apparatus (SCBAs) and conducted a usability assessment of these SCBAs with refill stations as it pertains to mine escape. Data was collected examining three usability topic areas (effectiveness, efficiency, and satisfaction) and eight constructs within these topic areas (completeness, accuracy, time requirements, overall satisfaction, discomfort, ease of use, system performance, and user preference). This paper documents the usability framework adopted and the methodology used to answer the research questions of the study and includes sample results and discussion. The methodology presented can be modified and used to test other lifesaving technologies to compare the usability of the devices and to estimate the ability of the devices to function as expected in a lifesaving situation.

Respati ◽  
2019 ◽  
Vol 14 (3) ◽  
Author(s):  
Fransiska Karisma Sara. D, Bambang Soedijono W.A, M. Rudyanto Arief

Pemerintah Kabupaten Rembang mengembangkan teknologi informasi dalam rangka e-government untuk meningkatkan pelayanan publik, informasi dan komunikasi. Situs website Pemerintah Kabupaten Rembang merupakan salah satu implementasi e-government. Penelitian ini difokuskan untuk mengetahui usability website dengan metode usability testing dengan fokus pada mengukur performasi pengguna melalui pelaksanaan beberapa task yang telah dipersiapkan sebelumnya dan juga mengetahui kualitas layanan menggunakan metode e-govqual. Variabel usability menggunakan teori Jacob Nielsen yaitu learnability, efficiency, memorability, error dan satisfaction. Sedangkan kualitas menggunakan enam dimensi metode e-govqual adalah dimensi ease of use, trust, reliability, citizen support, functionality of the interaction environment dan content and appearance of Information. Jumlah sampel adalah 140 responden. Analisis yang digunakan adalah analisis gap untuk kualitas layanan, sedangkan usability menggunkan usability point and coresponding usability tools. Hasil penelitian menunjukkan bahwa usability website Pemerintah Kabupaten Rembang dapat dikategorikan baik dengan rata-rata perhitungan menunjukkan nilai sebesar 0.68. Sedangkan, perhitungan analisis gap diperoleh hasil kualitas layanan website menunjukkan nilai positif yang berarti bahwa kualitas layanan website Pemerintah Kabupaten Rembang sudah sesuai dengan harapan pengguna.Kata kunci— usability testing, e-govqual, teori jacob nielsen, analisis gap, website.


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S892-S892 ◽  
Author(s):  
Kavita Radhakrishnan ◽  
Christine Julien ◽  
Matthew O’Hair ◽  
Catherine Fournier ◽  
Grace Lee ◽  
...  

Abstract The inability of older persons with heart failure (HF) to self-manage has contributed to poor health outcomes. Our team from nursing, digital game design, and mobile computing developed an innovative sensor-controlled digital game (SCDG) called ‘Heart Mountain’ to offer a portable, and enjoyable tool to facilitate engagement in HF self-management. We installed the SCDG application, which featured older adult game avatars on the participants’ smartphones. The SCDG utilized data from an activity tracker and weight scale to trigger game rewards, knowledge content and messages based on participants’ real-time behaviors. In this study we assessed the usability of a SCDG prototype with 10 HF older adults in Central Texas. Observations on the usability of the SCDG app by older adults were noted on a usability heuristics checklist. Acceptance and satisfaction were collected by an open-ended survey guided by Intrinsic Motivation Inventory after a week of playing the game. Participants (60% males, 60% white, ages 63-84) were able to play the game and use the devices after a training session that lasted for 15 minutes. We will present results on participants’ ease of use of the SCDG app, satisfaction with the knowledge content, quizzes and rewards features of the SCDG, and perceptions on acceptance and satisfaction with the SCDG for heart failure self-management. Our project will generate insights on designing digital gaming solutions that are acceptable to older adults and can be applied to improve self-management of chronic diseases like heart failure.


2010 ◽  
Vol 6 (2) ◽  
pp. 47-64 ◽  
Author(s):  
Chin-Lung Hsu

Flow theory has been widely applied in the context of information technology and is useful in understanding users’ behavior; however, few studies empirically examine what factors influence players’ flow, and what the facets and consequences of flow are in the context of electronic games (e-games). In this study, the author reviews previous flow-related literature to develop the proposed model to explore these research questions. The proposed model is empirically evaluated using survey data collected from 277 users responding about their perception of e-game. Results of this empirical study show that perceived ease of use, immediate feedback, skill and challenge are antecedents of flow, while enjoyment is the most salient facet of flow. The results provide further insights into e-game design and development.


Author(s):  
Jeremy Pamplin ◽  
Christopher P Nemeth ◽  
Maria L Serio-Melvin ◽  
Sarah J Murray ◽  
Gregory T Rule ◽  
...  

Abstract Introduction The electronic medical record (EMR) is presumed to support clinician decisions by documenting and retrieving patient information. Research shows that the EMR variably affects patient care and clinical decision making. The way information is presented likely has a significant impact on this variability. Well-designed representations of salient information can make a task easier by integrating information in useful patterns that clinicians use to make improved clinical judgments and decisions. Using Cognitive Systems Engineering methods, our research team developed a novel health information technology (NHIT) that interfaces with the EMR to display salient clinical information and enabled communication with a dedicated text-messaging feature. The software allows clinicians to customize displays according to their role and information needs. Here we present results of usability and validation assessments of the NHIT. Materials and Methods Our subjects were physicians, nurses, respiratory therapists, and physician trainees. Two arms of this study were conducted, a usability assessment and then a validation assessment. The usability assessment was a computer-based simulation using deceased patient data. After a brief five-minute orientation, the usability assessment measured individual clinician performance of typical tasks in two clinical scenarios using the NHIT. The clinical scenarios included patient admission to the unit and patient readiness for surgery. We evaluated clinician perspective about the NHIT after completing tasks using 7-point Likert scale surveys. In the usability assessment, the primary outcome was participant perceptions about the system’s ease of use compared to the legacy system. A subsequent cross-over, validation assessment compared performance of two clinical teams during simulated care scenarios: one using only the legacy IT system and one using the NHIT in addition to the legacy IT system. We oriented both teams to the NHIT during a 1-hour session on the night before the first scenario. Scenarios were conducted using high-fidelity simulation in a real burn intensive care unit room. We used observations, task completion times, semi-structured interviews, and surveys to compare user decisions and perceptions about their performance. The primary outcome for the validation assessment was time to reach accurate (correct) decision points. Results During the usability assessment, clinicians were able to complete all tasks requested. Clinicians reported the NHIT was easier to use and the novel information display allowed for easier data interpretation compared to subject recollection of the legacy EMR. In the validation assessment, a more junior team of clinicians using the NHIT arrived at accurate diagnoses and decision points at similar times as a more experienced team. Both teams noted improved communication between team members when using the NHIT and overall rated the NHIT as easier to use than the legacy EMR, especially with respect to finding information. Conclusions The primary findings of these assessments are that clinicians found the NHIT easy to use despite minimal training and experience and that it did not degrade clinician efficiency or decision-making accuracy. These findings are in contrast to common user experiences when introduced to new EMRs in clinical practice.


2016 ◽  
Vol 31 (4) ◽  
pp. 358-363 ◽  
Author(s):  
John F. Kragh ◽  
Matthew P. Lunati ◽  
Chetan U. Kharod ◽  
Cord W. Cunningham ◽  
Jeffrey A. Bailey ◽  
...  

AbstractIntroductionTo aid in preparation of military medic trainers for a possible new curriculum in teaching junctional tourniquet use, the investigators studied the time to control hemorrhage and blood volume lost in order to provide evidence for ease of use.HypothesisModels of junctional tourniquet could perform differentially by blood loss, time to hemostasis, and user preference.MethodsIn a laboratory experiment, 30 users controlled simulated hemorrhage from a manikin (Combat Ready Clamp [CRoC] Trainer) with three iterations each of three junctional tourniquets. There were 270 tests which included hemorrhage control (yes/no), time to hemostasis, and blood volume lost. Users also subjectively ranked tourniquet performance. Models included CRoC, Junctional Emergency Treatment Tool (JETT), and SAM Junctional Tourniquet (SJT). Time to hemostasis and total blood loss were log-transformed and analyzed using a mixed model analysis of variance (ANOVA) with the users represented as random effects and the tourniquet model used as the treatment effect. Preference scores were analyzed with ANOVA, and Tukey’s honest significant difference test was used for all post-hoc pairwise comparisons.ResultsAll tourniquet uses were 100% effective for hemorrhage control. For blood loss, CRoC and SJT performed best with least blood loss and were significantly better than JETT; in pairwise comparison, CRoC-JETT (P < .0001) and SJT-JETT (P = .0085) were statistically significant in their mean difference, while CRoC-SJT (P = .35) was not. For time to hemostasis in pairwise comparison, the CRoC had a significantly shorter time compared to JETT and SJT (P < .0001, both comparisons); SJT-JETT was also significant (P = .0087). In responding to the directive, “Rank the performance of the models from best to worst,” users did not prefer junctional tourniquet models differently (P > .5, all models).ConclusionThe CRoC and SJT performed best in having least blood loss, CRoC performed best in having least time to hemostasis, and users did not differ in preference of model. Models of junctional tourniquet performed differentially by blood loss and time to hemostasis.KraghJFJr, LunatiMP, KharodCU, CunninghamCW, BaileyJA, StockingerZT, CapAP, ChenJ, AdenJK3d, CancioLC. Assessment of groin application of junctional tourniquets in a manikin model. Prehosp Disaster Med. 2016;31(4):358–363.


2013 ◽  
Vol 31 (15_suppl) ◽  
pp. e17560-e17560 ◽  
Author(s):  
Maria R. Fawzy ◽  
Amy Pickar Abernethy ◽  
Martin W. Schoen ◽  
Lauren J. Rogak ◽  
Tito R. Mendoza ◽  
...  

e17560 Background: Use of electronic Patient-Reported Outcomes (ePROs) are increasingly employed in patient care and oncology research. However, these systems can be difficult to use, preventing adoption and deployment. The objective is to evaluate the patient usability of the National Cancer Institute’s (NCI) Patient Reported Outcomes version of the Common Terminology Criteria for Adverse Events (PRO-CTCAE) Measurement System. Methods: PRO-CTCAE is an item bank of 124 questions evaluating 78 symptomatic adverse events, as well as a software system that includes a web-based and interactive voice response system [IVRS] to administer these items to patients, and electronic features to customize survey creation, schedule survey administration, export data, and generate alerts and reports. A protocol was developed for two rounds of usability testing to evaluate understanding and ease of navigation reported by patients undergoing cancer treatment. Software was refined between rounds and retested. Patients were asked to login and complete PRO-CTCAE items either in clinic or at home, then were immediately debriefed (semi-scripted) by a trained interviewer. Results: 173 patients at 3 cancer centers and affiliated community network sites were enrolled in the study between 1/11-5/12 (45% male; 32% non-white; 26% high school or less). Usability issues identified in Round 1 (N=37) included difficulty in using radio buttons, absence of survey progress indicators, and problems with system login. Modifications included increasing size of buttons, improving the progress bar feature, and simplifying the interface to focus users on survey questions. In Round 2 (N=136), remaining issues were related to general difficulty with Internet use, such as navigating to the URL. IVRS testing indicated high scores of ease of use and completion of items, but users had difficulty adding unique symptoms to the system. Conclusions: Iterative usability testing identified improvements to web-based and IVRS for patient self-reporting and achieved a more favorable user experience. The feasibility of integrating PRO-CTCAE into trials to gather symptomatic adverse events directly from patients is currently being evaluated in the cancer cooperative groups.


2018 ◽  
Vol 35 (6) ◽  
pp. 406-416 ◽  
Author(s):  
Kathryn A. Birnie ◽  
Yalinie Kulandaivelu ◽  
Lindsay Jibb ◽  
Petra Hroch ◽  
Karyn Positano ◽  
...  

Purpose: Needle procedures are among the most distressing aspects of pediatric cancer-related treatment. Virtual reality (VR) distraction offers promise for needle-related pain and distress given its highly immersive and interactive virtual environment. This study assessed the usability (ease of use and understanding, acceptability) of a custom VR intervention for children with cancer undergoing implantable venous access device (IVAD) needle insertion. Method: Three iterative cycles of mixed-method usability testing with semistructured interviews were undertaken to refine the VR. Results: Participants included 17 children and adolescents (8-18 years old) with cancer who used the VR intervention prior to or during IVAD access. Most participants reported the VR as easy to use (82%) and understand (94%), and would like to use it during subsequent needle procedures (94%). Based on usability testing, refinements were made to VR hardware, software, and clinical implementation. Refinements focused on increasing responsiveness, interaction, and immersion of the VR program, reducing head movement for VR interaction, and enabling participant alerts to steps of the procedure by clinical staff. No adverse events of nausea or dizziness were reported. Conclusions: The VR intervention was deemed acceptable and safe. Next steps include assessing feasibility and effectiveness of the VR intervention for pain and distress.


2017 ◽  
Vol 6 (1) ◽  
Author(s):  
F. Adnan ◽  
B. Prasetyo ◽  
N. Nuriman

<p>Learning media is one of the important elements in the learning process. Technological development support makes learning media more varied. The approach of using digital technology as a learning media has a better and more effective impact than other approaches. In order to increase the students’ learning interest, it requires the support of an interesting learning media. The use of gaming applications as learning media can improve learning outcomes. The benefits of using the maximum application cannot be separated from the determination of application design. The Bana game aims to increase the ability of critical thinking of the junior high school students. The usability-testing analysis on the Bana game application is used in order to get the design reference as an educational game development. The game is used as an object of the analysis because it has the same characteristics and goals with the game application to be developed. Usability Testing is a method used to measure the ease of use of an application by users. The Usability Testing consists of learnability, efficiency, memorability, errors, and satisfaction. The results of the analysis obtained will be used as a reference for educational game applications that will be developed.</p>


Sign in / Sign up

Export Citation Format

Share Document