scholarly journals A Study of Telemedical Applications Based on User Experience

2015 ◽  
Vol 43 (1) ◽  
pp. 195-210
Author(s):  
Joanna Rybka ◽  
Małgorzata Plechawska-Wójcik ◽  
Tomasz Tokarek

Abstract The popularity of telemedical applications has been increasing noticeably in recent years. Easy access to a variety of software products makes contemporary users concentrate not only on functionalities but also on the design of the Graphical User Interface (GUI) – its usefulness, ease of use, and intuitiveness. The objective of this study was to evaluate the GUI quality of selected telemedical applications dedicated to depressed patients and doctors providing medical care for this group of patients. Another aim of the paper was to propose and check assessment criteria applied to the evaluation experiment. To achieve this objective, the case study was based on two methods: expert analysis and cognitive walkthrough. The expert analysis study was conducted on three groups of users: user experience specialists, patients, and clinicians. Although the expert analysis method is usually dedicated to GUI design specialists, in this study, we also applied it to patient and physician groups. The results showed that there were no statistical differences between assessments carried out by those three groups of users. Applied testing criteria were revised with Nielsen’s heuristics. The proposed criteria helped to uncover many usability problems in several different areas during user tests. Further studies might be performed in order to strengthen accuracy and for completion of the proposed expert analysis evaluation criteria. However, our results show that the criteria we used seem to be robust enough to apply to both expert and end-user evaluations. Furthermore, multiple evaluation based on two different methods presented with better results, allowing not only problem identification but also verification.

2021 ◽  
Vol 5 (GROUP) ◽  
pp. 1-24
Author(s):  
Jumana Almahmoud ◽  
Robert DeLine ◽  
Steven M. Drucker

Machine learning (ML) has become a crucial component in software products, either as part of the user experience or used internally by software teams. Prior studies have explored how ML is affecting development team roles beyond data scientists, including user experience designers, program managers, developers and operations engineers. However, there has been little investigation of how team members in different roles on the team communicate about ML, in particular about the quality of models. We use the general term quality to look beyond technical issues of model evaluation, such as accuracy and overfitting, to any issue affecting whether a model is suitable for use, including ethical, engineering, operations, and legal considerations. What challenges do teams face in discussing the quality of ML models? What work practices mitigate those challenges? To address these questions, we conducted a mixed-methods study at a large software company, first interviewing15 employees in a variety of roles, then surveying 168 employees to broaden our understanding. We found several challenges, including a mismatch between user-focused and model-focused notions of performance, misunderstandings about the capabilities and limitations of evolving ML technology, and difficulties in understanding concerns beyond one's own role. We found several mitigation strategies, including the use of demos during discussions to keep the team customer-focused.


2010 ◽  
Vol 1 (1) ◽  
pp. 68-99 ◽  
Author(s):  
Anne Koskinen ◽  
Jorma Jormakka

Abstract The paper presents a new concept, Usability Monitoring, and applies it for situational awareness applications in military Command, Control, Communication, Computers, Intelligence, Surveillance and Reconnaissance systems (C4ISR). Usability Monitoring means taking measurements of technical Quality of Service (QoS) parameters in end systems and comparing them to target values of reference cases. The concept differs from QoS monitoring in the goal and in the placement of measurement points: In QoS monitoring the goal is to verify that the network provides the promised service quality in the user system - network interface. QoS monitoring does not capture the actual end user experience, which is influenced also by the end system, and therefore it does not directly correspond to the service quality that a user sees. Usability Monitoring has exactly this goal. The Observe-Orient-Decide-Act-Loop (OODA) is a decision making concept that is widely used in the network-centric approach and it emphasizes fast decision making. The presented model for Usability Monitoring is based on the OODA-loop. It includes QoS measurements not only in the Act-phase, i.e., can the user perform the actions s/he wants or are there delays and losses that make the system less usable, but also in the Observe-phase, i.e., does the user get the information s/he subscribes to, and in the Orient-phase, i.e., does the user get confusing information and cannot orient, and also the Decide-phase, i.e. is the user able to make right decisions based on the previous steps. The measured technical QoS parameters are connected to user experience by Mean of Score (MOS) functions that are obtained by usability tests. A case study for partially evaluating the Usability Monitoring concept is from MNE5 MSA (Multinational Experimentation 5, Maritime Situational Awareness) Experimentation Event 3 that was conducted in partnership with the Navy Command Finland, Naval Warfare Centre of Sweden and NATO Allied Command Transformation (ACT) and the Singaporean Armed Forces (SAF) Future Systems Directorate. In the MNE5 MSA experimentation we were able to monitor end user experience, how the user sees the services and is able to work with the current tools and capabilities. In this article we describe how Usability Monitoring was addressed in the MNE5 MSA case study: meters for Usability Monitoring were selected and we investigated what aspects of usability affect the phases of the OODA-loop.


Author(s):  
Andreas Bayu Darmawan ◽  
Rino Ardhian Nugroho

Electronic Government (e-Government) has been implemented in Indonesia at both the central and regional levels, where Information and Communication Technology (ICT) is integrated with public services in order to increase effectiveness, efficiency, and transparency. Surakarta has succeeded in creating an application that operates online which can be used to access population administration services, namely Dukcapil application (Dukcapil dalam genggaman in Indonesian term). This application is designed to make it easier for some people of Surakarta who are still experiencing problems if they have to directly access population administration services, whether constrained in terms of time, energy, and cost. As part of population administration services and population information systems, user satisfaction is important for Dukcapil Dalam Genggaman because it is related to the quality of the services provided and the success of implementing the application. User satisfaction can be influenced by several factors. Therefore, this study will examine the factors that influence user satisfaction of Dukcapil Dalam Genggaman. These factors were adapted from a model for measuring the level of user satisfaction with information systems, namely End User Computing Satisfaction (EUCS), which measures satisfaction based on content, accuracy, format, ease of use, and timeliness. This study aims to determine the effect of these factors on user satisfaction of Dukcapil Dalam Genggaman. The questionnaire was distributed to users of Dukcapil Dalam Genggaman and successfully obtained a sample of 107 users. The data analysis used is multiple linear regression. It was found that content, accuracy, ease of use, and timeliness have a significant effect on user satisfaction of Dukcapil Dalam Genggaman. Meanwhile, the format does not have a effect on user satisfaction of Dukcapil Dalam Genggaman. Based on these findings, the Department of Population and Civil Registration of Surakarta is recommended to develop Dukcapil Dalam Genggaman by focusing on the factors that affect user satisfaction of the application.


Author(s):  
T. B. Larina

The development of e-learning, both in distance and mixed forms, becomes especially relevant in the modern educational process. A high-quality e-learning course is developed through the efforts of two parties: the teacher, who creates the methodological content, and the programmer, who creates the electronic shell of the course. The article substantiates the importance of quality issues in the development of a user interface for electronic educational resources, since the user of an electronic course deals with the direct implementation of educational material. The indicators for assessing the quality of software products in accordance with international and Russian standards and their applicability for assessing user interfaces of electronic educational resources are analyzed. The conclusion is made about the importance of the indicator “practicality” in relation to this type of software product as an indicator of an individual evaluation of the use of a product by a certain user or circle of users. The classical methods for assessing the quality of the human-machine interaction interface and the applicability of experimental and formal methods for assessing quality are considered. The analysis of modern approaches to the design of user interfaces based on UX/UI design is given. An assessment of the requirements and criteria for assessing the user interface from the standpoint of modern design is given. The tasks and features of the UX and UI components of the design process are analyzed. The essence of the modern term “usability” as an indicator of the interface evaluation is explained, and the qualitative evaluation criteria for this indicator are considered. The concept of UX testing is given, the main stages of this process are considered. The importance of taking into account the subjective psychological factors of interface perception is substantiated. The indicators for assessing the quality of user interfaces, based on the cognitive factors of its perception by a person, are analyzed.


Author(s):  
Sari Hakkarainen ◽  
Darijus Strasunskas ◽  
Lillian Hella ◽  
Stine Tuxen

Ontology is the core component in Semantic Web applications. The employment of an ontology building method affects the quality of ontology and the applicability of ontology language. A weighted classification approach for ontology building guidelines is presented in this chapter. The evaluation criteria are based on an existing classification scheme of a semiotic framework for evaluating the quality of conceptual models. A sample of Web-based ontology building method guidelines is evaluated in general and experimented with using data from a case study in particular. Directions for further refinement of ontology building methods are discussed.


2019 ◽  
Vol 292 ◽  
pp. 01065
Author(s):  
Sussy Bayona-Oré ◽  
Josselyn Chamilco ◽  
Dayvis Perez

Today more and more organizations are demanding quality software products. To cover this demand, companies that provide computer solutions focus on the quality of their processes to generate value in a competitive market. This article presents the case study of an educational institution that decides to use the best practices of CMMI to improve the areas of management processes of requirements, verification and validation. The results of the improvement process show that the practices were improved, the defects decreased and the customer satisfaction was improved.


Author(s):  
MAURIZIO MORISIO ◽  
IOANNIS STAMELOS ◽  
ALEXIS TSOUKIAS

Software entities (software products or processes) are characterized by many attributes, each one in its turn can be measured by one or more measures. In several cases the software entities have to be evaluated as a whole, thus raising the problem of aggregating measures to give an overall, single view on the software entity. This paper presents a method to aggregate measures, which works by comparing the product/process with predefined, ideal entities, or profiles. Profiles are defined starting from ranges of values on measures of attributes. The method is based on two main phases, namely definition of the evaluation model and application of the evaluation model. It is presented through a simplified case study that deals with evaluating the level of quality of an asset to decide whether to accept it in a reuse repository. A plausible way of how the method could be applied to process maturity assessment is also provided. The advantages of the method are that it allows using ordinal scales, while it deals explicitly with preferences expressed, implicitly or explicitly, by the evaluator.


2021 ◽  
Vol 26 (1) ◽  
pp. 22-30
Author(s):  
Oksana Ņikiforova ◽  
Vitaly Zabiniako ◽  
Jurijs Kornienko ◽  
Madara Gasparoviča-Asīte ◽  
Amanda Siliņa

Abstract Improving IS (Information System) end-user experience is one of the most important tasks in the analysis of end-users behaviour, evaluation and identification of its improvement potential. However, the application of Machine Learning methods for the UX (User Experience) usability and effic iency improvement is not widely researched. In the context of the usability analysis, the information about behaviour of end-users could be used as an input, while in the output data the focus should be made on non-trivial or difficult attention-grabbing events and scenarios. The goal of this paper is to identify which data potentially can serve as an input for Machine Learning methods (and accordingly graph theory, transformation methods, etc.), to define dependency between these data and desired output, which can help to apply Machine Learning / graph algorithms to user activity records.


2016 ◽  
Vol 2 (1) ◽  
pp. 1 ◽  
Author(s):  
Dwi Aryani

AbstractThis research is aimed to evaluate the quality of the English module used by students of SMA N 6 Yogyakarta. There were many problems such as mistype, inappropriate content or material, and so on which were found inside the book. Then, the module used by the students should be evaluated on the content to know whether the book met the criteria of good module or not. The research was about case study using content analysis as the method. It used textbook evaluation criteria from Cunningsworth which contained ten aspects of evaluation and compared with the criteria of evaluation from Hutchinson and Waters. The evaluation concerned on the content such as language content and skill, the organization and appearance of the book. The result from Cunningsworth checklist showed that the book got 74. 25% which considered as good book. While the result from Hutchinson and Waters showed 78. 57%. The aspect which got low percentage was vocabulary and reading material, while the rest were considered as good. From evaluation using two concepts from Cunningsworth which compared with the evaluation criteria by Hutchinson and Waters showed a little bit difference. The result showed differences in range 4. 32%.Keywords: module, content analysis, evaluation, and evaluation checklist


Comunicar ◽  
2020 ◽  
Vol 28 (62) ◽  
pp. 53-65
Author(s):  
Covadonga Rodrigo ◽  
Bernardo Tabuenca

E-Learning environments are enhancing both their functionalities and the quality of the resources provided, thus simplifying the creation of learning ecologies adapted for students with disabilities. The number of students with disabilities enrolled in online courses is so small, and their impairments are so specific that it becomes difficult to quantify and identify which specific actions should be taken to support them. This work contributes to scientific literature with two key aspects: 1) It identifies which barriers these students encounter, and which tools they use to create learning ecologies adapted to their impairments; 2) It also presents the results from a case study in which 161 students with recognised disabilities evaluate the efficiency and ease of use of an online learning environment in higher education studies. The work presented in this paper highlights the need to provide multimedia elements with subtitles, text transcriptions, and the option to be downloadable and editable so that the student can adapt them to their needs and learning style. Los entornos de aprendizaje en línea están mejorando sus funcionalidades y la calidad de los recursos, facilitando que estudiantes con discapacidad puedan crear y adaptar sus propias ecologías de aprendizaje. Normalmente, el número de estudiantes con discapacidad matriculados es tan residual y sus discapacidades tan particulares, que resulta difícil identificar y cuantificar qué medidas de asistencia son relevantes para este colectivo en general. El objetivo de este trabajo es hacer entender cómo aprenden los estudiantes en entornos en línea dependiendo de su discapacidad y de las características del entorno. Consistentemente, se definen cinco ecologías de aprendizaje que son más frecuentes. Este trabajo contribuye a la literatura científica en dos aspectos fundamentales: 1) identificar qué barreras se encuentran, qué herramientas de apoyo utilizan los estudiantes online con discapacidad y cómo las combinan para formar ecologías de aprendizaje adaptadas a discapacidades específicas; 2) presentar los resultados en los que 161 estudiantes con discapacidad reconocida evalúan la eficiencia y facilidad de uso de un entorno de aprendizaje online en el ámbito universitario. Se resalta la necesidad de proveer elementos multimedia con subtítulos, transcripciones de texto, y la opción de que sean descargables y editables para que el estudiante pueda adaptarlos a sus necesidades y estilo de aprendizaje.


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