scholarly journals Early Development and Design of Crowdsourcing Agriculture Mobile Application for Lambsquarters

2020 ◽  
Vol 23 (2) ◽  
Author(s):  
Brianna Posadas ◽  
Mamatha Hanumappa ◽  
Juan Gilbert

As big data has become increasingly necessary in modern farming techniques, the dependence on high quality and quantity of ground truth data has risen. Collecting ground truth data is one of the most labor-intensive aspects of the research process. A crowdsourcing platform application to aid lay people in completing ground truth data can improve the quality and quantity of data for growers and agricultural researchers. In this study, a user-centered design process was used to develop a prototype of a mobile application which will teach people how to classify certain characteristics of lambsquarters in the District of Columbia. Focus group results demonstrated that the greatest motivation for the participants was having opportunities to develop their skills and access to educational resources. From the focus groups, design personas were created and wireframe prototypes were produced. The prototypes were evaluated by users using the System Usability Scale and qualitative feedback. The design received an average score of 75.95, which indicates an acceptable design. From the feedback of the users, improvements to the design were made in the mobile application development of the system.

Agronomy ◽  
2021 ◽  
Vol 11 (10) ◽  
pp. 1951
Author(s):  
Brianna B. Posadas ◽  
Mamatha Hanumappa ◽  
Kim Niewolny ◽  
Juan E. Gilbert

Precision agriculture is highly dependent on the collection of high quality ground truth data to validate the algorithms used in prescription maps. However, the process of collecting ground truth data is labor-intensive and costly. One solution to increasing the collection of ground truth data is by recruiting citizen scientists through a crowdsourcing platform. In this study, a crowdsourcing platform application was built using a human-centered design process. The primary goals were to gauge users’ perceptions of the platform, evaluate how well the system satisfies their needs, and observe whether the classification rate of lambsquarters by the users would match that of an expert. Previous work demonstrated a need for ground truth data on lambsquarters in the D.C., Maryland, Virginia (DMV) area. Previous social interviews revealed users who would want a citizen science platform to expand their skills and give them access to educational resources. Using a human-centered design protocol, design iterations of a mobile application were created in Kinvey Studio. The application, Mission LQ, taught people how to classify certain characteristics of lambsquarters in the DMV and allowed them to submit ground truth data. The final design of Mission LQ received a median system usability scale (SUS) score of 80.13, which indicates a good design. The classification rate of lambsquarters was 72%, which is comparable to expert classification. This demonstrates that a crowdsourcing mobile application can be used to collect high quality ground truth data for use in precision agriculture.


2020 ◽  
Vol 9 (3) ◽  
pp. 1276-1283
Author(s):  
N. Illias ◽  
N. H. Abdul Hamid ◽  
Z. A. Shaffiei

Managing the complaint is tough to handle, efficient response to the complaints from the customer can be an indicator to measure an organization’s performance. We’ve chosen Politeknik Nilai as one of the institutions that are facing daily complaints from the students and parents. Currently, they are using the manual form to lodge a complaint and receive the feedback via email. In this study, we developed an android based mobile application to manage the students’ complaint. With mobile apps, the management can prevent the loss of complaint forms and keep track of the records. This system will send feedback and notification directly via students’ mobile phone. This study referred to the ten principles for effective complaint handling by Ombudsman. We only referred to eight principles to construct the PNSCares. The methodology used to develop mobile apps is using the Mobile Application Development Life Cycle (MADLC). System Usability Scale (SUS) is used to measure the effectiveness of the mobile apps. The feedbacks from ten respondents on the PNSCares prototype are good with 72 scores in SUS for perceived usefulness and ease of use factor. Based on the result, the prototype is effective and easy to use.


2019 ◽  
Vol 28 ◽  
Author(s):  
Linda Nice Gama ◽  
Cláudia Mara de Melo Tavares

ABSTRACT Objective: to develop a multi-platform mobile application for the prevention of musculoskeletal risk factors related to nursing work in a hospital unit and to evaluate the usability criteria with nurses and computer professionals. Method: technological production study for the development of a mobile application, following the phases of software engineering: analysis of requirements, design and specification, construction, internal tests, maintenance and external evaluation. The product was evaluated for usability by nurses from public hospital units in the city of Rio de Janeiro (Brazil). The System Usability Scale instrument was used for the evaluation of the nurses and the instrument of heuristics of compliance of digital interfaces was used with the informational technology professionals. The application development period lasted from November 2017 to March 2018 and the usability assessment from March to May 2018. Results: the evaluation data showed that the application shows agreement and compliance with the principles of usability in the criteria of effectiveness, efficiency and user satisfaction, however, the evaluators suggest that the application's functionalities should be simplified. Conclusion: the application was designed as a care strategy for the nursing professional, considering the musculoskeletal risks which they are exposed to in their professional activities. The development and evaluation methods were satisfactory and the proposed objectives were achieved.


2020 ◽  
Vol 36 (12) ◽  
pp. 3863-3870
Author(s):  
Mischa Schwendy ◽  
Ronald E Unger ◽  
Sapun H Parekh

Abstract Motivation Deep learning use for quantitative image analysis is exponentially increasing. However, training accurate, widely deployable deep learning algorithms requires a plethora of annotated (ground truth) data. Image collections must contain not only thousands of images to provide sufficient example objects (i.e. cells), but also contain an adequate degree of image heterogeneity. Results We present a new dataset, EVICAN—Expert visual cell annotation, comprising partially annotated grayscale images of 30 different cell lines from multiple microscopes, contrast mechanisms and magnifications that is readily usable as training data for computer vision applications. With 4600 images and ∼26 000 segmented cells, our collection offers an unparalleled heterogeneous training dataset for cell biology deep learning application development. Availability and implementation The dataset is freely available (https://edmond.mpdl.mpg.de/imeji/collection/l45s16atmi6Aa4sI?q=). Using a Mask R-CNN implementation, we demonstrate automated segmentation of cells and nuclei from brightfield images with a mean average precision of 61.6 % at a Jaccard Index above 0.5.


2019 ◽  
Vol 1 (3) ◽  
pp. 206-212
Author(s):  
Ade Saputra

Assessment Test is one of the routine agenda that is carried out every semester change. This test is conducted to see the development of students in learning activities. Currently SMK 5 Kota Tangerang already uses a mobile application using the PENTAS application in answering the exam questions. But this application needs to be done to understand applications that can be used properly, or vice versa. This study uses the System Usability Scale (SUS) method to measure the use of this application for use. This SUS method has 10 questions that will be answered by respondents who are directly involved in using the PENTAS application. The average score obtained by the System Use Scale method is 46.00. These results fall into the Unacceptable category, so this PENTAS application is not good for use.


2019 ◽  
Vol 6 (1) ◽  
pp. 25-34
Author(s):  
Herika Hayurani ◽  
Hamnah Hamnah ◽  
Ummi Azizah Rachmawati ◽  
Elan Suherlan

Technology Development in the health sector is one of the main targets in mobile application development today. Sharing knowledge and experience among health workers are challenging to implement because of the lack of a place to exchange their ideas. Based on this background, we built a HelloCare application on the Android platform as an application of knowledge management for health workers. Testing of the application using the System Usability Scale (SUS) to 30 respondents consisting of nurses and physicians, the result of effectiveness is 80.88% as for satisfaction is 96.16%. We also test the application using knowledge management functions and get the average result at score 3.33871 of 5. It means that the HelloCare application is good enough to support knowledge management in the health area. Keywords: knowledge management, mobile application, health workers


2020 ◽  
Vol 7 (3) ◽  
pp. 607
Author(s):  
Usman Ependi ◽  
Febriyanti Panjaitan ◽  
Firamon Syakti

<p class="Abstrak">Sektor pariwisata adalah komponen penting bagi sebuah negara dalam meningkatkan pendapatan negara. Dalam mengelolah sektor pariwisata salah satu faktor penting adalah penyediaan informasi terutama petunjuk perjalanan wisata terutama tujuan wisata dan hal yang terkaitan dengannya. Di Indonesia terutama di Provinsi Sumatra Selatan berbagai upaya telah dilakukan pemerintah dalam menyediakan informasi pariwisata diantaranya melalui iklan, koran dan televisi. Namun penggunaan media tersebut belum cukup efektif yang dibebabkan tidak dapat diakses langsung <em>(real time)</em> oleh wisatawan. Selain itu, media ini memiliki keterbatasan dalam menjangkau wisatawan karena kegiatan pariwisata yang dilakukan wisatawan. Untuk itu didalam penelitian ini dilakukan pengembangan aplikasi mobile yang dikhususkan untuk penyediaan informasi wisata yang ada di Provinsi Sumatra Selatan. Proses pengembangan aplikasi <em>mobile</em> yang digunakan adalah Mobile D, dengan tahapan <em>explore, initialize, productionize, stabilize, system test </em>dan<em> fix</em><em>.</em> Informasi yang tersedia didalam aplikasi ini terdiri dari tujuan wisata dan hal yang terkaitan dengannya. Dengan demikian wisatawan dapat dengan mudah mencari informasi berkaitan dengan tujuan wisata dan yang terkait dengan pariwisata yang ada di Provinsi Sumatra Selatan yang dibuktikan dengan hasil pengujian dengan istrumen <em>heuristic evaluation</em> yang mendapatkan nilai rerata 0.2 dan <em>system usability scale</em> mendapatkan nilai rerata 84.75. Nilai pengujian menunjukkan bawah aplikasi <em>mobile</em> yang dihasilkan tidak memiliki masalah <em>usability</em> dan dapat diterima oleh pengguna. Sesuai kondisi tersebut diharapkan wisatawan dapat dengan mudah dalam mencari informasi tentang parwisata dan hal terkait dengannya melalui perangkat <em>smartphone</em> yang mereka miliki.</p><p><em><strong>Abstract</strong></em></p><p class="Abstract"><em>The tourism sector is an important component for a country to increase its income. In managing the tourism sector, an important factor is to provide information on travel guides that include tourism destinations and matters related to travel. In Indonesia, especially in the South Sumatra Province, various efforts have been made to provide information to travelers, such as through advertising, pamphlets, newspapers, and television. However, these media are not effective because travelers cannot access them in real-time. Besides, these media have limitations in reaching tourists due to tourism activities. For this reason, in the research presented in this paper, the development of the mobile application as a tourism information media in the South Sumatra Province was carried out. The process of developing a mobile application used is Mobile D, with stages of exploring, initialize, production, stabilize, system test, and fix. The information available in this application consists of tourism destinations and matters related to travel. Therefore, travelers can easily search for a tourism destination and everything related to tourism, especially in South Sumatra Province based on testing results using heuristic evaluation that got average score 0.2 and using system usability scale that got average score 84.75. From the testing result of mobile application, the mobile application does not have usability problems and can be accepted by the user. According to these conditions, travelers are expected to easily find information about tourism and related matters through their smartphone devices.</em></p><p><em> </em></p>


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S389-S389
Author(s):  
Lenora Smith

Abstract Dementia is progressive, which causes a debility in activities of daily living, leading to bedridden and uncommunicative individuals. Evidence has shown that physical activity may protect the brain from memory impairment. Based on a previous study we conducted using consumer-based applications with people with mild cognitive impairment, we developed a mobile application called the mPACT app (mobile physical activity and cognitive training). The System Usability Scale and Usability Test Observation Coding Form were used to capture usability and verbal/nonverbal behaviors respectfully of 5 participants. Results noted an above average score for usability, with a mean score of 72.5. Observations noted that almost all participants were smiling and enjoying most of the games within the app; some had difficulty with a couple of the games. Overall, there was a positive response to the mPACT app, revisions have been made, and next steps include another beta test with people with MCI.


PLoS ONE ◽  
2021 ◽  
Vol 16 (9) ◽  
pp. e0257035
Author(s):  
Noor Akmal Muhamat ◽  
Ruhaya Hasan ◽  
Norkhafizah Saddki ◽  
Muhammad Rafie Mohd Arshad ◽  
Mokhtarrudin Ahmad

In several nations, caries in pre-school children remain a significant oral health issue. In an outbreak period such as the Coronavirus disease 2019 (COVID-19), remote contact and education aimed at the prevention of oral diseases and the preservation of children’s oral health are more relevant than ever. Currently, the amount of published applications is far higher than the published scientific studies while the problems of usability remains vulnerable. The goal of this paper was to comprehensively document the phase of development and usability testing of a mobile application for diet and oral health, namely Gigiku Sihat, which was primarily intended to be used by parents and guardians of pre-school children. The mobile application was developed using the System Development Life Cycle principle. Apart from searching for the available oral health application on Android platform, the initial requirement gathering process consisted of situational analysis, concept generation, content development, and features and functional requirement determination. The mobile application design and implementation evolved at each phase before being finalised. Gigiku Sihat was successfully developed in the Bahasa Malaysia. Finalised Gigiku Sihat was installed on mobile devices to determine the usability using translated and validated System Usability Scale questionnaire namely Skala Kebolehgunaan Aplikasi Mudah Alih (SKAMA). The mean score usability with score of 68 and above was deemed to have good usability. This study found that Gigiku Sihat mean (SD) usability score was 77.0 (14.18). The results were promising as they showed that Gigiku Sihat had a good usability. Thus, the development of this mobile application focusing on diet and oral health served as a new source of oral health education and provided a necessary foundation in developing future improved mobile application development for parents in the prevention of early childhood caries.


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