scholarly journals New Checklist for the Heuristic Evaluation of mHealth Apps (HE4EH): Development and Usability Study (Preprint)

2020 ◽  
Author(s):  
Kamran Khowaja ◽  
Dena Al-Thani

BACKGROUND Diabetes is one of the leading causes of death in developing countries. Existing mobile health (mHealth) app design guidelines lack a description of the support of continuous self-monitoring of health status, behavior change to improve and adopt a healthy lifestyle, and communication with health educators and health care professionals in case of any need. OBJECTIVE This paper presents the development of a specialized set of heuristics called heuristic evaluation for mHealth apps (HE4EH) as an all-in-one tool and its applicability by performing a heuristic evaluation of an mHealth app. METHODS An extensive review of heuristics and checklists was used to develop the HE4EH. The HE4EH was evaluated by domain experts for heuristics, checklist items, severity ratings, and overall satisfaction. The OneTouch app, which helps individuals with diabetes manage their blood glucose levels, was evaluated using HE4EH to identify usability problems that need to be fixed in the app. RESULTS The expert evaluation of HE4EH revealed that the heuristics were important, relevant, and clear. The checklist items across the heuristics were clear, relevant, and acceptably grouped. In terms of evaluating the OneTouch app using the HE4EH, the most frequently violated heuristics included Content, Visibility, Match, and Self-monitoring. Most of the usability problems found were minor. The system usability scale score indicated that the OneTouch app is marginally acceptable. CONCLUSIONS This heuristic evaluation using the OneTouch app shows that the HE4EH can play a vital role for designers, researchers, and practitioners to use HE4EH heuristics and checklist items as a tool to design a new or evaluate and improve an existing mHealth app.

10.2196/20353 ◽  
2020 ◽  
Vol 8 (10) ◽  
pp. e20353
Author(s):  
Kamran Khowaja ◽  
Dena Al-Thani

Background Diabetes is one of the leading causes of death in developing countries. Existing mobile health (mHealth) app design guidelines lack a description of the support of continuous self-monitoring of health status, behavior change to improve and adopt a healthy lifestyle, and communication with health educators and health care professionals in case of any need. Objective This paper presents the development of a specialized set of heuristics called heuristic evaluation for mHealth apps (HE4EH) as an all-in-one tool and its applicability by performing a heuristic evaluation of an mHealth app. Methods An extensive review of heuristics and checklists was used to develop the HE4EH. The HE4EH was evaluated by domain experts for heuristics, checklist items, severity ratings, and overall satisfaction. The OneTouch app, which helps individuals with diabetes manage their blood glucose levels, was evaluated using HE4EH to identify usability problems that need to be fixed in the app. Results The expert evaluation of HE4EH revealed that the heuristics were important, relevant, and clear. The checklist items across the heuristics were clear, relevant, and acceptably grouped. In terms of evaluating the OneTouch app using the HE4EH, the most frequently violated heuristics included Content, Visibility, Match, and Self-monitoring. Most of the usability problems found were minor. The system usability scale score indicated that the OneTouch app is marginally acceptable. Conclusions This heuristic evaluation using the OneTouch app shows that the HE4EH can play a vital role for designers, researchers, and practitioners to use HE4EH heuristics and checklist items as a tool to design a new or evaluate and improve an existing mHealth app.


2020 ◽  
Vol 15 (1) ◽  
pp. 11
Author(s):  
Astrid Wahyu Adventri Wibowo

Internet banking atau mobile banking adalah salah satu bentuk aplikasi yang berbasis internet yang dapat digunakan sebagai pintu gerbang menuju dunia perbankan masa depan. Dalam memberikan layanan, pihak bank tidak ingin mengecewakan nasabahnya karena aplikasi internet banking yang sulit digunakan sehingga mengakibatkan nasabah gagal dalam mencari informasi atau gagal melakukan aktivitas perbankan. Melihat pentingnya usabilitas sebuah aplikasi, maka dilakukan penelitian terhadap aplikasi Mandiri Online untuk mengetahui kelayakan dari aplikasi tersebut, mengidentifikasi permasalahan usabilitas, serta menyusun rekomendasi perbaikan. Aplikasi tersebut diuji menggunakan System Usability Scale (SUS) dan pendekatan heuristic evaluation dengan responden sebanyak 40 orang untuk metode SUS dan 5 evaluator dengan kriteria single-expert untuk pendekatan heuristic evaluation. Hasil pengujian aplikasi Mandiri Online dengan instrumen SUS adalah sebesar 79,6 yang berarti aplikasi Mandiri Online dinyatakan dapat diterima (acceptable), termasuk dalam grade B dengan rating good. Dari penelitian ini juga diketahui bahwa terdapat beberapa permasalahan usabilitas mayor yang harus segera diperbaiki dan harus diberi prioritas tinggi. Dalam menyelesaikan permasalahan tersebut membutuhkan beberapa usaha, seperti  menambahkan fitur search untuk mencari nama bank, membuat pengelompokkan instansi pada menu multipayment, membuat atau menambahkan panduan penggunaan atau flowchart penggunaan Mandiri Online, dan menambahkan fitur help pada Mandiri Online. Abstract[Title: Usability Analysis of Mandiri Online Apllication] Internet banking or mobile banking is a form of internet-based application that can be used as a gateway to the future of banking. In providing services, banks won’t to let down their customers because of internet banking applications are difficult to use, resulting in failure to find information or fail to conduct banking activities. Seeing the importance of application usability, a study of Mandiri Online application was conducted to find out the appropriatness of the application, identify usability issues, and construct recommendations for application improvement. This application was tested using the System Usability Scale (SUS) and heuristic evaluation approach with 40 respondents for the SUS and 5 evaluators with single-expert criteria for the heuristic evaluation. The result of testing the Mandiri Online application with the SUS instrument amounted to 79,6 which means this application was declared acceptable, included in grade B, and with a good rating. From this study it is also known that there are some major usability problems that must be corrected immediately and must be given high priority. In solving these problems requires several efforts, such as adding search feature to search the bank’s name, creating agency groups on multipayment menu, creating or adding usage guidelines or flowcharts for using Mandiri Online, and adding help feature to Mandiri Online.Keywords: Heuristic Evaluation; System Usability Scale; Usability


2017 ◽  
Author(s):  
Guido Giunti ◽  
Vasiliki Mylonopoulou ◽  
Octavio Rivera Romero

BACKGROUND Multiple sclerosis (MS) is one of the world’s most common neurologic disorders. Fatigue is one of most common symptoms that persons with MS experience, having significant impact on their quality of life and limiting their activity levels. Self-management strategies are used to support them in the care of their health. Mobile health (mHealth) solutions are a way to offer persons with chronic conditions tools to successfully manage their symptoms and problems. Gamification is a current trend among mHealth apps used to create engaging user experiences and is suggested to be effective for behavioral change. To be effective, mHealth solutions need to be designed to specifically meet the intended audience needs. User-centered design (UCD) is a design philosophy that proposes placing end users’ needs and characteristics in the center of design and development, involving users early in the different phases of the software life cycle. There is a current gap in mHealth apps for persons with MS, which presents an interesting area to explore. OBJECTIVE The purpose of this study was to describe the design and evaluation process of a gamified mHealth solution for behavioral change in persons with MS using UCD. METHODS Building on previous work of our team where we identified needs, barriers, and facilitators for mHealth apps for persons with MS, we followed UCD to design and evaluate a mobile app prototype aimed to help persons with MS self-manage their fatigue. Design decisions were evidence-driven and guided by behavioral change models (BCM). Usability was assessed through inspection methods using Nielsen’s heuristic evaluation. RESULTS The mHealth solution More Stamina was designed. It is a task organization tool designed to help persons with MS manage their energy to minimize the impact of fatigue in their day-to-day life. The tool acts as a to-do list where users can input tasks in a simple manner and assign Stamina Credits, a representation of perceived effort, to the task to help energy management and energy profiling. The app also features personalization and positive feedback. The design process gave way to relevant lessons to the design of a gamified behavioral change mHealth app such as the importance of metaphors in concept design, negotiate requirements with the BCM constructs, and tailoring of gamified experiences among others. Several usability problems were discovered during heuristic evaluation and guided the iterative design of our solution. CONCLUSIONS In this paper, we designed an app targeted for helping persons with MS in their fatigue management needs. We illustrate how UCD can help in designing mHealth apps and the benefits and challenges that designers might face when using this approach. This paper provides insight into the design process of gamified behavioral change mHealth apps and the negotiation process implied in it.


Author(s):  
Mohammed Saleh D. Albalawi ◽  
Zainab Ali H. Alamer ◽  
Fatimah Sameer H. Alkhars ◽  
Bayan Salman A. Alshuhayb ◽  
Alzahraa Jawad A. Alqasim ◽  
...  

Self-monitoring of blood glucose (SMBG) is a valuable technique for diabetes mellitus treatment. Patients with diabetes frequently monitor their blood glucose levels in order to identify hypoglycemia and modify their insulin dosage as necessary. In many large-scale outcome studies, self-monitoring of blood glucose (SMBG) in the management of diabetes plays a vital role, contributing significantly to the outcomes. It is recommended that the patient keep track of their SMBG readings in a log book. For interpreting the SMBG findings, information regarding food intake, medication, and activity may be useful. An explanation of the practical components of the process is required to assess a patient's grasp of SMBG knowledge. For SMBG lancing treatments to be effective, the patient must have a thorough understanding of the stages involved. With many studies suggesting the benefits of SMBG other studies say that SMBG has little clinical effectiveness in improving glycemic control in patients with T2DM who are taking oral medications or eating a low-carbohydrate diet alone, and is thus unlikely to be cost-effective. However, if patients have the ability to modify their treatment dosage then it can be much more effective. In this review we will be looking at the SMBG techniques, outcomes and the relationship with glucose management.


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>


2021 ◽  
Vol 5 (2) ◽  
pp. 25-35
Author(s):  
Hafiz Abid Mahmood Malik ◽  
Abdulhafeez Muhammad ◽  
Usama Sajid

Usability is a key factor in the quality of the product, which includes ease of use, user satisfaction and the ability of the user to quickly understand the product without practice. As smartphone usage increases, most organizations have shifted their services to mobile applications, such as m-banking. Most of the people uses banking services but hesitate to use m-banking due to complex interfaces. Usability researchers concentrate on the value of design simplicity so that users can perform a particular task with satisfaction, efficiency, and effectiveness. If a mobile app lacks one of these usability features, users may get confused while using the app. This research examines the key usability issues in existing m-banking after checking the usability satisfaction level through System Usability Scale. To compare and highlight a number of usability issues, the researcher used two types of usability evaluation method 'User Testing' and 'Heuristic Evaluation'. In heuristic evaluation expert users used two M-banking apps i.e. Bank of Punjab (BOP) and MCB Islamic Bank (MIB) to evaluate them against Neilson 10 heuristics and extract the usability issues in apps. The user testing is then performed by novice users which includes tasks (translated from extracted problems by heuristic evaluation). After completion on whole testing users filled the post-test SUS’s questionnaire. The result shows that the overall success rate of the tasks was 83%, SUS score was 77 and overall relative time-based efficiency very 54.2%. The expert evaluators found 83% minor errors and 17% major errors. The finding of this paper shows  usability problems and recommendations are provided to increase the usability of mobile banking applications at the end of this paper.


2018 ◽  
Vol 09 (03) ◽  
pp. 714-724 ◽  
Author(s):  
Patrice Tremoulet ◽  
Ramya Krishnan ◽  
Dean Karavite ◽  
Naveen Muthu ◽  
Susan Regli ◽  
...  

Background Outpatient providers often do not receive discharge summaries from acute care providers prior to follow-up visits. These outpatient providers may use the after-visit summaries (AVS) that are given to patients to obtain clinical information. It is unclear how effectively AVS support care coordination between clinicians. Objectives Goals for this effort include: (1) developing usability heuristics that may be applied both for assessment and to guide generation of medical documents in general, (2) conducting a heuristic evaluation to assess the use of AVS for communication between clinicians, and (3) providing recommendations for generating AVS that effectively support both patient/caregiver use and care coordination. Methods We created a 17-item heuristic evaluation instrument for assessing usability of medical documents. Eight experts used the instrument to assess each of four simulated AVS. The simulations were created using examples from two hospitals and two pediatric patient cases developed by the National Institute of Standards and Technology. Results Experts identified 224 unique usability problems ranging in severity from mild to catastrophic. Content issues (e.g., missing medical history, marital status of a 2-year-old) were rated as most severe, but widespread formatting and structural problems (e.g., inconsistent indentation, fonts, and headings; confusing ordering of information) were so distracting that they significantly reduced readers' ability to efficiently use the documents. Overall, issues in the AVS from Hospital 2 were more severe than those in the AVS from Hospital 1. Conclusion The new instrument allowed for quick, inexpensive evaluations of AVS. Usability issues such as unnecessary information, poor organization, missing information, and inconsistent formatting make it hard for patients, caregivers, and clinicians to use the AVS. The heuristics in the new instrument may be used as guidance to adapt electronic health record systems so that they generate more useful and usable medical documents.


2018 ◽  
Author(s):  
Leming Zhou ◽  
Jie Bao ◽  
I Made Agus Setiawan ◽  
Andi Saptono ◽  
Bambang Parmanto

BACKGROUND After a mobile health (mHealth) app is created, an important step is to evaluate the usability of the app before it is released to the public. There are multiple ways of conducting a usability study, one of which is collecting target users’ feedback with a usability questionnaire. Different groups have used different questionnaires for mHealth app usability evaluation: The commonly used questionnaires are the System Usability Scale (SUS) and Post-Study System Usability Questionnaire (PSSUQ). However, the SUS and PSSUQ were not designed to evaluate the usability of mHealth apps. Self-written questionnaires are also commonly used for evaluation of mHealth app usability but they have not been validated. OBJECTIVE The goal of this project was to develop and validate a new mHealth app usability questionnaire. METHODS An mHealth app usability questionnaire (MAUQ) was designed by the research team based on a number of existing questionnaires used in previous mobile app usability studies, especially the well-validated questionnaires. MAUQ, SUS, and PSSUQ were then used to evaluate the usability of two mHealth apps: an interactive mHealth app and a standalone mHealth app. The reliability and validity of the new questionnaire were evaluated. The correlation coefficients among MAUQ, SUS, and PSSUQ were calculated. RESULTS In this study, 128 study participants provided responses to the questionnaire statements. Psychometric analysis indicated that the MAUQ has three subscales and their internal consistency reliability is high. The relevant subscales correlated well with the subscales of the PSSUQ. The overall scale also strongly correlated with the PSSUQ and SUS. Four versions of the MAUQ were created in relation to the type of app (interactive or standalone) and target user of the app (patient or provider). A website has been created to make it convenient for mHealth app developers to use this new questionnaire in order to assess the usability of their mHealth apps. CONCLUSIONS The newly created mHealth app usability questionnaire—MAUQ—has the reliability and validity required to assess mHealth app usability.


Author(s):  
Nadezhda Kalinina

Diabetes mellitus (DM) has become a global and national menace. The number of patients with diabetes in the Russian Federation tallied roughly 5.1 million, according to the incidence of outpatient visits in 2020 [1]. “Do-it-yourself” regular measurements of blood glucose levels (self-monitoring) are one of the most important components in achieving the therapy goals for patients with diabetes and preventing severe vascular complications. Now that the technologies have caught on, new “smart” glucometers appeared, which enable remote control and significantly expand opportunities of DM monitoring due to free mobile application integration.


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