Moderator and observer experiences and decision-making: Remote usability testing of a web-based empathy training portal (Preprint)

2021 ◽  
Author(s):  
Michelle Lobchuk ◽  
Prachotan Reddy Bathi ◽  
Adedotun Ademeyo ◽  
Aislinn Livingston

BACKGROUND COVID 2019 restrictions severely curtailed empirical endeavors that involved in-person human interaction. The pandemic also stimulated our team to embrace technology in a two-fold manner. First, we created novel technology to help us to overcome pandemic restrictions in teaching empathic communication in the traditional classroom. A web-based training portal was created for users to learn empathy in an accessible, compelling, self-directed, and interactive online environment. Second, we harnessed technology to engage in remote usability testing and data collection with prospective users of our training portal. In developing our protocol, we discovered gaps in the literature on moderator and silent observer roles and experiences in conducting remote usability testing. OBJECTIVE The aim of this paper is to share our remote moderator and silent observer experiences and their use of certain tools to capture user feedback and experiences with the app. METHODS The larger-scale project employed a quantitative and think-aloud qualitative problem-discovery usability study design. Three trained research assistants collected and utilized user feedback from eight users who were asked to complete tasks in three sessions. Each research assistant had assigned roles and were asked to qualitatively describe their roles, experiences and reactions to the usability testing protocol, and suggestions for improved techniques and strategies for conducting remote usability testing. RESULTS Major results are described in relation to the research assistant experiences with the study protocol followed by recommendations for the design of future remote testing activities as well as evidence-informed training materials for usability project personnel. CONCLUSIONS Our findings highlighted that as we move towards greater remote usability testing, we also need more comprehensive understanding of human-computer interaction and its impact on usability testing outcomes. Our team realized that accessible comprehensive web-conferencing platform to conduct remote sessions is not sufficient. Lead moderator and silent observers offered their insights and recommendations for the ongoing creation and testing of training materials for their respective roles with a focus on: online interpersonal communication skills, conducting user testing protocols, troubleshooting technology and test user issues, proficiency in web-conferencing plus behavior analysis and feedback technologies, and time management. CLINICALTRIAL None.

Author(s):  
Hewawasam Puwakpitiyage C. A. ◽  
Paramesura Rao V. R. ◽  
Muhammad Azizi M. S. A. ◽  
Tee W. J. ◽  
Murugesan R. K. ◽  
...  

<p class="Abstract">Hallway testing, Remote Usability testing, Expert review, Automated expert review and A/B testing are the methods commonly used for Usability testing. However, there is no reliable system that integrates Brain Computer Interface (BCI) into the testing process with focus given towards user emotion analysis using electroencephalography (EEG) signals. This paper proposes a system that would be able to identify user emotions while they are conducting usability tests and the results would be able to increase the accuracy of the usability test. In the proposed system the results of the usability test would be displayed in real time on a dashboard and a summary report can be generated for distribution.</p>


Author(s):  
Hewawasam Puwakpitiyage Chamode Anjana ◽  
Paramesura Rao Vegnish Rao ◽  
Muhammad Azizi Muhammad Syahir Amali bin ◽  
Tee Wee Jing ◽  
Murugesan Raja Kumar ◽  
...  

<strong>Hallway testing, Remote Usability testing, Expert review, Automated expert review and A/B testing are the methods commonly used for Usability testing. However, there is no reliable system that integrates Brain Computer Interface (BCI) into the testing process with focus given towards user emotion analysis using electroencephalography (EEG) signals. This paper proposes a system that would be able to identify user emotions while they are conducting usability tests and the results would be able to increase the accuracy of the usability test. In the proposed system the results of the usability test would be displayed in real time on a dashboard and a summary report can be generated for distribution. </strong>


2019 ◽  
Author(s):  
Folarin Omoniyi Babatunde ◽  
Joy MacDermid ◽  
Ruby Grewal ◽  
Luciana Macedo ◽  
Mike Szekeres

BACKGROUND Ineffective coping has been linked to prolonged pain, distress, anxiety, and depression after a hand and upper limb injury. Evidence shows that interventions based on cognitive behavioral therapy (CBT) may be effective in improving treatment outcomes, but traditional psychological interventions are resource intensive and unrealistic in busy hand therapy practices. Developing web-based, evidence-based psychological interventions specifically for hand therapy may be feasible in clinical practice and at home with reduced training and travel costs. Hand Therapy Online Coping Skills (HOCOS) is a program developed to supplement traditional hand therapy with therapist-assisted coping skills training based on principles from CBT and the Technology Acceptance Model. OBJECTIVE This study aimed to describe the development and assess the usability of HOCOS to support hand therapists in the management of psychosocial problems. METHODS The ADDIE model (Analysis, Design, Development, Implementation, and Evaluation) of system design was applied to create HOCOS. The usability testing of HOCOS involved a 2-stage process. In the first step, heuristic testing with information and communications technology (ICT) experts was completed using two sets of heuristics: Monkman heuristics and the Health Literacy Online (HLO) checklist. The second step involved user testing with hand therapists performing a series of online and face-to-face activities, completing 12 tasks on the website using the think-aloud protocol, completing the system usability scale (SUS) questionnaire, and a semistructured feedback interview in 2 iterative cycles. Descriptive statistics and content analyses were used to organize the data. RESULTS In total, 4 ICT experts and 12 therapists completed usability testing. The heuristic evaluation revealed 15 of 35 violations on the HLO checklist and 5 of 11 violations on the Monkman heuristics. Initially, hand therapists found 5 tasks to be difficult but were able to complete all 12 tasks after the second cycle of testing. The cognitive interview findings were organized into 6 themes: task performance, navigation, design esthetics, content, functionality and features, and desire for future use. Usability issues identified were addressed in two iterative cycles. There was good agreement on all items of the SUS. Overall, therapists found that HOCOS was a detailed and helpful learning resource for therapists and patients. CONCLUSIONS We describe the development and usability testing of HOCOS; a new web-based psychosocial intervention for individuals with a hand and upper limb injuries. HOCOS targets psychosocial problems linked to prolonged pain and disability by increasing access to therapist-guided coping skills training. We actively involved target users in the development and usability evaluation of the website. The final website was modified to meet the needs and preferences of the participants.


2010 ◽  
Vol 2010 ◽  
pp. 1-12 ◽  
Author(s):  
Vesa A. Korhonen ◽  
Ritva Pyykkönen

We discuss how a short-range wireless communication service implemented for modern mobile communication devices can provide additional value for both the consumer and the service/product provider. When used as an information search tool, such systems allow services and products being promoted at the location they are available. For the customer, it may provide a “digitally augmented vision”, an enhanced view to the current environment. With data filtering and search rules, this may provide a self-manageable context, where the user's own personal environment and preferences to the features available in the current surroundings cooperate with a direct connection to the web-based social media. A preliminary design for such service is provided. The conclusion is that the method can generate additional revenue to the company and please the customers' buying process. In addition to the marketing, the principles described here are also applicable to other forms of human interaction.


2021 ◽  
Vol 11 (6) ◽  
pp. 278
Author(s):  
Pihel Hunt ◽  
Äli Leijen ◽  
Marieke van der Schaaf

While there is now extensive research on feedback in the context of higher education, including pre-service teacher education, little has been reported regarding the use of feedback from teachers to other teachers. Moreover, literature on the potential advantages that the use of technology, for example electronic portfolios and learning analytics, has in improving feedback in the in-service workplace practices, is also sparse. Therefore, the aim of this exploratory case study was to explore how in-service teachers perceived the peer feedback they received and provided through a web-based electronic portfolio during a professional development course carried out in their workplace. Questionnaire and interview data were collected from 38 teachers who received feedback through a learning analytics enhanced electronic portfolio and from 23 teachers who received feedback only by the electronic portfolio. Additionally, one individual and four focus group interviews were conducted with 15 teachers who were the feedback providers. Several common topics were identified in the interviews with the feedback receivers and providers, involving the benefits and challenges of human interaction and the flexibility of the feedback process that the electronic portfolio offered. The results also revealed better feedback experience within the group of teachers who received extra feedback by means of learning analytics. It is concluded that although an electronic portfolio provides a useful tool in terms of flexibility in the provision and receipt of feedback, the need for human interaction was acknowledged.


2020 ◽  
Vol 32 (S1) ◽  
pp. 103-103
Author(s):  
Rose-Marie Dröes ◽  
Yvette Vermeer ◽  
Sébastien Libert ◽  
Sophie Gaber ◽  
Sarah Wallcook ◽  
...  

The Interdisciplinary Network for Dementia Using Current Technology, INDUCT, is a Marie Sklodowska Curie funded International Training Network that aims to develop a multi-disciplinary, inter-sectorial educational research framework for Europe to improve technology and care for people with dementia, and to provide the evidence to show how technology can improve the lives of people with dementia. Within INDUCT (2016-2020) 15 Early Stage Researchers worked on projects in the areas of Technology to support every day life; technology to promote meaningful activities; and health care technology.Three transversal objectives were adopted by INDUCT: 1) To determine the practical, cognitive and social factors needed to make technology more useable for people with dementia; 2) To evaluate the effectiveness of specific contemporary technology; and 3) To trace facilitators and barriers for implementation of technology in dementia care.The main recommendations resulting from the research projects are integrated in a web-based digital Best Practice Guidance on Human Interaction with Technology in Dementia which will be presented at the congress. The recommendations are meant to be helpful for different target groups, i.e. people with dementia, their formal and informal carers, policy makers, designers and researchers, who can easily select the for them relevant recommendations in the Best Practice Guidance by means of a selection tool. The main aim of the Best Practice Guidance is to improve the development, usage and implementation of technology for people with dementia in the three mentioned technology areas.This Best Practice Guidance is the result of the intensive collaborative partnership of INDUCT with academic and non-academic partners as well as the involvement of representatives of the different target groups throughout the INDUCT project.Acknowledgements: The research presented was carried out within the Marie Sklodowska Curie International Training Network (ITN) action, H2020-MSCA-ITN-2015, grant agreement number 676265.


2016 ◽  
Vol 20 (10) ◽  
pp. 4079-4091 ◽  
Author(s):  
Tracy Ewen ◽  
Jan Seibert

Abstract. Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
David Thomas Schwartz

Since January 2007, Music Academy Online , a web-based business dedicated to generating interest in classical music, has been developing a ‘Disney World for Classical Music’ in the virtual world of Second Life®. The virtual world provides a unique opportunity to teach classical music in an interdisciplinary fashion, the ability to reach out to a population that is hesitant to explore classical music, and a way for reaching out to those who have been disenfranchised by traditional educational paths. This has led to the development of iconography in Second Life that exploits the virtual world’s inherent ability to put seemingly disparate information together in a way that encourages questioning and discussion. But above all, this has led to the conclusion that the importance of human interaction and the Socratic method are the key elements in virtual world education.


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