scholarly journals MISMATCH BETWEEN OLDER ADULTS’ EXPECTATION AND SMARTPHONE USER INTERFACE

2018 ◽  
Vol 3 (2) ◽  
pp. 138
Author(s):  
Chui Yin Wong ◽  
Rahimah Ibrahim ◽  
Tengku Aizan Hamid ◽  
Evi Indriasari Mansor

Smartphones have become ubiquitous communication tools for everybody, including older adults to stay connected with their family and access to information. However, mobile operators and developers mainly target the youngster cohort in mobile industry. With the rising ageing population, smartphone user interface and some mobile apps are not designed to cater the needs of older adults. This could hinder them from fully utilizing the smartphone functions and its services. A mobile-user interaction study using mixed-methods (questionnaire, interview and observation) was conducted to examine usability and user interface design issues of smartphone and mobile apps among 80 older adults in Malaysia. Four tasks design were ‘making voice calls’, ‘using phonebook’, ‘installing a mobile app from Google Play Store’, and ‘using WhatsApp’. The results were analysed both quantitatively (for usability evaluation) and qualitatively (for interviews and observation). The usability result revealed that the ‘voice call’ task had the highest success task completion rate (83.44%), followed by ‘phonebook’ (70.16%), ‘mobile app download’ (63.13%) and ‘using WhatsApp’ (60.42%). Three themes were emerged from the qualitative thematic analysis, which showed a mismatch between older adults’ expectation and smartphone user interface. A majority had never downloaded a mobile app before, and they had problems downloading it from Play Store. They perceived the Play Store feature as a place for children playing games. To close the discrepancy between user expectation and mobile design, the mobile designers and developers are required to consider the older adults’ needs for better usability of smartphone user interface design

1994 ◽  
Vol 6 (4) ◽  
pp. 373-393 ◽  
Author(s):  
J.Morgan Morris

Author(s):  
Benjamin K.S. Khoo

A major limitation in traditional class lectures that use textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach, which allows students to experience user interface design by letting them “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.


Author(s):  
Benjamin K.S. Khoo

A major limitation in traditional class lectures that uses textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach that allow students to experience user interface design by allowing them to “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.


2001 ◽  
Vol 10 (1) ◽  
pp. 96-108 ◽  
Author(s):  
Doug A. Bowman ◽  
Ernst Kruijff ◽  
Joseph J. LaViola ◽  
Ivan Poupyrev

Three-dimensional user interface design is a critical component of any virtual environment (VE) application. In this paper, we present a broad overview of 3-D interaction and user interfaces. We discuss the effect of common VE hardware devices on user interaction, as well as interaction techniques for generic 3-D tasks and the use of traditional 2-D interaction styles in 3-D environments. We divide most user-interaction tasks into three categories: navigation, selection/manipulation, and system control. Throughout the paper, our focus is on presenting not only the available techniques but also practical guidelines for 3-D interaction design and widely held myths. Finally, we briefly discuss two approaches to 3-D interaction design and some example applications with complex 3-D interaction requirements. We also present an annotated online bibliography as a reference companion to this article.


Author(s):  
Benjamin K.S. Khoo

A major limitation in traditional class lectures that uses textbooks, handouts, transparencies and assignments is that students often are unable to “experience” user interface design. This limitation can be overcome by using the constructionist approach that allow students to experience user interface design by allowing them to “do” or “construct” so that they can understand and remember. This paper describes an Internet-based interactive case scenario that was developed, based on the constructionist approach, to teach students user interface design concepts in conjunction with the Questionnaire for User Interaction Satisfaction (QUIS). A proof of concept evaluation was conducted and the results indicate that this approach is effective in user interface design pedagogy.


2021 ◽  
Vol 328 ◽  
pp. 04016
Author(s):  
Jauhari ◽  
A F Doni ◽  
Fifin Ayu Mufarroha ◽  
YDP Negara

The tourism agent information system is an information system that brings together people who need tourism agents with tourism agent providers. This information system contains offers of tourism packages in several well-known tours that are often visited, this system is also available with request packages which will be directed to the admin to confirm with the desired request package. This system does not only contain offers about tour packages but also provides information and education about these tours, making it easier for users to choose the desired tour packages because they have received education or an overview of the tour. The development stages implemented include surveys, needs analysis, dedication, and implementation. Surveys and needs analysis serve as stages used in finding target users and their needs. User Interface Design is used to make user interaction as simple and efficient as possible, in terms of achieving user goals or what is often referred to as user-centered design. Conversion of the user interface design is done by choosing the right programming language on the web and generating an information system.


Author(s):  
Aslina Baharum ◽  
Emelia Abdul Rahim ◽  
Rozita Hanapi ◽  
Noorsidi Aizuddin Mat Noor ◽  
Nurhafizah Moziyana Mohd Yusop

<div class="WordSection1"><p>The mobile applications (apps) development has been gaining popularity for the past few years. Some mobile apps have been failing in its popularity because of the unattractive user interface and bad interaction with the apps. This was proven by previous researchers who have stated that the interaction between a user of mobile application and a graphical user interface could lead to some misunderstandings, errors and frustration from an inability to achieve a goal and could lead to failure of the mobile application. Most of the mobile application developers have been facing proper graphical user interface design recently. There is a noticeable lack of studies and research in the area of mobile application design compared to web application user interface (UI) design. Therefore, this research was done to evaluate the different gender on the mobile shopping application using eye-tracking technology. This research had proposed guidelines based on gender for mobile shopping application. These proposed guidelines can be preferred in the designing process of a mobile shopping application as it could provide a better user interaction and would prevent failure in its popularity by providing fast and user friendly interface.</p></div>


2020 ◽  
Vol 10 (02) ◽  
pp. 109-114
Author(s):  
Moh Ahsan ◽  
Wahyudi Arianto ◽  
Robbi Tri Murdani

Penduduk Indonesia mayoritas beragama islam, sehingga terdapat banyak masjid di Indonesia. Banyak masyarakat yang melakukan penggalangan dana secara langsung di jalan namun tak jarang pula kegiatan seperti ini malah menghambat mobilitas pengguna jalan seperti kemacetan dan kurangnya transparansi terhadap dana. Sebuah inovasi prototype aplikasi untuk sedekah yang mudah dan berdasarkan keinginan pengguna. Model pengembangan desain design thinking aplikasi Kuysedekah.id berbasis Mobile App. Prototype design UI (User Interface) dan UX (User Experience) bertujuan untuk menghasilkan hasil yang baik, serta dapat memenuhi kebutuhan pengguna smartphone (user friendly), design thinking, dan menguji prototype. Penilaian UX menggunakan design review dengan hasil penilaian nilai “very good”, pengujian usability menggunakan kuisoner SEQ (Single Ease Question) mendapatkan hasil “mudah digunakan” dan SUS (System Ussability Scale) mendapatkan hasil “accapteble” dengan 50 responden yang telah dilakukan.


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