scholarly journals Prototype User Interface Mobile App E-Learning

2021 ◽  
Vol 7 (1) ◽  
pp. 61-70
Author(s):  
Henderi Henderi ◽  
Praditya Aliftiar ◽  
Alwan Hibatullah

Information technology has developed rapidly from time to time. One of the technologies commonly owned by many people today is smartphones with the Android and IOS platforms. By knowing this factor, mobile developers compete with each other to design applications with attractive user interfaces so that users are interested in using them. At this stage in mobile application development, starting from designing a user interface prototype. This stage aims to visualize user needs, improve user experience and simplify the coding process by programmers. In this study, researchers applied the prototype method. This research produces a prototype design for the e-learning application user interface which consists of a high fidelity prototype.

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):  
Sybille Caffiau ◽  
Patrick Girard

In user interface design, model-driven approaches usually involve generative solutions, producing interface by successive transformations of a set of initial models. These approaches have obvious limitations, especially for advanced user interfaces. Moreover, top-down design approaches (as generative approaches are) are not appropriate for interactive application development in which users need to be included in the whole design process. Based on strong associations between task models and dialogue models, the authors propose a global process, which facilitates the design of interactive applications conforming to their models, including a rule-checking step. This process permits either to start from a task model or a user-defined prototype. In any case, it allows an iterative development, including iterative user modifications, in line with user-centered design standards.


Author(s):  
Bagus Wibowo ◽  
Edi Sofyan ◽  
Gembong Baskoro

Prototype Design of Golf Swing Speed Detection Mobile Application (GSSDMA)/Swing Vision (SV) has been researched and developed on this thesis with computer vision technique. Frames detection method has been implemented to performed calculation of the swing speed by manually identification of the frames from start of down swing to impact of the ball with Matlab Video Viewer as initial reference calculation, when head of golf club start to move to downswing as frame-zero/fr0 and frame-n/frn as end of the frame after the head of golf club impact to the ball and then the total frames can be determined by frn minus fr0 (frn - fr0) which will be used for speed calculation reference formula using Python programming.Both measurements have been recorded using RADAR and accelerometer systems to get references of swing speed data measurement from some golfers in golf driving ranges. Accelerometer data measurements have been selected to use as reference of speed calculation with Python programming for software application development since deviation standard is lower than the RADAR systems.There is a limitation on the hand phone camera speed which only have thirty frames per second (30 fps) and the maximum swing speed can be tested with this camera is 101,2 mph at the moment which has three frames (frn-fr0). Found a swing speed formula y = - 0,53x3 + 9,53x2 – 61,27x + 213,35 from experimental data’s of Driver, 6 Iron, 8 Iron and Pitching and maximum swing speed can be predicted is 124,69 mph which has two frames.


2018 ◽  
Vol 14 (2) ◽  
pp. 15-22
Author(s):  
Juraj Čamaj ◽  
Jaroslav Mašek ◽  
Martin Kendra

Abstract Users in transport, forwarding and logistics companies use the mobile technologies for connect to existing information systems. By solving the ERIC Mobile project, these services will also be available on mobile devices. The article is aimed at lancing the requirements of all types of customers for the ERIC Mobile app. After the basic characteristics of the mobile device, the operation systems, the application development typology, the authors focus on the developing application “ERIC Mobile”. The aim of the article is to provide relevant requirements for further research and development of the software application of the rail freight information centre in Europe for end users of mobile devices such as smartphones and tablets.


Author(s):  
Akhan Akbulut ◽  
Cagatay Catal ◽  
Emre Karadeniz ◽  
Emre Turgut

With the widespread use of mobile applications in daily life, it has become crucial for enterprise software companies to quickly develop these applications for multiple platforms. Cross-platform mobile application development is one of the most adopted solutions for rapid development. Since most of these solutions do not generate native code for the underlying platform, the artefacts generally do not satisfy the requirements defined at the beginning of the project. This study designed and implemented a native code generation framework called Nativator built as a cloud service. The framework, which is capable of producing native code for iOS and Android platforms using web-based user interfaces, was implemented based on an open source compiler platform called “Roslyn”. Four case studies were performed to analyze the execution performance of the applications built with the proposed framework. The experimental results demonstrated that the execution performance of the applications built with Nativator is comparable with the applications generated via the state-of-the-art mobile application development framework called Xamarin. Because this framework was implemented as a cloud service, it has several advantages over traditional approaches such as access from anywhere, no installation and flexible and more resources from cloud infrastructure.


2018 ◽  
Vol 7 (4.15) ◽  
pp. 75
Author(s):  
Syahidatul Fitriah Ishak ◽  
Zulkifly Mohd Zaki ◽  
Khairul Anuar Mohamad ◽  
M Norazizi Sham Mohd Sayuti ◽  
Muhammad Azim Mohd Bahrin ◽  
...  

This research is concerned with deploying design pattern and formative evaluation for Qiraat mobile application using both Rapid Application Development (RAD) and User Experience (UX) methodologies. The ultimate aim of this research is to encourage ubiquitous teaching and learning of Qiraat through mobile devices. In this paper, continuous progress of MyQiraat design will be presented. The improvement of MyQiraat version design has been evaluated using high-fidelity and low-fidelity prototypes for MyQiraat version 1 and version 2 respectively. Results show that most participants realized the potential benefits of the application allowing a better understanding and encouragement of Qiraat learning among them. However, participants’ feedback should be considered in the development of the prototype.   


2018 ◽  
Vol 3 (2) ◽  
pp. 119-128
Author(s):  
Ahmad Khairul Azizi Ahmad ◽  
◽  
Intan Nur Firdaus Muhammad Fuad ◽  
Muhammad Abdullah ◽  
Mohd Nasiruddin Abdul Aziz ◽  
...  

This research has intended to identify the importance of the usability factor in the creation of a mobile application. Basically, when it comes to directory information, most of the tourists use a conventional method, such as printed maps, traveling books, online or traveling websites and also travel agents. From my perspective and with support from the field research, language impediments and directory issues have been the most common problems in this research. While Smartphone’s and apps are, increasingly, being used nowadays, there are not sufficient studies addressing the usability of smartphone user interfaces or applications that are focused for tourist guides. This paper describes the design and evaluation process of the user interface of a smartphone application designed to be a guide or directory for tourists. Two successive versions of the user interfaces were tested with different groups. The results and findings from two rounds of usability tests led to recommendations regarding an inclusive design and the designing of apps that are useful for tourists and which may be a useful contribution to the broader community when designing interfaces for smartphones. Overall, the users enjoy using the new application that is more user friendly and easier to use and navigate with. The findings can be used as a reference to set certain standards in mobile application design and creation, and also to be used for academic benefits.


Author(s):  
Azham Hussain ◽  
Chow Chun Leong ◽  
Nurnasran Puteh ◽  
Zarul Fitri Zaaba

Technology have changed the way we work. This have increased the productivity in the workplace. The purpose of having conference paper s app is to aid researcher to improve the effectiveness and efficiency on management of conference paper.Without a proper management of these matters, people might suffer from theinconvenient by using desktop system to complete certain tasks and monitor them efficiently. However, based on investigating existing applications, a few shortcomings have been identified. Certain shortcoming leads us to develop a new mobile application to fix the identified shortcomings. Some others include complex navigation of user interfaces this cause a poor user experience for user. Hence, this project proposes a development of a mobile application that is called CPMA to serve as a better alternative of tool to allow users managing and monitoring any related conference paper matters in more efficient way.This app specifically targeted for researcher in higher learning institutions who are needed to proceed with conference paper. Software development methodology named prototyping will be adapted which consisted of phases such as planning, repeated phases (analysis, design, implementation and system prototype), implementation and final system. The essential significant of this project is to provide a platform for researcher to manage and monitor conference paper in a savvy manner. By the time of completing this project, users are expected to access this application without any costs and increase the efficiency and effectiveness of managing conference paper.to ensure the security is presented in a tabular form for each online marketplace.


Author(s):  
Duc-Man Nguyen ◽  
Quyet-Thang Huynh ◽  
Nhu-Hang Ha ◽  
Thanh-Hung Nguyen

There has been observed explosive growth in the development of mobile applications (apps) for Android and iOS operating systems, which has led to the direct impact towards mobile app development. In order to design and propose quality-oriented apps, it is the primary responsibility of developers to devote time and sufficient efforts towards testing to make the apps bug-free and operational in the hands of end-users without any hiccup. Manual testing procedures take a prolonged amount of time in writing test cases, and in some cases, the full testing requirements are not met. Besides, the insufficient knowledge of tester also impacts the overall quality and bug-free apps. To overcome the obstacles of testing, we propose a new testing methodology cum tool called “AgileUATM” which works primarily towards white-box and black-box testing. To evaluate the validity of the proposed tool, we put the tool in a real-time operational environment concerning mobile test apps. By using this tool, all the acceptance criteria are determined via user stories. The testers/developers specify requirements with formal specifications based on programs properties, predicates, invariants, and constraints. The results show that the proposed tool generated effective and accurate test cases, test input. Meanwhile, expected output was also generated in a unified fashion from the user stories to meet acceptance criteria. The proposed solution also reduced the development time to identify test data as compared to manual Behavior-Driven Development (BDD) methodologies. This tool can support the developers to get a better idea about the required tests and able to translate the customer’s natural languages to computer languages as well. This paper fulfills an approach to suitably test mobile application development.


2021 ◽  
Vol 8 (2) ◽  
pp. 303
Author(s):  
Ariq Cahya Wardhana ◽  
Nenny Anggraini ◽  
Nurul Faizah Rozy

<p class="Abstrak">Berwisata memiliki beberapa kebutuhan sebelum melakukan perjalanan, salah satunya merancang <em>itinerary</em>. <em>Itinerary </em>merupakan rancangan jadwal perjalanan wisata yang membantu wisatawan agar lebih terarah dan teratur. Kurang lengkapnya informasi <em>itinerary</em> perjalanan wisata di Indonesia seperti informasi cara menuju destinasi, transportasi, beserta biayanya menyebabkan wisatawan lebih memilih keluar negeri. Selain itu, kemudahan penyusunan <em>itinerary </em>sangat berpengaruh pada keinginan menuju destinasi wisata. Penelitian ini bertujuan mengembangkan aplikasi berbagi pengalaman perjalanan wisata dalam bentuk <em>itinerary</em><em> </em>berbasis web. Metode <em>User Experience</em> (UX) <em>Lifecycle</em> berhasil diterapkan pada proses pengembangan aplikasi yang dimulai dari tahap analisis untuk memahami kebutuhan pengguna melalui wawancara dan kuisioner <em>online</em> dengan 136 responden. Tahap desain dilakukan pembuatan persona, sketsa, <em>storyboard</em>, skenario dan <em>wireframe</em>. Hasil desain diimplementasikan dalam bentuk prototipe <em>high fidelity</em><em> </em>berbasis web. Selanjutnya dilakukan evaluasi prototipe yang menunjukan secara keseluruhan aplikasi berhasil membantu wisatawan<em> </em>dalam<em> </em>merencanakan perjalannnya.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>Traveling has several needs before traveling, one of which is designing an itinerary. The itinerary is an itinerary travel design that helps tourists to be more directed and organized. The lack of complete itinerary information on tourist trips in Indonesia, such as information on how to get to destinations, transportation, and their costs, causes tourists to prefer going abroad. Also, the ease of preparation of the itinerary is very influential in the desire to travel destinations. This study aims to develop applications for sharing travel experiences in the form of a web-based itinerary. The User Experience (UX) Lifecycle method was successfully applied to the application development process, starting from the analysis phase to understand user needs through online interviews and questionnaires with 136 respondents. The design phase is carried out, making persona, sketches, storyboards, scenarios, and wireframes — the next step to implement it in the form of a web-based high-fidelity prototype. The prototype evaluation results show that overall, the application succeeded in helping travelers planning their journey.<strong></strong></em></p><p class="Abstract"> </p>


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