scholarly journals USABILITY TESTING OF THE ONLINE PLATFORM FOR SELLING FOODSTUFFS IN INDONESIA

2021 ◽  
Vol 6 (3) ◽  
pp. 18-28
Author(s):  
Rizqa Amelia Zunaidi ◽  
Adek Dhea Resmi Purbantari ◽  
Hawwin Mardhiana
2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S674-S675
Author(s):  
Jinmyoung Cho ◽  
Alan B Stevens ◽  
Thomas Birchfield ◽  
Sandhya Sanghi ◽  
Ashley Vernon ◽  
...  

Abstract Despite a number of evidences on the implementation of multicomponent education and support programs to improve the lives of dementia caregivers, there is still a need to adapt these interventions to various implementation settings and preferences of a new generation of caregivers. In this study, we present the development and usability testing of a dementia caregiver support program, GamePlan4Care (GP4C), an online translation of the Resources for Enhancing Alzheimer’s Caregiver Health II (REACH II) intervention. The goal of the GP4C is to create an online family caregiver support system that would facilitate delivery of an evidence-based skills-training and support for dementia caregivers with the potential of both scalability and sustainability. GP4C includes the full breadth of REACH II education and skill-building materials, delivered within an automated, online platform with integrated support from a Dementia Care Specialist via telephone/video conferencing. Dementia caregivers, community agency staff, and other experts are involved in usability testing to ensure acceptability of this new approach to intervention delivery. The software development is completed and usability testing is currently underway. The feasibility and success of this new modality of intervention delivery will be made possible by an innovative intervention design supported by appropriate technical and content elements. We will also present the strategies employed to adapt the intervention to an online platform capable of supporting caregiver self-directed exposure to therapeutic content, the results of usability testing with approximately 32 caregivers, and feedback from other external stakeholders on the feasibility of this approach.


2008 ◽  
Vol 11 (2) ◽  
pp. 76-82 ◽  
Author(s):  
Sarah M. Ginsberg

Abstract This qualitative study examined student perceptions regarding a hybrid classroom format in which part of their learning took place in a traditional classroom and part of their learning occurred in an online platform. Pre-course and post-course anonymous essays suggest that students may be open to learning in this context; however, they have specific concerns as well. Students raised issues regarding faculty communication patterns, learning styles, and the value of clear connections between online and traditional learning experiences. Student concerns and feedback need to be addressed through the course design and by the instructor in order for them to have a positive learning experience in a hybrid format course.


2012 ◽  
Author(s):  
Joseph Angles ◽  
Gabrielle Trochez ◽  
Akiko Nakata ◽  
Tonya Smith-Jackson ◽  
Daniel Hindman

2006 ◽  
Author(s):  
Joshua A. Gomer ◽  
Kristin S. Moore ◽  
Matthew C. Crisler ◽  
Martha J. Kwoka ◽  
Christopher C. Pagano

2006 ◽  
Author(s):  
Dianne Davis ◽  
Gordon Tait ◽  
Cindy Bruce-Barrett
Keyword(s):  

2017 ◽  
Vol 8 (2) ◽  
pp. 563 ◽  
Author(s):  
Usman Ependi

Heuristic evaluation merupakan salah satu bentuk usability testing perangkat lunak yang dinilai oleh pengguna (evaluator). Dalam melakukan heuristic evaluation instrumen penilaian terdiri dari sepuluh (10) pernyataan dengan lima pilihan jawaban dalam skala severity ratings. Dalam penelitian ini heuristic evaluation terhadap aplikasi Depo Auto 2000 Tanjung Api-Api Palembang yang dilakukan oleh 4 evaluator.  Hasil dari heuristic evaluation dikelompokkan kedalam  masing-masing instrumen yaitu visibility of system status dengan nilai 0,75, match between system and the real world dengan nilai 0,25, user control and freedom dengan nilai 0,25, consistency and standards dengan nilai 0,75, error prevention dengan nilai 1, recognition rather than recall dengan nilai 1,25, flexibility and efficiency of use dengan nilai 0,25, Aesthetic and minimalist design dengan nilai 0,25, help users recognize, diagnose, and recover from errors dengan nilai 1 dan Help and documentation dengan nilai 0. Dari hasil heuristic evaluation yang dilakukan menunjukkan bahwa evaluator memberikan nilai 0 dan 1 aplikasi Depo Atuo 2000 Tanjung Api-Api Palembang. Hasil penilaian tersebut menunjukkan bahwa aplikasi yang buat tidak ada masalah usability dan hanya memiliki cosmetic problem sehingga aplikasi Depo Auto 2000 Tanjung Api Api Palembang  dapat dinyatakan layak untuk didistribusikan kepada pengguna akhir (end user). 


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