scholarly journals A/B testing as an effective instrument for adaptation of the user interface at the iterative model of developing applications for mobile devices

Doklady BGUIR ◽  
2021 ◽  
Vol 19 (1) ◽  
pp. 30-36
Author(s):  
Y. G. Pavlovich ◽  
I. F. Kirinovich

Changing the user interface always entails risks of decreasing application ergonomics and user churn. The purpose of this work is to find methods for changing the user interface without the need to use and increase the number of active users. Using Alpha/Beta testing and analysis of application metrics, it is possible to include design in each iteration and remotely manage the application configuration, which improves the user interface of the application. The way to integrate the UI modification and adaptation phase into an iterative software development model is proposed in this article. The successful user interface improvement experiments that have improved application metrics are described. In this work, the problem was highlighted, lack of information and control over user purchases, which negatively affected the number of purchases. A hypothesis is put forward that the user must have an effective visualization and control tool in the application. As a result of the experiment, the hypothesis was confirmed by an increase in the number of purchases and user activity. There was also a data security issue in the application, which put users at risk of data loss. An experiment was conducted to change the default value of user settings, which led to an increase of the positive metrics for using the data reservation functionality. The problem of polling users is also considered, which is an important component in the process of improving the ergonomics of an application. The method of remote user polling was used, which allowed to receive quick feedback from users and quickly respond to requests from users. The result of the work is the confirmation of the hypothesis of changes in the user interface in the cycles of the iterative development model, the positive dynamics of application metrics, as well as the satisfaction of users with the changes.

Author(s):  
Z. C. Ong ◽  
C. C. Lee

A novel modal analysis technique called impact-synchronous modal analysis (ISMA) was introduced in previous research. With the utilization of impact-synchronous time averaging (ISTA), this modal analysis can be performed in presence of ambient forces whereas the conventional analysis method requires machines to be totally shut down. However, lack of information of phase angles with respect to impact in ISMA has caused it to be labor-intensive and time-consuming. An automated impact device (AID) is introduced in this study in the effort to replace the manually operated impact hammer and prepare it to be used in the current practice of ISMA on the purpose of enhancing its effectiveness and practicability. Impact profile and isolation effect are noted to be the contributing parameters in this study. This paper devoted on calibrating and controlling of the AID which gives the desired impact profiles as compared to the manual impact hammer. The AID is found effective in the determination of dynamic characteristics when the device is isolated from the boundary condition of the test structure.


2012 ◽  
Vol 195-196 ◽  
pp. 829-833
Author(s):  
Jin Wei Yu

In this paper, a new kind of presentation model for software modeling and transformation is proposed, which is composed of three parts: static model, action model and presentation model. Presentation model describes user interface appearance thorough, while interface template describes the macro-layout and relation of interface, whose basic element is interactive object. Interface template-based presentation model can enhance the rationality of macro-layout of the interface, enhance the expressive power and control power, meet the requirement of auto generate high quality user interface. This solution can be used widely for suffering little from the domain and some special techniques of target applications.


Author(s):  
Nadya Nadya ◽  
Hadi Saputra

<p><em>Game development is growing rapidly in this digital era. The graphic is also increasing more and more, especially in Three Dimensional space (3D). 3D game development is spreading around Indonesia. Now there are more local companies which making 3D games. Indonesia is one of the countries in Southeast Asia that have good enough game revenue to be the biggest one. One of the popular genre in Indonesia is survival horror. That’s because horror Indonesian stories is still have many unsolved mysterious things which can attract either domestic or foreign society. This study is including research about visualization such as 3D object from the environments and character designs. Furthermore, game also getting influenced with its system which is played by user, and its storytelling as well. The game’s layout (user interface) will categorized as a good one if it match with its theme and being consistent in visual and control. Good game must paying attention with all of those points. The conclusion of this research is to prove if 3D survival horror game visualization in Indonesia can be rated good enough in creative game industries.</em></p><p><em> </em></p><p><strong><em>Keywords:</em></strong></p><p><em>Game, Survival Horror, Visual Research</em></p>


Author(s):  
Francisco Javier Garcia Marco

Thesauri are considered as an optimum between maximum ontological modelling (best knowledge mapping) and minimal alphabetic ordering (less expensive access). From this point of view a swift history of its evolution is provided. The recent evolutions in Internet searching are also analysed from this perspective. In this context, there is an immediate role for thesauri to ensure interoperability and feed up the new Internet semantic engines; and in the long term as a simple semantic user interface for resource discovery and navigation, which ensures proper transparency and control by the user who wants to take the effort to supervise and analyse its search processes. It is proposed that better devices for ensuring semantic sorting are provided when necessary, and that a distributed hub for thesauri interconnection is provided, perhaps using the existent big open Internet semantic facilities, as Wikipedia


2013 ◽  
Vol 67 (9) ◽  
pp. 24-35 ◽  
Author(s):  
Asif IrshadKhan ◽  
Md. Mottahir Alam ◽  
Noor-ul-Qayyum Noor-ul-Qayyum ◽  
Usman Ali Khan

2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Yaya Heryadi ◽  
Michael James

The advent of smartphone technology has provided us with intelligent devices for communication as well as playing game. Unfortunately, applications that exploit available sensors in the smartphone are mostly designed for people with no physical handicap. This paper presents Mata, a game user interface using eye-tracking to operate and control games running on Android smartphone. This system is designed to enhance user experiences and help motoric impaired peoples in using smartphone for playing games. Development and testing of the Mata system has proven the concepts of eye-tracking and eyegazing usage as unimodal input for game user interface.


2020 ◽  
Vol 5 (1) ◽  
pp. 53
Author(s):  
Maria Ulfa ◽  
Suryayusra Suryayusra ◽  
Septa Hardini

E-commerce is an online-based sales system, which is used to expand sales and increase sales in the Indonesian Book Room CV. In terms of sales now CV Ruang Buku Indonesia has many competitors who use internet technology to make this business lag and the sales and purchase processes are less than optimal, even decreased. Things like this can cause a business to close. Based on this, the development in the sales system is made into e-commerce with a view controller model (MVC) to facilitate the operation of the online sales system. The software development model used is the waterfall model with several stages of communication, planning, modeling, construction, and deployment. This research resulted in e-commerce of Indonesian Book Room with a view controller model that aims to face competitors and increase sales.


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