scholarly journals EVALUATION MODEL FOR LOW VISION USERS IN MOBILE APPLICATION

2021 ◽  
Vol 56 (5) ◽  
pp. 433-441
Author(s):  
Ahlam Mohamed Elmghirbia ◽  
Azham Hussain ◽  
Nur Hani Zulkifli

This paper aims to discuss the usability evaluation model for mobile applications used by low vision users. Low vision users have difficulties using mobile applications due to limited view, bright sunshine, small text, and other reasons. This type of user uses mobile applications designed for users with normal vision, and they have many difficulties in reading, accessing, and understanding. Therefore, this paper provides a mobile application usability evaluation model for this type of user, and the proposed model includes usability measures that fulfill their usability requirements. This study employed a systematic review of previous research on good practices and requirements for low vision users to use mobile applications. Also, the new model was evaluated by the domain experts through a focus group session. This model aims to support the development of a mobile application that low vision users can use, which has not been supported in previous studies since it guides mobile application developers to develop mobile applications that fulfill low vision users' usability requirements. It also helps to identify usability problems in the current mobile applications for this type of user. This study will benefit low vision people in using mobile applications effectively, easily, and comfortably.

Author(s):  
Azham Hussain ◽  
Ahlam Mohamed Omar

The usability of the mobile applications is the most important factor in developing, so the key to develop successful mobile applications is usability, especially for users have specific needs such as visually impaired. However, developers do not focus on visually impaired users. Moreover, there are limited studies and usability evaluation models for mobile applications for visually impaired so developers use just a modified usability evaluation methods which are not enough and useful to evaluate mobile applications for visually impaired, or they use general usability evaluation models. Therefore, using these methods or models is difficult for evaluator and not useful for visually impaired users. This study conducts Systematic Literature Review (SLR) to identify usability dimensions that help mobile applications developers and evaluators to evaluate mobile application for users which have moderate and severe visual impairment. The result shows that, six dimensions that have a significant impact on moderate and severe visually impaired users' satisfaction, who use mobile applications. These dimensions namely efficiency, effectiveness, satisfaction, errors, accessibility and understandability.


2021 ◽  
Vol 11 (22) ◽  
pp. 10816
Author(s):  
Semin Kim ◽  
Hyung-Jin Mun

Due to COVID-19, non-F2F (non-face-to-face) learning is being conducted in educational sites around the world. Unlike theoretical subjects, which have a variety of applicable non-F2F learning content, in practical subjects, learners may undergo many difficulties due to many learning activities. Therefore, this research tries to design and develop a mobile application that allows learners to perform a self-diagnostic on their learning progress. In this research, we conducted a mobile application usability evaluation for 36 students who participated in non-F2F Arduino practice learning. To this end, we applied the ADDIE (Analysis, Design, Development, Implement, and Evaluation) model to develop a self-diagnostic mobile application for students’ learning progress according to the learning content. The research tool modified and distributed the question item appropriate for this subject’s study for the mobile usability evaluation that was used in the previous study. This research applied the ADDIE model to analyze the characteristics of students and learning contents, including designed learning contents, database, menu structure, developed learning contents, and mobile application. After using this in non-F2F practice learning for 15 weeks, a mobile application usability evaluation was conducted. As a result of the study, due to receiving usability scores between 3.53 and 4.42, it was found that the learning progress self-diagnostic in non-F2F practice learning was essential and that mobile applications were useful in non-F2F practice learning. Additionally, 33 out of 36 students responded that it would be useful for their learning if they actively used it in other subjects as well. We have found that leveraging self-diagnostic mobile applications through the mobile application usability evaluation tool can be useful for non-F2F practice learning. Additionally, it is expected to be useful for non-F2F practice learning if additional research is conducted on other factors as well such as teaching presence, online learning engagement, and learning flow in the future.


2016 ◽  
Vol 78 (4-3) ◽  
Author(s):  
Shelena Soosay Nathan ◽  
Nor Laily Hashim ◽  
Azham Hussain

Usability is an important attribute that need more concentration in determining the production of a successful mobile application. Currently mobile applications for the deaf has increased tremendously with the increase of the usage of mobile phones. However, usability evaluation model that best suits the evaluation for mobile application for the deaf is rather very general. Usability of the mobile application for the deaf is very limited that makes the evaluation more challenging and difficult. This study reviews the current usability models provide guidelines and usability dimensions used by researchers and discuss the trend for future evaluation of mobile applications for deaf. Result shows that usability for mobile application for the deaf are limited. This study helps mobile developers and evaluators in evaluating mobile application for the deaf.


2018 ◽  
Vol 23 (2) ◽  
Author(s):  
João Paulo Carneiro ARAMUNI ◽  
Luís Cláudio Gomes MAIA

RESUMO. Este artigo apresenta uma abordagem sobre a influência da engenharia semiótica na experiência do usuário de aplicativos mobile. Uma vez que a semiótica se define como o estudo dos signos, dos processos de significação e como os signos e os significados tomam parte na comunicação, os seus estudos estão atualmente voltados para os processos de comunicação mediada por computador entre designers e usuários de sistema, em seus tempos de interação conjunta. Através dos sistemas de interface, por muitos meios diretos e indiretos, designers dizem aos usuários como eles podem ou devem interagir com o sistema, a fim de adquirir um alcance particular de alvos antecipados pelo momento do designing. A mensagem interativa dos designers para os usuários inclui uma “linguagem de interação” que deverá ser utilizada na comunicação de usuários com o sistema. O objetivo deste estudo é ampliar a visão do leitor sobre esta linguagem de interação e a forma como ela é construída no caso de aplicativos móveis. Este estudo contribui com o preenchimento de uma lacuna teórica na compreensão da relação entre semiose e desenvolvimento mobile. Na perspectiva aplicada, a pesquisa oferece contribuições para à comunidade de desenvolvedores de aplicativos móveis quanto à compressão da influência da semiótica na experiência do usuário com a interface do produto desenvolvido. Palavras-chave: Engenharia Semiótica; Experiência do Usuário; Desenvolvimento Mobile.ABSTRACT. This paper presents an approach on the influence of semiotic engineering on the mobile application user experience. Since semiotics is defined as the study of signs, meaning processes, and how signs and meanings take part in communication, their studies are currently focused on the processes of computer-mediated communication between designers and system users, in their times of joint interaction. Through interface systems, by many direct and indirect means, designers tell users how they can or should interact with the system in order to acquire a particular range of anticipated targets by the time of designing. The designers' interactive message for users includes an "interaction language" that should be used in the communication of system users. The purpose of this study is to broaden the reader's view on this interaction language and how it is built in the case of mobile applications. This study contributes to filling a theoretical gap in understanding the relationship between semiosis and mobile development. In the applied perspective, the research offers contributions to the community of mobile application developers regarding the compression of the influence of semiotics on the user experience with the developed product interface. Keywords: Semiotic Engineering; User Experience; Mobile Development.


SEMINASTIKA ◽  
2021 ◽  
Vol 3 (1) ◽  
pp. 99-106
Author(s):  
Gracella Tambunan ◽  
Lit Malem Ginting

Usability is a factor that indicates the success of an interactive product or system, such as a mobile application. The increasing use of smartphones demands a more accurate and effective usability evaluation method to find usability problems, so that they can be used for product improvement in the development process. This study compares the Cognitive Walkthrough method with Heuristic Evaluation in evaluating the usability of the SIRS Del eGov Center mobile application. Evaluation with these two methods will be carried out by three evaluators who act as experts. Finding problems and recommending improvements from each method will produce an improvement prototype made in the form of a high-fidelity prototype. Each prototype will be tested against ten participants using the Usability Testing method, which will generate scores through the SUS table. From the test scores, the percentage of Likert scale and the success rate of each prototype will be found. The results show that between the two usability evaluation methods, the Heuristic Evaluation method is the more effective method, finds more usability problems, and has a higher Likert scale percentage, which is 66.5%, while Cognitive Walkthrough is 64.75%.


2017 ◽  
Vol 7 (1.1) ◽  
pp. 297
Author(s):  
D Naga Malleswari ◽  
A Dhavalya ◽  
V Divya Sai ◽  
K Srikanth

Mobile phone have user’s personal and private information. When mobile applications have the permission to access to this information they may leak it to third parties without user’s consent for their own benefits. As users are not aware of how their personal information would be used once applications are installed and permissions are granted, this raises a potential privacy concern. Therefore, there is a need for a risk assessment model that can intimate the users about the threats the mobile application poses to the user's private information. We propose an approach that helps in increasing user’s awareness of the privacy risk involved with granting permissions to Android applications. The proposed model focuses on the requested permissions of the application and determines the risk based on the permission set asked and gives a risk score.


2016 ◽  
Vol 2 (1) ◽  
Author(s):  
Ashari Juang ◽  
Desi Purwanti ◽  
Etika Kartikadarma

Abstract Miulan Hijab is a business entity who produces hijab and Muslim clothing for the ladies. Most of the current consumers are those who actively using the social media. The social media such as twitter and Facebook views the products in a timeline (based on the time update) making it difficult to show the well-organized product. However miulanhijab.com website is used as a landing page, or marketing media. But the website does not have an optimum display when opened using an iOS device. Now Miulan hijab businesses is booming, this make Miulan requires an alternative media to develop the brand and the business to a higher segment. This research is a forward engineering research. Forward engineering: life cycle engineering begins from the plan, analysis, and construct, until applied. This research will explain how to develop a mobile application with the iOS platform as a supplementary media for Miulan hijab product introduction. The expected contribution is to provide a design for mobile application developers of iOS-based eCatalog. The details of the development of this application will be reviewed in the report. Keywords: iOS, Miulan Hijab, eCatalog, Mobile Applications.


2018 ◽  
Vol 3 (2) ◽  
pp. 162
Author(s):  
Zan Azma Nasruddin ◽  
Azleen Markom ◽  
Maslina Abdul Aziz ◽  
Pa'ezah Hamzah

Construction Defect mobile application (app) is used by Ministry of Defense's Construction Defect Inspection Team to help the team in recording construction defect. However, the mobile app has never been evaluated formally to identify any usability problems. The objectives of this study are to identify usability problems of Construction Defect mobile app using think aloud and to recommend design improvement of Construction Defect mobile app based on the identified usability problems. The think aloud study involved 15 participants. During the evaluation, every participant carried out the given tasks and gave his impressions as he went along the tasks. Three usability problems were identified. Some recommendations have been proposed to improve the design of Construction Defect mobile app. As for the future work, the study may be conducted using different usability evaluation technique.


2016 ◽  
Vol 64 (3) ◽  
pp. 495-503
Author(s):  
A. Majchrzycka ◽  
A. Poniszewska-Marańda

Abstract The development of mobile applications plays an increasingly important role in everyday lives of a visibly growing number of smartphone and tablet users. This trend contributes to changes in corporate management techniques, which now turn towards establishing new standards of data management and extending the functionalities of existing systems to enable the users to benefit from the newest technological advances by creating mobile applications. The paper presents a review of existing solutions for one of the most popular mobile platforms, Apple’s iOS, and proposes secure development model as a tool to overcome existing threats faced by mobile application developers.


This study examines factors that influence users’ continuance intention to use a mobile application. There exist few empirical researches focused solely on examining factors influencing users’ continuance intention of using mobile applications. An empirical analysis is conducted with data collected from 431 smartphone users in China. Two Application Personality dimensions i.e., Enthusiasm and Unpleasantness and one User Perception dimension i.e., Aesthetics found to have no significant impact on Application Continuance Intention; while Genuineness and Sophistication from Application Personality dimensions and Ease of Use and Perceived Control from User Perception dimensions have a positive significant influence. This study provides an insight to application developers on how to improve the quality and usability of mobile applications and enhance continues use.


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