Usability Assessment in Mobile Computing and Commerce

Author(s):  
Kuanchin Chen ◽  
Hy Sockel ◽  
Louis K. Falk

Usability is an acknowledged important aspect of any system or product design. Researchers have found that a good interface design promotes higher mutuality (feeling similar and connected), which, in turn, leads to higher levels of involvement and a favorable impression of credibility.

Author(s):  
Kuanchin Chen ◽  
Hy Sockel ◽  
Louis K. Falk

Usability is an acknowledged important aspect of any system or product design. Many times it is related to not only product features, but also ultimately profit that can be generated from the product. Good interface design promotes higher mutuality (feeling similar and connected), which in turn leads to higher levels of involvement and a favorable impression of credibility. Many practitioners and researchers (such as Jakob Nielsen, 2000) have elaborated on usability aspects, but few have agreed upon a unifying definition. In 1998 the International Organization for Standardization (ISO) defined usability as the “Extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use” (ISO 9241-11, 1998, p. 2). From this definition it can be construed that effectiveness, efficiency, and satisfaction are three pillars for usability measures. In this regard, the ISO defines: • Effectiveness as the “accuracy and completeness with which users achieve specified goals,” • Efficiency as the “resources expended in relation to the accuracy and completeness with which users achieve goals,” and • Satisfaction as the “freedom from discomfort, and positive attitudes towards the use of the product.” The ISO standard acknowledges that the level of usability depends highly on the intended context of use (e.g., users, hardware, software, and social environments). Researchers have demonstrated that the three ISO usability components are distinct. Frøkjær, Hertzum, and Hornbæk (2000) found only a weak relationship among the three usability components. Walker, Fromer, Di Fabbrizio, Mestel, and Hindle (1998) found that efficiency did not translate into user satisfaction. These empirical studies suggest that efficiency, effectiveness, and satisfaction may be independent aspects of usability and a causal relationship among them may be weak or even nonexistent.


SAGE Open ◽  
2021 ◽  
Vol 11 (1) ◽  
pp. 215824402199836
Author(s):  
Tarek Ismail Mohamed

This article focuses on applying the ethics of the product features during the students’ design education. Good/Bad design term is a conventional approach to discuss the ethical/unethical design values of the products. It is noted that different aspects of the product design such as visual information design, interface design, and appearance design have a vital role in judging the levels of ethics in the product. So the students of product design everywhere need to practice the term ethical/unethical design during their study because designers influence society more than they could imagine. This influence can be done by creating an attractive organized appearance and perfect functions that support the ethical brand’s image to the customers. The interviews and discussions were held as a research method with the students of product design in some institutions in addition to some design experts and customers to find out their opinions about the design values that achieve the ethical dimensions in the product design. They can end up with products that carry ethical values in their design. The final article’s results are in the descending order of the different design values according to their importance in emphasizing the ethical aspects of the products, in addition to a checklist including some important questions that can help the designers to be more aware of ethics’ considerations in the product design because ethics is a process of learning, not a process of obedience, and to highlighting the term of ethical designer which in turn reflects on the ethics of customers and societies.


Author(s):  
Samyeon Kim ◽  
Seung Ki Moon

As technology pushes customers to buy new released products, especially mobile phone, high product replacement from the customers plays a role in increasing production rate for new products and rate of abandoned products. It accelerates environmental degradation like natural resource usage for the new products and pollutions generated by disposing the abandoned products. In this respect, product recovery is needed to reduce landfill rates, and resource usages, and prolong product lifecycle. Modular drivers such as interface design, material type, and components’ lifespan are applied to design modules for product recovery. The objective of this research is to support designers to assess initial modules and then reorganize modules for product recovery. First, according to conventional modular product design, the initial modules are generated. Then, since it is difficult to estimate how much the modules have negative effects on environment, the environmental impacts of a product are assessed by Eco-Indicator 99 based on used materials. Also, the complexity of the interface design is measured to understand how the modules are easily disassembled for upgrading and maintaining end-of-life products by using weighted-modular complexity score (wMCS). After assessing the product based on the Eco-Indicator 99 and wMCS, we apply new design guidelines to improve sustainability of a product in the end of life stage. Consequently, we compare the extent to design for sustainability before and after redesigning a product based on the design guideline. To demonstrate the effectiveness of the modular product design, we carry out a case study with a coffee maker.


2013 ◽  
Vol 753-755 ◽  
pp. 1361-1364
Author(s):  
Niu Liu ◽  
Hong Sun ◽  
Wei Guo Zhu ◽  
Yu Ping Ma ◽  
Xue Gong

With the application of ergonomics in product design increasingly widely, humanization design of products has become a new revolution in the field of design. Based on the study of ergonomics, taking the forklift as an example, combined with the human body size data, operating characteristics and other factors, this paper analyzes the forklift cockpit human factors, such as the overall space layout, the human-machine interface design and the manipulation device arrangement, and proposes the concept of people-oriented forklift cockpit design. The research has taken an important step in this area of the modified forklift cockpit.


2009 ◽  
Vol 21 (2) ◽  
pp. 245-251
Author(s):  
Taisuke Sakaki ◽  
◽  
Ryuichi Oguro ◽  
Shinichi Sagara ◽  
Kanta Aoki ◽  
...  

We describe a unique competition based on the novel concept of robotics and mechatronics products that included evaluation of the products' engineering function and interface design. Fifteen teams from six universities joined the competition, whose subject was “Health, care and communication aids for the elderly.” Many of the plans presented ideas that balanced function and design, showing the results of collaboration among students studying engineering and students studying product design.


2018 ◽  
Vol 1 (01) ◽  
pp. 22-26 ◽  
Author(s):  
Indra Griha Tofik Isa

User satisfaction is a major factor in designing a product. Technically it can be realized explicitly how the product is designed according to the needs of its users. There are other factors that influence the success of the product, the psychological value of the user who can implicitly become a parameter in product design. But the thing that becomes a constraint is how to translate these psychological factors into the parameters of product design. Kansei Engineering (KE) is one approach in product design that involves the user's psychological side and how to translate the cognitive aspects of the user into the product of the design proposal. The KE methods, the one discussed in this study, is Kansei Engineering Type 1 (KEPack), which involves several multivariate analyzes. The conclusion of this research is how KE in designing a product, not only industrial product, but KE can be involved in matters related to Human Computer Interaction, especially interface design. Keywords: Product Development, Kansei Engineering, Kansei Engineering Type 1 (KEPack)


Author(s):  
Matt R. Bohm ◽  
Robert B. Stone

This paper reports on a knowledge rich design repository system. Current design tools and methodologies are reviewed and used to identify necessary design knowledge to populate a design repository. Building on previous research, an operational design repository is reviewed. The design repository system demonstrated includes a single point of entry application for product information, a relational database for archiving design knowledge and web-based tools. Web services are used to support design knowledge retrieval through search, browse and real-time design tool generation. From the repository interface, design tools such as bills of materials and design structure and function component matrices are generated. The output design tools are tested in real world design applications and validated. The result is a useful tool — applicable to several phases of product design.


2020 ◽  
Author(s):  
Melanie Tremblay ◽  
Karine Latulippe ◽  
Manon Guay ◽  
Véronique Provencher ◽  
Anick Giguère ◽  
...  

BACKGROUND Co-design (or the participation of users) has shown great potential in the eHealth domain. Despite the impressive literature on co-design, there are few empirical results of the co-designed product on system success  or the capacity for the system developed to achieve its objectives. In order to help caregivers in providing care for functionally impaired older people, an eHealth tool was co-design with caregivers, health and social service professionals and community workers assisting caregivers. The result was a prototype of a website aiming to 1) support the help-seeking process for caregivers (finding resources) and 2) allow service providers to advertise their services (offering resources). OBJECTIVE This study aimed to assess the reach of the objectives of the co-design prototype through a usability evaluation. METHODS The exploratory study method was chosen to assess the usability of each objective. The first step was assessing users first impression of the website. The second was a task scenario with a think-aloud protocol. The last step was a semi-structured interview. All steps were performed individually (with a moderator) in a single session. Data was analyzed with three frameworks: ISO 9241-210, Nielsen's heuristic classification and Garrett's Element of User Experience. RESULTS A total of 10 participants were recruited, five for each objective of the website. Findings suggest a tendency between knowledge production during co-design sessions and usability results, highlighting the benefits of this approach on usability. We were able to identify several usability problems, most of them being dimensions (Garrett’s framework) for which less time was allowed during the co-design project: Information design and Interface design. Problems in both were mainly related to Effectiveness and Efficiency (ISO Framework). Problems were mostly identified as Error prevention and Match between system and the real world (Nielsen’s heuristic). CONCLUSIONS Our study provides empirical data that contribute to the understanding of how the co-design approach can relate to system success. We also provided a novel contribution on usability analysis by combining three different models to classify problems found. This combination provides a holistic understanding of usability improvements needed. INTERNATIONAL REGISTERED REPORT RR2-10.2196/11634


Author(s):  
Jinling Wang ◽  
Wen F. Lu

In this paper, a haptic modeling and simulation system is developed to assist handheld product design. With haptic feedback, users could create, interact and evaluate the virtual product directly and intuitively without producing the physical prototype. This saves the cost and reduces time-to-market, which is especially meaningful for the rapidly changing handheld mobile devices. To provide a comfortable and accurate operation, a virtual vibration actuator is devised to add into the touch screen. Unlike the previous research that mainly focuses on the design of the product shape, the proposed system also models the interaction between the user (finger) or tool (pen) and handheld device (button/screen). To obtain realistic simulation and replace the physical prototype, the complex shape and deformation of the finger are considered when calculating the feedback force. A computational efficient collision detection method for complex shape objects is proposed to tackle the challenge of a high update rate of more than 1 kHz for real-time realistic haptic rendering. Moreover, the proposed system incorporates the haptic modeling of vibration interaction and menu interface design into the product design simulation system. A case study of handheld device design is used to illustrate the proposed system.


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