Effect of Information Architecture on the Usability of a University Website

2020 ◽  
Vol 11 (1) ◽  
pp. 38-52
Author(s):  
Bhim Sain Singla ◽  
Himanshu Aggarwal

A well-planned information architecture (IA) of a website can enhance the end users' efficiency, learnability, controllability and intention to revisit the site. Its significance is even more in the context of academic websites where the generation, management, and distribution of information are among the major activities. However, it remains a neglected issue as designers of academic websites have overlooked the important aspect of ‘intuitive user navigation' and focused primarily on its ‘look and feel.' Thus, the current study aims to analyze and compare the effectiveness of information architectural designs of some randomly selected university websites of Punjab (India) through a usability testing technique. For this purpose, the performance metric measured was the information seeking time. The usability session of each subject was captured through Camtasia Studio software. The findings of this study highlight the shortcomings of presently designed academic websites which adversely affect the usability of a website.

10.2196/15146 ◽  
2020 ◽  
Vol 8 (1) ◽  
pp. e15146 ◽  
Author(s):  
Sara Chew ◽  
Pauline Siew Mei Lai ◽  
Chirk Jenn Ng

Background To date, several medication adherence apps have been developed. However, the existing apps have been developed without involving relevant stakeholders and were not subjected to mobile health app guidelines. In addition, the usability and utility of these apps have not been tested with end users. Objective This study aimed to describe the usability and utility testing of a newly developed medication adherence app—Med Assist—among ambulatory care patients in Malaysia. Methods The Med Assist app was developed based on the Theory of Planned Behavior and the Nielson usability model. Beta testing was conducted from March to May 2016 at a primary care clinic in Kuala Lumpur. Ambulatory care patients who scored ≥40% on the electronic health literacy scale, were aged ≥21 years, and were taking two or more long-term medications were recruited. Two rounds of in-depth interviews were conducted with each participant. The first interview, which was conducted upon participant recruitment, was to assess the usability of Med Assist. Participants were asked to download Med Assist on their phone and perform two tasks (register themselves on Med Assist and enter at least one medication). Participants were encouraged to “concurrently think aloud” when using Med Assist, while nonverbal cues were observed and recorded. The participants were then invited for a second interview (conducted ≥7 days after the first interview) to assess the utility of Med Assist after using the app for 1 week. This was done using “retrospective probing” based on a topic guide developed for utilities that could improve medication adherence. Results Usability and utility testing was performed for the Med Assist app (version P4). A total of 13 participants were recruited (6 men, 7 women) for beta testing. Three themes emerged from the usability testing, while three themes emerged from the utility testing. From the usability testing, participants found Med Assist easy to use and user friendly, as they were able to complete the tasks given to them. However, the details required when adding a new medication were found to be confusing despite displaying information in a hierarchical order. Participants who were caregivers as well as patients found the multiple-user support and pill buddy utility useful. This suggests that Med Assist may improve the medication adherence of patients on multiple long-term medications. Conclusions The usability and utility testing of Med Assist with end users made the app more patient centered in ambulatory care. From the usability testing, the overall design and layout of Med Assist were simple and user friendly enough for participants to navigate through the app and add a new medication. From the participants’ perspectives, Med Assist was a useful and reliable tool with the potential to improve medication adherence. In addition, utilities such as multiple user support and a medication refill reminder encouraged improved medication management.


Teknika ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 59-67
Author(s):  
Reza Novaris Maulana ◽  
Raymond Sutjiadi ◽  
Edwin Meinardi Trianto

Permainan edukasi merupakan suatu terobosan dimana permainan tersebut bersifat menghibur dan mengandung pengetahuan bagi penggunanya sehingga permainan ini diminati oleh banyak orang khususnya anak-anak. Dalam Tugas Akhir ini, penulis membuat permainan edukasi dalam bentuk aplikasi dengan nama “Berhitung dengan Binatang” yang memiliki tujuan untuk membangkitkan minat anak-anak dalam pelajaran matematika sekaligus mengenalkan berbagai macam jenis hewan. Aplikasi ini dibuat dengan menggunakan program aplikasi Unity dan metode pengembangan perangkat lunak throw-away prototyping. Untuk pengujian aplikasi ini, telah digunakan dua macam metode usability testing yaitu evaluating navigation and information architecture dan comparing products. Dari hasil pengujian evaluating navigation and information architecture didapatkan hasil 82% responden telah memahami fitur dan fungsi dari tombol yang telah disediakan pada aplikasi "Berhitung dengan Binatang". Kemudian dari pengujian comparing products didapatkan hasil 73% responden tertarik untuk menggunakan aplikasi "Berhitung dengan Binatang" sebagai media pembelajaran.


Author(s):  
Muhammad Nazrul Islam ◽  
Franck Tétard

User interfaces of computer applications encompass a number of objects such as navigation links, buttons, icons, and thumbnails. In this chapter, these are called interface signs. The content and functions of a computer application are generally directed by interface signs to provide the system’s logic to the end users. The interface signs of a usable application need to be intuitive to end users and therefore a necessary part of usability evaluation. Assessing sign intuitiveness can be achieved through a semiotic analysis. This study demonstrates how a semiotic assessment of interface signs’ intuitiveness yielded a number of benefits. For instance, (i) it provides an overall idea of interface signs’ intuitiveness to the end users to interpret the meaning of interface signs, (ii) it assists in finding usability problems and also in (iii) recommending possible solutions, (iv) provides background for introducing guidelines to design user-intuitive interface signs, (v) helps in constructing heuristic checklist from semiotics perspective to evaluate an application, (vi) no additional resource and extra budget are needed. This study also presents a list of methodological guidelines to obtain the perceived benefits of integrating semiotic perception in usability testing for practitioners.


Author(s):  
William J. Gibbs ◽  
Joseph E. McKendrick

News providers today offer interactive sources that engage people, enable them to build community, and to participate in the news. At the same time, the digital interfaces through which people access the news are continuingly evolving, diverse, and oftentimes visually complex. How these factors shape human information seeking in news-oriented virtual communities is a relatively new area of study and therefore greater understanding of their influence on human behavior is of much practical value. In this chapter, the authors explore trends and developments in news-oriented virtual communities. They review several data collection and analysis techniques such as content analysis, usability testing and eye-tracking and propose that these techniques and associated tools can aid the study of news communities. They examine the implications these techniques have for better understanding human behavior in virtual communities as well as for improving the design of these environments.


Author(s):  
Bhim Sain Singla ◽  
Himanshu Aggarwal

Usability evaluation of a website is a key element in identifying the areas where the end-users might experience problems while interacting with it. The usability parameter has a great impact on the performance of a website, an organization's image, user satisfaction, and their intention to revisit the site. In the recent past, there has been a tremendous increase in the use of websites for seeking requisite information about admission to various courses offered by higher education institutions. There has been a lack of an effective and efficient set of heuristics that can be used to evaluate the usability of these education institution websites. The present study differs from earlier studies by providing a new set of 43 usability heuristics and categorizing them into eight distinct factors on the basis of their empirical validation. These eight identified factors exhibit strong psychometric properties and are ease of navigation, design quality, information architecture, credibility, functionality quality, content quality, simplicity, and learnability. The findings of this study are highly useful for the website designers and evaluators of higher education institutions' websites, who are concerned with evaluating and improving the usability of these websites. The findings of this study have theoretical as well as practical implications.


1986 ◽  
Vol 12 (4) ◽  
pp. 167-175 ◽  
Author(s):  
David Nicholas ◽  
Kevin Harris ◽  
Gertrud Erbach

After six months of training Time-Life book researchers to use online databases it is clear that they will not become end-users overnight—despite plentiful training, good facilities, user-friendly interfaces and the like. The reasons for this are less clear but high on the list come: a lack of time (to learn and maintain the necessary searching skills); a general reluctance to abandon the tried and tested—and often pleasurable—con ventional information retrieval methods (there is certainly nothing to suggest that the computer is going to replace the telephone as an information source); and the low priority given to the (formal) information-seeking component of the job (high priority being given to the more visible and pressing elements, like writing and commissioning pictures). There is little in Time-Life's online experience to lend support to the belief that there will be wide-scale end-user searching in the near future. Online will find its place in the array of information retrieval methods at the disposal of the user and will undoubtedly be used where manual methods have failed: it is unlikely, however, to supplant manual systems that work well and are well-liked. Secretaries do appear to be well-qualified, and in an excel lent position to become a major end-user group and might indeed pose a threat to the librarian intermediary in the near future.


2019 ◽  
Vol 11 (2) ◽  
pp. 431-447
Author(s):  
Jessica Kuonen ◽  
Flaxen Conway ◽  
Ted Strub

Abstract This case study explores how to add value to regional ocean condition forecast information by bringing awareness to the processes that govern decision-making and outcomes within the system. A modified mental models research approach is applied to examine differences and similarities in perceptions of risk and comfort with uncertainty between two interdependent communities, the ocean “data provider” and “end user,” and how these perceptions impact accessibility and usefulness of data products. In this study, data providers are academic and agency scientists from institutions that provide ocean condition forecasts to public end users (n = 17). End users are members of the Oregon commercial-fishing community (n = 16). Comparisons reveal key differences and similarities related to the nature of each profession that impact perceptions of scale in time and space and reveal the ways that cumulative and intersecting risks and uncertainties act as key drivers in decision-making. Implications for expanding the current understanding of how ocean forecasts are produced and used include 1) highlighting the value of optimizing ocean forecast delivery tools based on end-user needs and information-seeking processes already in place, 2) identifying structural and cultural barriers within the data-provider network that prevent them from doing so, and 3) demonstrating the value of learning about both producers and users of scientific information and suggesting potential ways to structure cooperation and strengthen relationships between them by working toward a common desired outcome.


2013 ◽  
Vol 59 (2) ◽  
pp. 99-110 ◽  
Author(s):  
Claudia Zickler ◽  
Sebastian Halder ◽  
Sonja C. Kleih ◽  
Cornelia Herbert ◽  
Andrea Kübler

2015 ◽  
Author(s):  
Kyle L. Woener ◽  
Michael R. Benjamin

In this work, a trade space was introduced allowing a weighted combination of a course change and speed change when deviating from the preferred velocity vector in protocol-constrained autonomous collision avoidance algorithms. A novel iterative geometry testing technique was introduced and key evaluation metrics were studied including the introduction of a protocol-compliance metric for collision avoidance scenarios. The performance metric results differed for high-speed vessels indicating a need for parameter tuning specific to high-speed vessels before applying collision avoidance algorithms tested on slower vessels.


2019 ◽  
Vol 11 (4) ◽  
Author(s):  
Marja Helmi Ylilehto ◽  
Eini Saarivesi ◽  
Jarmo Reponen ◽  
Pia Liljamo

The Finnish national eHealth and eSocial strategy emphasizes citizens’ active role in promoting their own well-being by improving information management and implementing self-management and online services. In the Emergency Hub, part of the Finnish online health portal (Health Village), an eTriage Service is being developed by ICT experts and healthcare professionals. To make the eTriage Service available to the public, the user interface must comply with relevant quality and safety regulations. The aim of this paper is to describe the recruitment methods used for eTriage Service usability testing and the feasibility of those methods. The results of the actual usability testing are not discussed in this article. Two different recruiting methods were combined: online recruiting with remote testing and organized on-site testing occasions. A total of 219 volunteer end-users were recruited and 115 (52.5%) of them performed the usability testing. A better participation rate was achieved with organized on-site testing occasions, but the method consumed significantly more time and effort on the part of developers. A sufficient number and variety of end-users were recruited by combining different recruiting methods. Online recruiting with remote usability testing helps reduce the costs and effort of developers but may require a longer period of time to achieve a sufficient number of testers. A complex or highly novel, self-performing test process without any support might affect negatively the number of testers available by the online recruitment. It also seems that usability testing for digital health services can be more attractive to healthcare professionals than to persons with no healthcare education background.


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