scholarly journals User Efficiency Model in Usability Engineering for User Interface Design Refinement of Mobile Application

2020 ◽  
Vol 14 (1) ◽  
pp. 16
Author(s):  
Gladina Desideria ◽  
Yoanes Bandung
Author(s):  
Natrah Abdullah ◽  
Nur Farahin binti Abdul Hamid

Reading Al-Quran is one of spiritual activities and as for Muslims, and they believed God would reward those who read and practice it. In order to dedicate remaining years of their life to God and to bring peace of mind, most of the senior citizens are spending their time doing spiritual activities such as reciting Al-Quran. With the advancement of technology, the sources of Al-Quran are also changing. There are many Al-Quran application being developed in the market and can be download and install easily in mobile devices such as smartphone. However, the application that have been developed often ignored needs and limitation of senior users, that causing them to feel unease to use the mobile application. Hence, the purpose of this study is to investigate the user interface design principles of mobile Al-Quran application for senior citizens. For this purpose, the study has conducted a literature review, interview session usability study, the user interface design principles were identified. Using the principles, this study proposed a mobile application and an observation has been conducted with the senior citizens as a validation of the principles. Validation is based on usability evaluation on effectiveness, efficiency and satisfaction. The results show that the application is satisfactory and usable for the users. In future, the same research interest researcher can explore the audio and navigating in the interface by audio commands. The prototype could be extended to meet the needs of senior citizens that having the problem such as Parkinson and Alzheimer disease.


Respati ◽  
2018 ◽  
Vol 13 (3) ◽  
Author(s):  
Arum Kurnia Sulistyawati

INTISARISeiring perkembangan teknologi, aplikasi media pembelajaran mulai bermunculan. Salah satu aplikasi media pembelajaran yaitu Kamus Bahasa Isyarat dengan susunan kosakata secara alfabetik. Akan tetapi, kebutuhan pengguna khususnya siswa tunarungu tidak selalu konstan. Kebutuhan pengguna dapat berubah sesuai dengan perkembangan atau peraturan yang berlaku. Saat ini, hal yang berpengaruh pada kebutuhan aplikasi kamus bahasa isyarat adalah kurikulum pendidikan, yaitu Kurikulum 2013. Hal ini dikarenakan konsep belajar siswa tunarungu dikelompokkan ke dalam tema tertentu sesuai level kelas masing-masing. Perubahan ini menyebabkan siswa tunarungu membutuhkan Aplikasi Kamus Bahasa Isyarat yang mendukung proses pembelajaran tersebut. Oleh karena itu, penelitian ini bertujuan menghasilkan sebuah perancangan user interface Aplikasi Kamus Bahasa Isyarat Tematik berbasis mobile application. Penyusunan kosakata yang dikelompokkan berdasarkan tema-tema tertentu diharapkan mampu mempermudah siswa belajar bahasa isyarat. Adapun penelitian ini menggunakan metode waterfall agar setiap alur tahap dan proses dapat berjalan secara runtut dan mudah untuk melakukan pengecekan apabila terjadi kesalahan.Kata kunci -- kamus bahasa isyarat, tematik, tunarungu ABSTRACTAs technology develops, applications of learning media begin to emerge. One application of learning media is the Sign Language Dictionary with alphabetical vocabulary arrangement. However, the needs of users especially deaf students are not always constant. User needs can change according to developments or regulations. At present, the thing that influences the need for sign language dictionary applications is the education curriculum, namely the 2013 curriculum. This is because the learning concepts of deaf students are grouped into certain themes according to their respective class levels. This change causes deaf students need the Sign Language Dictionary Application that supports learning process. Therefore, this study aims to produce a user interface design for mobile application Thematic Sign Language Application. The preparation of vocabulary grouped according to certain themes is expected to facilitate students learning sign language. As for this study using waterfall method so that each flow stage and process can run in a coherent and easy to check if an error occurs.Keywords -- sign language dictionary, thematic, deaf


2021 ◽  
Author(s):  
Christian Bebis

In helping creative students and professionals find nearby spaces that are conducive to them working on their projects and crafts, I have shown how the Stanford Design Thinking model can be used to help empathize, design, ideate and prototype a mobile application. This design thinking model has been applied to solve a set of common problems for creatives, which are finding adequate workspaces, while creating and maintaining connections with others in their field. This paper will allow readers insight to the design thinking process and will attempt to contribute to a greater understanding of the methodology while attempting to create a solution that best fits the needs of the creative community. Keywords: creative, design thinking, studiogo, creative workspaces, crowdsourcing, user interface design


Author(s):  
Jérôme Collin ◽  
Olivier Gendreau

This paper presents the most important aspects of the third-year project for students in computer and software engineering at Polytechnique Montréal. In computer engineering, the third-year project mainly focusses on FPGA-based embedded systems, mobile application development (Android application), network communication and protocols, and user interface design. In software engineering, the third-year project mainly focusses on software reengineering (of the second-year project), mobile application development (iPad application), network communication and protocols, and user interface design. The important role of team and project management is also underlined. Teachers’ evaluation of students, as well as students’ evaluation of teachers are discussed.


2021 ◽  
Author(s):  
Christian Bebis

In helping creative students and professionals find nearby spaces that are conducive to them working on their projects and crafts, I have shown how the Stanford Design Thinking model can be used to help empathize, design, ideate and prototype a mobile application. This design thinking model has been applied to solve a set of common problems for creatives, which are finding adequate workspaces, while creating and maintaining connections with others in their field. This paper will allow readers insight to the design thinking process and will attempt to contribute to a greater understanding of the methodology while attempting to create a solution that best fits the needs of the creative community. Keywords: creative, design thinking, studiogo, creative workspaces, crowdsourcing, user interface design


2018 ◽  
Vol 2018 ◽  
pp. 1-11 ◽  
Author(s):  
Pedro R. Palos-Sanchez ◽  
Jose Ramon Saura ◽  
Felipe Debasa

This study analyzes the most important influence factors in the literature, which have the greatest influence on the conversions obtained in a mobile application powered by linked data. With the study of user interface design and a small user survey (n = 101,053), we studied the influence of social networks, advertising, and promotional and recruitment actions in conversions for mobile applications powered by linked data. The analysis of the users’ behavior and their application in the design of the actions to promote and capture constitutes an important part of the current theories of digital marketing. However, this study shows that its results may be contradictory and depend on other factors and circumstances when mobile applications powered by linked data are considered. The predictive value, reached by the developed model, may be useful for professionals and researchers in the field of digital marketing and the user interface design in mobile applications powered by linked data.


Sign in / Sign up

Export Citation Format

Share Document