user testing
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2022 ◽  
Vol 22 (1) ◽  
Author(s):  
Naomi Fearns ◽  
Laura Walker ◽  
Karen Graham ◽  
Norman Gibb ◽  
Duncan Service

Abstract Background The Scottish Intercollegiate Guidelines Network (SIGN) is the leading national clinical guideline producer in Scotland. Improved design and dissemination of guidelines produced for the public can empower people to take an active role in self-management and shared decision-making. The public version of the guideline examined covered getting assessed and diagnosed with autism, and approaches that can help. The aim of this study was to test a public version of a guideline for the parents of children and young people with autism, implement improvements, and identify what works in making it usable and accessible. Methods We recruited mothers from across Scotland. User testing involved formal ‘think aloud’ semi-structured interviews that guided users through the booklet. Interviews took place individually and were recorded and transcribed. Key findings were identified and themed using the honeycomb user experience model. Results Fourteen user-testing interviews were conducted. Facilitators for usability and desirability of the guideline included the chunking of text, consistent use of colour and boxes to highlight important information. Simple language, written in a tone of partnership, helped to engage mothers. Value arose from the guidelines ability to explain the process of diagnosis and make mothers feel empowered in their relationships with healthcare professionals. There was a lack of consensus on the usefulness of rating the strength of evidence and recommendations. Conclusion There was a marked similarity between what was important to the mothers and what has been found to be important to other groups. The involvement of service users and carers in the guidelines development was key to its credibility. One size does not fit all in presenting evidence-based recommendations to the public and it is a challenge to provide sufficient information while avoiding information overload. Recommendations and evidence levels are suitable for use in public versions, but these should be kept as simple as possible.


2022 ◽  
Vol 16 (1) ◽  
pp. 40
Author(s):  
Putri Lannidya Parameswari ◽  
Ida Astuti ◽  
Winda Widya Ariestya

Perubahan perilaku wisatawan dalam berwisata dengan bantuan perangkat digital salah satunya adalah perencanaan wisata, contohnya yaitu menentukan destinasi wisata. Pemilihan destinasi wisata yang bervariasi di Provinsi Jawa Timur oleh para calon wisatawan dapat dipermudah guna meningkatkan strategi manajemen pariwisata. Penelitian ini bertujuan untuk menghasilkan Sistem Pendukung Keputusan atau Decision Support System (DSS) berbasis website yang dapat mempermudah wisatawan dalam menentukan pilihan destinasi pariwisata di wilayah Jawa Timur. Sebagai metode pengambilan keputusan, Analytical Hierarchy Process (AHP) diterapkan. Metode System Development Life Cycle (SDLC) yang meliputi tahap perencanaan, analisis, desain, dan produksi serta pengujian dan implementasi, digunakan dalam mengembangkan Sistem Pendukung Keputusan. Pengujian khusus sistem dan user-testing menunjukkan bahwa seluruh fungsionalitas yang diuji bekerja dengan baik dengan black box testing, sedangkan user-testing menunjukkan bahwa 87,13% pengguna setuju bahwa sistem ramah pengguna.


2022 ◽  
Vol 35 (1) ◽  
pp. 0-0

As the societal impacts of the Covid-19 progress, so do the workplace and business challenges the pandemic has brought on. It is now crucial to conduct user testing to measure and optimize the usability of corporate Intranets under pandemic conditions. This paper suggests and validates an integrated approach for Intranet remote usability evaluation validated by user testing in a work from home context during a pandemic. The main contribution of the current research is the discovery of some users preferences specific to work from home workers during a pandemic not previously addressed in the literature on intranets.


2021 ◽  
Vol 5 (2) ◽  
pp. 25-35
Author(s):  
Hafiz Abid Mahmood Malik ◽  
Abdulhafeez Muhammad ◽  
Usama Sajid

Usability is a key factor in the quality of the product, which includes ease of use, user satisfaction and the ability of the user to quickly understand the product without practice. As smartphone usage increases, most organizations have shifted their services to mobile applications, such as m-banking. Most of the people uses banking services but hesitate to use m-banking due to complex interfaces. Usability researchers concentrate on the value of design simplicity so that users can perform a particular task with satisfaction, efficiency, and effectiveness. If a mobile app lacks one of these usability features, users may get confused while using the app. This research examines the key usability issues in existing m-banking after checking the usability satisfaction level through System Usability Scale. To compare and highlight a number of usability issues, the researcher used two types of usability evaluation method 'User Testing' and 'Heuristic Evaluation'. In heuristic evaluation expert users used two M-banking apps i.e. Bank of Punjab (BOP) and MCB Islamic Bank (MIB) to evaluate them against Neilson 10 heuristics and extract the usability issues in apps. The user testing is then performed by novice users which includes tasks (translated from extracted problems by heuristic evaluation). After completion on whole testing users filled the post-test SUS’s questionnaire. The result shows that the overall success rate of the tasks was 83%, SUS score was 77 and overall relative time-based efficiency very 54.2%. The expert evaluators found 83% minor errors and 17% major errors. The finding of this paper shows  usability problems and recommendations are provided to increase the usability of mobile banking applications at the end of this paper.


Author(s):  
Y.A Dianova ◽  
◽  
A.V Nazarenko ◽  
N.V Savelyev ◽  
V.V Kuzina ◽  
...  
Keyword(s):  

2021 ◽  
Author(s):  
◽  
Richard Dodds

<p>Video games are increasingly seen as a meaningful form of art and storytelling. A common critique of video games is that the player’s in-game actions can easily become disconnected from their character and the storyline, referred to as Ludo-narrative dissonance. To date, no published academic research has been carried out on how to avoid Ludo-narrative dissonance from a game systems level. Yet, the development of Ludo-narrative consistent game systems have the potential to enhance gameplay and player satisfaction. The aim of this research was to develop a prototype ludo-narrative consistent game system, and to explore the design requirements, strengths and challenges of this prototype system. This was achieved through the development of a prototype video game. The prototype incorporated a trait system that assigned personality traits to the player character based on their style of gameplay, consequently altering the storyline in a way that was aligned with the player’s actions. This prototype was user tested by twenty-one participants, who were recruited via convenience sampling. The participants played the prototype three times, then completed an anonymous survey on their experience of playing the game. I observed their play remotely via Zoom and was available to them for answering questions. The prototype was updated based on my observations and user testing survey responses. The prototype development process, my observations of user testers, and the survey results, provided unique insights into the design requirements, strengths and weaknesses of the prototype trait system. My research illustrates that narrative systems and game mechanics are closely interconnected in the development of a trait system. Furthermore, my research shows that when implementing a trait-based system it is important to consider the following design requirements, including; trait interaction, action weighting, mechanical cohesion and consideration of player intentions. User testing observations and survey results highlighted some design challenges that provided insights for the improvement of the prototype. One insight was how the mechanical difficulty of the game affected the assignment of traits, making some personality traits easier to achieve than their counterparts. This was addressed by increasing the difficulty and adjusting the action weighting of opposing traits. Another insight was from situations when participants falsely attributed certain play behaviours to the traits they were assigned. These false attributions provided additional ideas for the updated prototype. In conclusion, this research contributes to the overall body of knowledge in game design, by illustrating the design requirements, challenges and strengths of a prototype Ludo-narrative consistent game system.</p>


2021 ◽  
Author(s):  
◽  
Richard Dodds

<p>Video games are increasingly seen as a meaningful form of art and storytelling. A common critique of video games is that the player’s in-game actions can easily become disconnected from their character and the storyline, referred to as Ludo-narrative dissonance. To date, no published academic research has been carried out on how to avoid Ludo-narrative dissonance from a game systems level. Yet, the development of Ludo-narrative consistent game systems have the potential to enhance gameplay and player satisfaction. The aim of this research was to develop a prototype ludo-narrative consistent game system, and to explore the design requirements, strengths and challenges of this prototype system. This was achieved through the development of a prototype video game. The prototype incorporated a trait system that assigned personality traits to the player character based on their style of gameplay, consequently altering the storyline in a way that was aligned with the player’s actions. This prototype was user tested by twenty-one participants, who were recruited via convenience sampling. The participants played the prototype three times, then completed an anonymous survey on their experience of playing the game. I observed their play remotely via Zoom and was available to them for answering questions. The prototype was updated based on my observations and user testing survey responses. The prototype development process, my observations of user testers, and the survey results, provided unique insights into the design requirements, strengths and weaknesses of the prototype trait system. My research illustrates that narrative systems and game mechanics are closely interconnected in the development of a trait system. Furthermore, my research shows that when implementing a trait-based system it is important to consider the following design requirements, including; trait interaction, action weighting, mechanical cohesion and consideration of player intentions. User testing observations and survey results highlighted some design challenges that provided insights for the improvement of the prototype. One insight was how the mechanical difficulty of the game affected the assignment of traits, making some personality traits easier to achieve than their counterparts. This was addressed by increasing the difficulty and adjusting the action weighting of opposing traits. Another insight was from situations when participants falsely attributed certain play behaviours to the traits they were assigned. These false attributions provided additional ideas for the updated prototype. In conclusion, this research contributes to the overall body of knowledge in game design, by illustrating the design requirements, challenges and strengths of a prototype Ludo-narrative consistent game system.</p>


2021 ◽  
Author(s):  
◽  
Jessica Saul

<p>Stroke is a medical condition causing disability worldwide (Feigin et al., 2014; Murray et al., 2012; National Heart Lung and Blood institute, 2016). It can leave people with physical and cognitive deficits. The individual’s function in everyday activities following a stroke depends on the severity of the stroke and the amount of therapy available to them. Rehabilitation for the physical impairments, such as upper limb deficits, can promote recovery and is delivered by physiotherapists and occupational therapists. Therapy takes place predominantly in the clinical environment. It is manual, task based, delivered one on one, and can be time intensive. Self-management methods for patients’ stroke rehabilitation are gaining attention from healthcare professionals (Taylor, Monsanto, Kilgour, Smith, & Hale, 2019). Rehabilitation that can be done at home has benefits for the individual, the family or caregiver, the therapist and the healthcare system. Independent rehabilitation at home reduces pressure on healthcare resources and can be beneficial for stroke patients recovery. So, medical interventions and products are shifting from clinical to community and home environments.   The use of robotics for rehabilitation has the potential to support recovery of function and assist with everyday tasks in a variety of ways. This paper explores the design of a robotic device for the hand. By involving stroke patients, clinicians and carers in the design process, this research aims to improve the user experiences of a robotic device for hand rehabilitation. Designing for the user experience has the potential to improve the engagement and acceptance of the robotic device for independent home therapy.   A combination of methods have been used to include users in the design process and gather qualitative data to inform the design. The methodologies include research through design and human-centred design. Research through design includes methods such as a literature review, using and adapting design criteria, prototyping, iteration, user-testing, and thematic analysis. Human-centred design is about involving users in the development process and include methods such as surveys, semi-structured interviews, observations, and user testing. There were four clinicians and seven stroke patients that met inclusion criteria and participated in the testing. Three patients and three clinician participants were involved in the interviews. Personas were used to understand user wants and needs, and to inform criteria for the design process.  By using these methods we gain a better understanding of the users’ needs in order to improve the design of the pre-existing robotic upper limb stroke rehabilitation device. The purpose of the design is to meet the needs of the stroke patient in his or her own home. This design study focuses on developing the user experience by addressing usability. Interactions considered during the iterative design process are putting on and taking off the device. It is found through testing and iterations that comfort, cleaning and safety were necessary for this wearable robotic upper limb stroke therapy device to be easily worn and used in the home.</p>


2021 ◽  
Author(s):  
◽  
Jessica Saul

<p>Stroke is a medical condition causing disability worldwide (Feigin et al., 2014; Murray et al., 2012; National Heart Lung and Blood institute, 2016). It can leave people with physical and cognitive deficits. The individual’s function in everyday activities following a stroke depends on the severity of the stroke and the amount of therapy available to them. Rehabilitation for the physical impairments, such as upper limb deficits, can promote recovery and is delivered by physiotherapists and occupational therapists. Therapy takes place predominantly in the clinical environment. It is manual, task based, delivered one on one, and can be time intensive. Self-management methods for patients’ stroke rehabilitation are gaining attention from healthcare professionals (Taylor, Monsanto, Kilgour, Smith, & Hale, 2019). Rehabilitation that can be done at home has benefits for the individual, the family or caregiver, the therapist and the healthcare system. Independent rehabilitation at home reduces pressure on healthcare resources and can be beneficial for stroke patients recovery. So, medical interventions and products are shifting from clinical to community and home environments.   The use of robotics for rehabilitation has the potential to support recovery of function and assist with everyday tasks in a variety of ways. This paper explores the design of a robotic device for the hand. By involving stroke patients, clinicians and carers in the design process, this research aims to improve the user experiences of a robotic device for hand rehabilitation. Designing for the user experience has the potential to improve the engagement and acceptance of the robotic device for independent home therapy.   A combination of methods have been used to include users in the design process and gather qualitative data to inform the design. The methodologies include research through design and human-centred design. Research through design includes methods such as a literature review, using and adapting design criteria, prototyping, iteration, user-testing, and thematic analysis. Human-centred design is about involving users in the development process and include methods such as surveys, semi-structured interviews, observations, and user testing. There were four clinicians and seven stroke patients that met inclusion criteria and participated in the testing. Three patients and three clinician participants were involved in the interviews. Personas were used to understand user wants and needs, and to inform criteria for the design process.  By using these methods we gain a better understanding of the users’ needs in order to improve the design of the pre-existing robotic upper limb stroke rehabilitation device. The purpose of the design is to meet the needs of the stroke patient in his or her own home. This design study focuses on developing the user experience by addressing usability. Interactions considered during the iterative design process are putting on and taking off the device. It is found through testing and iterations that comfort, cleaning and safety were necessary for this wearable robotic upper limb stroke therapy device to be easily worn and used in the home.</p>


2021 ◽  
Author(s):  
◽  
Bryan Loh

<p>Computational design tools enable designers to construct and manipulate representations of design artifacts to arrive at a solution. However, the constraints of deterministic programming impose a high cost of tedium and inflexibility to exploring design alternatives through these models. They require designers to express high-level design intent through sequences of low-level operations. Generative neural networks are able to construct generalised models of images which capture principles implicit within them. The latent spaces of these models can be sampled to create novel images and to perform semantic operations. This presents the opportunity for more meaningful and efficient design experimentation, where designers are able to express design intent through principles inferred by the model, instead of sequences of low-level operations.   A general purpose software prototype has been devised and evaluated to investigate the affordances of such a tool. This software — termed a SpaceSheet — takes the form of a spreadsheet interface and enables users to explore a latent space of fonts. User testing and observation of task-based evaluations revealed that the tool enabled a novel top-down approach to design experimentation. This mode of working required a new set of skills for users to derive meaning and navigate within the model effectively. Despite this, a rudimentary understanding was observed to be sufficient to enable designers and non-designers alike to explore design possibilities more effectively.</p>


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