usability test
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2021 ◽  
Vol 11 (4) ◽  
pp. 97-109
Author(s):  
Giljun Nam ◽  
MinSik Lee ◽  
Hyun Jin Choi ◽  
Jong Hoon Lee ◽  
Sangsoo Park
Keyword(s):  

2021 ◽  
Vol 7 (12) ◽  
pp. 119925-119939
Author(s):  
Gabriel Henrique Cruz Bonfim ◽  
Érica Pereira Das Neves ◽  
Juliana Cardoso Braga ◽  
Fernando José Carneiro Moreira Da Silva ◽  
Luis Carlos Paschoarelli
Keyword(s):  

Author(s):  
María Santágueda Villanueva ◽  
María Ángeles LLopis Nebot ◽  
Francesc Marc Esteve Mon

In the current context, we not only need to train digitally competent students, but to develop civic and citizenship skills. One methodology for this is Service Learning (SL),. Mobile devices can enable the design of SL activities that take advantage of digital capabilities. However, experiences are still scarce. In the present research, a mobile application for SL is presented, with which students and teachers are in constant interaction, where feedback is constant and learning is reciprocal. In this article, and based on a DBR methodology, we evaluated technological usability, pedagogical usability and satisfaction. For this purpose, 3 teachers and 11 students of the Education degrees, used and evaluated the application using the usability test and conducting several interviews. According to the results obtained, the application works correctly and meets the four levels of usability. However, both students and teachers detected elements for improvement, especially in design. The application presented allows further progress towards eSL, taking advantage of the possibilities of hybrid technologies and scenarios.


2021 ◽  
Vol 13 (4) ◽  
pp. 21-32
Author(s):  
Hamis Fredrick Eliazer ◽  
Michael John Haule

In-house software development is a critical phenomenon for the production of efficient and effective software in generating requisite job output. A few studies have devoted efforts towards establishing the impact of in-house software development on software. Therefore, this paper is an effort towards establishing the impact of in-house software development practices on system usability. In pursuit of this paper, a sample of a sample size of 169, at 95% confidence level, with margin error of 5% was drawn from bold software users, i.e. 300 employees who used the all software including those dealing with the main stream activities. A total of 102 respondents actually responded to the questionnaires. The Online Sample Calculator was used to draw the sample. Quantitative data were collected using semi-structured questionnaires and processed using the SPSS. Descriptive statistics were applied in the analysis. Findings of the study indicate that software development practices, specifically usability test and user involvement in software designing and development had an impact on determining software usability for in-house software. The paper concludes that software development practices shape the design of the software; hence influence usability of the software produced. Recommended is therefore that software usability test and user involvement in software designing and development be promoted for effective software production.


Author(s):  
Imam Fauzy Muldani Rachmat ◽  
Gazali Gazali

Membuang sampah sembarangan akan berdampak negatif bagi lingkungan seperti pencemaran lingkungan, mengakibatkan banjir serta dampak bagi kesehatan, oleh karena itu kesadaran membuang sampah beserta memilah pada tempatnya merupakan sikap yang perlu ditanamkan pada setiap masing individu. Berdasarkan survey siswa/siswi tunarungu SLBN Banjar dapat disimpulkan masih belum paham tentang pengelolaan sampah dan kurang peduli dalam membuang sampah pada tempatnya. Penyelesaian terhadap permasalahan tersebut yaitu dengan menerapkan pembelajaran pengelolaan sampah melalui pengembangan game edukasi bahasa isyarat menggunakan pendekatan siklus pengembangan game. Hasil dari pengembangan ini adalah game dengan fitur level menggunakan bahasa isyarat  yaitu Level1 mengenal jenis sampah, Level2 Memilah sampah, dan Level3 recycle sampah, sedangkan fitur tambahannya Splashscreen, menu utama, pengenalan sampah, belajar SIBI, Info games. Hasil pengujian Blackbox  mendapatkan hasil valid dan pengujian usability Nielsen berdasarkan aspek Learnability 80%(Baik), Efficiency 73%(Baik), Memorability 73.33%(Baik), Error 79%(Baik), Satisfaction 82.67%(Sangat Baik) sehingga rata-rata nilai pengujian usability Nielsen sebesar 77% dikategorikan baik.   Abstract  Careless disposal of garbage has negative effects on the environment., such as environmental pollution, resulting in flooding and impacts on health. Therefore, the awareness of disposing of waste and sorting it in its place is an attitude that must be applied to every individual. The problem is that the deaf students of SLBN Banjar can be concluded that they still do not understand waste management and are less concerned about disposing of waste in its place. The solution to this problem is to apply waste management learning through sign language educational games using a game development cycle approach. The result of this development is a game with level features using sign language, namely Level1 recognizes the type of waste, Level2 sorts waste, and Level3 recycles waste, while the additional features are Splashscreen, main menu, the introduction of waste, learning SIBI, Info games. The results of the Blackbox test get valid results and Nielsen's usability test based on aspects of Learnability 80% (Good), Efficiency 73% (Good), Memorability 73.33% (Good), Error 79% (Good), Satisfaction 82.67% (Very Good) so that the average Nielsen's average usability test score of 77% is categorized as good.


2021 ◽  
Vol 22 (5) ◽  
pp. 265-280
Author(s):  
Yoon Joo Hyun ◽  
Jeon Seo Young ◽  
Park Joo Hyun ◽  
Cho Jeong Ha
Keyword(s):  

2021 ◽  
Vol 27 (1) ◽  
Author(s):  
Linghui Luo ◽  
Felix Pauck ◽  
Goran Piskachev ◽  
Manuel Benz ◽  
Ivan Pashchenko ◽  
...  

AbstractDue to the lack of established real-world benchmark suites for static taint analyses of Android applications, evaluations of these analyses are often restricted and hard to compare. Even in evaluations that do use real-world apps, details about the ground truth in those apps are rarely documented, which makes it difficult to compare and reproduce the results. To push Android taint analysis research forward, this paper thus recommends criteria for constructing real-world benchmark suites for this specific domain, and presents TaintBench, the first real-world malware benchmark suite with documented taint flows. TaintBench benchmark apps include taint flows with complex structures, and addresses static challenges that are commonly agreed on by the community. Together with the TaintBench suite, we introduce the TaintBench framework, whose goal is to simplify real-world benchmarking of Android taint analyses. First, a usability test shows that the framework improves experts’ performance and perceived usability when documenting and inspecting taint flows. Second, experiments using TaintBench reveal new insights for the taint analysis tools Amandroid and FlowDroid: (i) They are less effective on real-world malware apps than on synthetic benchmark apps. (ii) Predefined lists of sources and sinks heavily impact the tools’ accuracy. (iii) Surprisingly, up-to-date versions of both tools are less accurate than their predecessors.


2021 ◽  
Author(s):  
Minh Tam Truong ◽  
Obioma Nwosu ◽  
Maria Elena Gaytan ◽  
Maria Segura Vargas ◽  
Ann-Kristin Seifer ◽  
...  

BACKGROUND Besides anti-inflammatory medication, physical exercise represents a cornerstone of modern treatment for patients with Axial Spondylarthritis (AS). Digital health applications (DHA) like the Yoga App "YogiTherapy" could empower patients to autonomously and correctly perform exercises remotely. OBJECTIVE This study aimed to develop, design, and test the usability of the smartphone-based app YogiTherapy for patients with Axial Spondylarthritis. METHODS The development of the app and the user experience study took place between October 2020 and March 2021. The DHA was designed by students, rheumatologists, and AS patients. After the initial development process, a pilot version of the app was evaluated prospectively by 5 patients and 5 rheumatologists. Participants had to complete different predefined tasks using the app. Then the competition rate and the experience questionnaire (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty) were finalized by patients. RESULTS The results of the post-test questionnaires showed that the majority of the patient group was already familiar with digital applications (80 % of the patients). The task completion rate of the usability test was 100 % in tasks i and ii, which included selecting and starting a yoga lesson and navigating to an information page. Rheumatologists felt even more experienced in digital devices (40 % experts, 60 % intermediates). In this case, the task completion rate of the usability test was 100 % (5 /5). In the user experience questionnaire completed by rheumatologists, attractiveness (2.267 SD 0.401) and stimulation (2.250 SD 0.354) achieved the best results compared to dependability (2.00 SD 0.395). Patients reported attractiveness with 2.167 SD 0.565 and stimulation with 1.950 SD 0.873. The lowest mean score was scaled for perspicuity (1.250 SD 1.425). CONCLUSIONS The newly developed and tested DHA YogiTherapy demonstrated high usability among rheumatologists and AS patients, suggesting simple implementation into clinical routine care. The app might potentially be used by patients with AS as a complementary treatment. Prospective trials are needed to prove the benefit of the app.


2021 ◽  
Vol 5 (3) ◽  
pp. 333
Author(s):  
Surya Jaya Raka ◽  
Djoko Budiyanto Setyohadi

Usability testing, part of the human-computer interaction problem, is a method commonly used to evaluate the performance of a website interface. Today's study of human-computer interaction is important. It is now developed into UI UX (User Interface / User Experience). The website interface can affect user satisfaction and is a principal factor in a website being liked by users and meeting user needs. When a website is first developed, it can be difficult for a developer to understand the need for a website interface that matches the user persona of that website. Therefore, this research is important as an evaluation material for websites that are developed in the context of a website interface to provide a satisfactory appearance according to user personas. This study evaluates a website by conducting a usability test using the ISO-9241 aspect and getting an average result of 50,967, which is categorized as a bad website is taken from all users in the experiment. This study can also prove the psychological factors of users that influence usability testing, namely differences in the perceptions of website ratings between users with normal and (mild, moderate, severe, too severe) psychological stress levels. Users with normal stress levels will have better usability test results than users with stress levels. This study shows better results than user ratings with a normal stress level of 73,750, so it is categorized as a reliable website.


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