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2021 ◽  
Vol 11 (23) ◽  
pp. 11250
Author(s):  
Fabien Lemoine ◽  
Kévin Nadarajah ◽  
Guy Carrault ◽  
Anaïs Guguen-Allain ◽  
Alain Somat

Managing everyday wellness using sensors requires user buy-in and acceptance. The Unified Theory of Acceptance and Use of Technology (UTAUT) was used to measure at D-0 the acceptability (a priori), and at D-21 the acceptance of an ambulatory monitoring system under development, the SHERPAM system. Interviews with the participants revealed that they no longer viewed the system in the same way at the different stages of the study. The results of the qualitative analysis suggest that the time of the research led the participants to stop seeing themselves as potential future users and to take on the role of critical testers of the technology (which corresponds more to a user test). This role change led participants to question the usefulness of the technology, which affected their intention to use the technology in the future (5.30 vs. 4.24; t = 2.58 *). This research identified the reasons why it was crucial to have a fully functional device in the second phase (acceptance study). The results of this study suggest that it is inappropriate to undertake an acceptability study when the technology is under development. While the SHERPAM platform has been the subject of several user tests, none have been carried out in a situation of use. Thus, this study seems to suggest that the dysfunctions observed are more related to the absence of a development phase in the daily activity of the users. Thus, to ensure a good appropriation of the technology and to predict its use, the technology must not only be in perfect working order, but must also have been developed according to the daily activities of the individuals.


2021 ◽  
Vol 5 (10) ◽  
pp. 62
Author(s):  
Sanni Siltanen ◽  
Hanna Heinonen ◽  
Alisa Burova ◽  
Paulina Becerril Palma ◽  
Phong Truong ◽  
...  

(1) COVID-19 pandemic restrictions caused a dramatic shift in research activities, forcing the adoption of remote practices and methods. Despite the known benefits of remote testing, there is limited knowledge on how to prepare and conduct such studies in the industrial context where the target users are experts and company employees. (2) In this article, we detail how we organized VR user tests in five industrial cases during the pandemic, focusing on practicalities and procedures. We cover both on-site testing, including disinfecting and other safety protocols, as well as remote and hybrid setups where both remote and on-site participants were involved. Subject matter experts from eight countries were involved in a total of 22 tests. (3) We share insights for VR user test arrangements relevant to the pandemic, remote and hybrid setups, and an industrial context, among others. (4) Our work confirms that with careful planning it is possible to organize user tests remotely. There are also some limitations in remote user testing, such as reduced visibility and interaction with participants. Most importantly, we list practical recommendations for organizing hybrid user tests with safety and disinfecting procedures for on-site VR use.


Author(s):  
Timmy Kantusch ◽  
Advan Sinanovic ◽  
Stefanie Marker

The SARS coronavirus 2 pandemic affected many areas of public life and industry. This also applies to research particularly that which relies on user test studies. In order to minimize the risk of infection, several aspects of experiment design including the setting might require alteration. In order to develop a step-by-step approach to plan a study with regard to infection protection, an extensive review of the latest research involving the SARS coronavirus 2 pandemic as a blueprint for dealing with other health situations. As a result, a six-step concept was developed that is applicable for user test studies in both stationary rooms and vehicles which can be adapted to the respective circumstances. The infection protection measures determined through research were implemented in the individual sub-steps from study planning to execution. They allow a step-by-step approach to prevent infections in user test studies during a pandemic and in situations where increased hygiene measures are required, in order to continue to carry out user test studies.


2021 ◽  
Author(s):  
Brian Kelsey ◽  
Claus Rinner

Health outcomes are affected by the socio-demographic and physical-environmental characteristics of the places where people live. Therefore, epidemiologists have been interested in the use of maps to explore spatial patterns of disease for a long time. Geographic Information Systems (GIS) are not only useful when visualizing complex spatial datasets but also when mapping the results of analytical processes. One such process is multi-criteria evaluation (MCE), which can be used to generate composite measures of public health based on individual, medical and non-medical factors. The objective of this study was to determine if geovisual MCE can be an effective tool in community health planning. We provided highly interactive thematic maps coupled with MCE tools to planners at a community health centre and evaluated their use for community health planning and decision-making. User task scenarios were designed in a way to compare the usefulness of different representation methods for a number of tasks. The pilot user test with two expert participants included interviews, questionnaires, and user task scenarios with think-aloud audio and screen video recording. We assessed the easiness of completing the tasks using completion rates and times and could identify a number of specific usability issues with the tool at hand.


2021 ◽  
Vol 11 (1) ◽  
pp. 95
Author(s):  
Devi Putri Wulandari ◽  
Cindy Asli Pravesti

<p>The purpose of this research is to develop a game media of Snakes and Ladder of Faith which is effective for increasing the self-efficacy of students at SMP Negeri 2 Krian. This research and development method uses a research and development procedure with the following steps: 1) preliminary study, 2) media development, and 3) media testing. Based on the material expert's assessment, an average score of 0.46 was obtained which was categorized as quite feasible. Based on the media expert's assessment, an average score of 0.69 was obtained with the feasible category.  The results of the user test assessment obtained results of 92.3% with the very valid category or can be used without revision. Based on the results of the limited field test, it was obtained that tcount 4.058&gt; ttable 3.182 and Sig (2tailed) 0.027 &lt;0.05, so that H<sub>0</sub> was rejected and H<sub>a</sub> was accepted.  So it can be concluded that the game media, Snake and Ladder of Faith, is effective for increasing student self-efficacy.</p><p><strong></strong><strong><br /></strong></p>


2021 ◽  
Author(s):  
Brian Kelsey ◽  
Claus Rinner

Health outcomes are affected by the socio-demographic and physical-environmental characteristics of the places where people live. Therefore, epidemiologists have been interested in the use of maps to explore spatial patterns of disease for a long time. Geographic Information Systems (GIS) are not only useful when visualizing complex spatial datasets but also when mapping the results of analytical processes. One such process is multi-criteria evaluation (MCE), which can be used to generate composite measures of public health based on individual, medical and non-medical factors. The objective of this study was to determine if geovisual MCE can be an effective tool in community health planning. We provided highly interactive thematic maps coupled with MCE tools to planners at a community health centre and evaluated their use for community health planning and decision-making. User task scenarios were designed in a way to compare the usefulness of different representation methods for a number of tasks. The pilot user test with two expert participants included interviews, questionnaires, and user task scenarios with think-aloud audio and screen video recording. We assessed the easiness of completing the tasks using completion rates and times and could identify a number of specific usability issues with the tool at hand.


2021 ◽  
Vol 10 (1) ◽  
pp. 5-12
Author(s):  
Goodhead T. Abraham ◽  
Evans F. Osaisai ◽  
Dimie S. Wariowei ◽  
Abalaba Ineyekineye ◽  
Obapou T. Tuesday

Usability issues are vital components for online-based businesses. With Nigeria integrating electronic payment into its financial system coupled with rising internet penetration in the country, several businesses have created an online presence and are cashing in on the opportunities. This has created a form of online competition among e-commerce businesses. This study employs the user test method to test the usability issues associated with E-commerce websites in Nigeria and how this affects the success of e-commerce businesses. We find several usability issues with all e-commerce websites tested and a general need for user-focused improvement on all the websites. We also find the issues of security and trust as salient to expand the e-commerce business in Nigerians. Based on the result and analysis, recommendations on usability, data policy, security, registration and other vital issues are offered.


2021 ◽  
Vol 5 (1) ◽  
pp. 39
Author(s):  
Ni Kadek Rosita Dewi ◽  
Anak Agung Gede Agung

The results of the analysis of the needs for learning media in elementary schools show that teachers do not use innovative learning media during online learning and there is a lack of strengthening the values of local wisdom in the era of globalization. This study aims to develop an E-Book with the values of Balinese local wisdom. This type of research is a development research using the ADDIE (Analyze, Design, Development, Implementation, Evaluation) model. Data collection used a questionnaire / questionnaire method with data analysis techniques, namely quantitative descriptive analysis. The results of E-Book media validation based on the expert's assessment of the content of social studies subject matter obtained a score of 87.50% with good qualifications, instructional design experts obtained a score of 100% with very good qualifications, learning media experts obtained a score of 92.50% with very good qualifications. The results of the individual user test on 3 students obtained a score of 93.33% with very good qualifications, and the results of the user test through a small group test on 12 students obtained a score of 94.16% with very good qualifications. Based on the results of product trial data analysis by experts and user subject test results, it is concluded that the E-Book media containing the values of Balinese local wisdom is suitable for use in learning social studies content in grade IV of Elementary Schools. The implication of developing this E-Book requires supporting facilities such as internet access, computers / laptops, cellphones and the ability of teachers or students to access E-Books.


Author(s):  
Shafira Yanwa Salsabila ◽  
Lutfi Fauzan ◽  
IM. Hambali

Abstrak: The aim of this research is to produce a sociodrama guidebook to improve interpersonal intelligence of SMP Negeri 1 Ngoro students. The method used is research and development which adapts Borg and Gall's development model. This development model consists of five steps to the product revision stage after an assessment is carried out by 1 material expert test, 1 media expert test, and 1 prospective user test (counselor). The data collection technique was carried out by interviewing with 1 counselor and distributing an inventory of interpersonal intelligence to 32 students. The data analysis used was quantitative and qualitative data analysis. The results of the evaluation of the material expert test got an average total of 3.7, the media expert test got an average total of 3.9 and the prospective user test (counselor) got an average score of 3.9. Based on the expert's judgment that the manual is suitable for use. Abstrak: Penelitian ini bertujuan untuk menghasilkan panduan sosiodrama untuk meningkatkan kecerdasan interpersonal siswa SMP Negeri 1 Ngoro. Metode yang digunakan adalah penelitian dan pengembangan yang mengadaptasi model pengembangan Borg dan Gall. Model pengembangan ini terdiri dari lima langkah sampai tahap revisi produk setelah dilakukan penilaian oleh 1 uji ahli materi, 1 uji ahli media, dan 1 uji calon pengguna (konselor). Teknik pengumpulan data dilakukan dengan wawancara bersama 1 konselor dan menyebar inventori kecerdasan interpersonal kepada 32 siswa. Analisis data yang digunakan adalah analisis data kuantitatif dan kualitatif. Hasil penilaian uji ahli materi mendapat total rata-rata sebesar 3,7 uji ahli media mendapat total rata-rata sebesar 3,9 dan uji calon pengguna (konselor) mendapat skor rata-rata sebesar 3,9. Berdasarkan penilaian dari ahli bahwa buku panduan tersebut layak digunakan.


2021 ◽  
Author(s):  
Yuto Okuda ◽  
Shunsuke Komizunai ◽  
Atsushi Konno

Abstract This paper describes a handheld type aerial haptic device with 6 DoF (degree of freedom) using pseudo-haptics by asymmetric vibration. By introducing a original presentation force vectoring mechanism, 6 DoF force sense presentation and compactness suitable for handheld use with a small number of vibrators are realized together. In addition, a relationship between the drive input and output (presentation force sense) of the developed device is formulated, and its inverse problem solving method for obtaining the drive input that realizes a desired presentation force sense is derived. Furthermore, a user test clarified the direction in which this device can / cannot effectively exert force.


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