usability tests
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Author(s):  
Mária Babicsné-Horváth ◽  
Károly Hercegfi

Eye-tracking based usability testing and User Experience (UX) research are widespread in the development processes of various types of software; however, there exist specific difficulties during usability tests of three-dimensional (3D) software. Analysing the screen records with gaze plots, heatmaps of fixations, and statistics of Areas of Interests (AOI), methodological problems occur when the participant wants to rotate, zoom, or move the 3D space. The data gained regarded the menu bar is mainly interpretable; however, the data regarded the 3D environment is hardly so, or not at all. Our research tested four software applications with the aforementioned problem in mind: ViveLab and Jack Digital Human Modelling (DHM) and ArchiCAD and CATIA Computer Aided Design (CAD) software. Our original goal was twofold. Firstly, with these usability tests, we aimed to identify issues in the software. Secondly, we tested the utility of a new methodology which was included in the tests. This paper summarizes the results on the methodology based on individual experiments with different software applications. One of the main ideas behind the methodology adopted is to tell the participants (during certain subtasks of the tests) not to move the 3D space while they perform the given tasks at a certain point in the usability test. During the experiments, we applied a Tobii eye-tracking device, and after the task completion, each participant was interviewed. Based on these experiences, the methodology appears to be both useful and applicable, and its visualisation techniques for one or more participants are interpretable.


2021 ◽  
Vol 9 (19) ◽  
pp. 16-31
Author(s):  
Luis Abraham Tlapa García ◽  
Juana Elisa Escalante Vega ◽  
Lorena Alonso Ramírez

The following document presents the development process of an interactive mobile application, as a support strategy for the teaching - learning process in the area of mathematics, for students of the Educational Experience (EE), Fundamentals of Mathematics at the Faculty of Statistics and Informatics. Using User Centered Design (UCD), which proposes to put the client at the center of research and design, to obtain an application that achieves a user experience (UX), satisfactory, when interacting with the application, allowing greater speed in the completion of tasks, which is simple to learn and intuitive, this to increase its pleasure and ease of use for the beneficiary, obtaining these results with usability tests to the application. All this because currently many applications are known as support in the area of mathematics, which have usability problems obtaining a bad UX. This work follows a user-centered methodology to create usable applications and a good UX for university students in the area of mathematics.


Sensors ◽  
2021 ◽  
Vol 22 (1) ◽  
pp. 14
Author(s):  
Krzysztof Szklanny ◽  
Marcin Wichrowski ◽  
Alicja Wieczorkowska

Aphasia is a partial or total loss of the ability to articulate ideas or comprehend spoken language, resulting from brain damage, in a person whose language skills were previously normal. Our goal was to find out how a storytelling app can help people with aphasia to communicate and share daily experiences. For this purpose, the Aphasia Create app was created for tablets, along with Aphastory for the Google Glass device. These applications facilitate social participation and enhance quality of life by using visual storytelling forms composed of photos, drawings, icons, etc., that can be saved and shared. We performed usability tests (supervised by a neuropsychologist) on six participants with aphasia who were able to communicate. Our work contributes (1) evidence that the functions implemented in the Aphasia Create tablet app suit the needs of target users, but older people are often not familiar with tactile devices, (2) reports that the Google Glass device may be problematic for persons with right-hand paresis, and (3) a characterization of the design guidelines for apps for aphasics. Both applications can be used to work with people with aphasia, and can be further developed. Aphasic centers, in which the apps were presented, expressed interest in using them to work with patients. The Aphasia Create app won the Enactus Poland National Competition in 2015.


Author(s):  
Saria Eltalhi ◽  
Huda Kutrani ◽  
Reem Imsallim ◽  
Mikael Elrefady

At present, learning mobile applications (apps) have become highly popular and are widely used. However, they will only be accepted by users if their usability is of an acceptable level. Usability tests assist to measure the impact of a mobile learning app; researchers focus on the compatibility of the app interface with the cognitive skills of children and easy usage. The “BenKids” app has been designed especially for pre-school children (aged three to five). It was created for android devices to teach vocabulary to pre-school children by providing the user with an easy and simple interface. This study aimed to demonstrate a relationship between learning and the usability of the “BenKids” mobile app and explore its impact on children’s learning. The usability of the “BenKids” app was measured with 10 pre-school children. The results showed the effective usability of the app and strongly impacts learning.


Author(s):  
Y Wu ◽  
T Miwa ◽  
M Uchida

While simulator based maritime training is widely implemented under international maritime organization (IMO) convention and model courses, troublesome issues such as objective evaluation of training effectiveness remain unsolved. Physiological computing system (PhyCS) refers to an innovative bidirectional human computer interaction which is achieved by monitoring, analysing, and responding to operators’ psychophysiological activities in real-time. With the development of wearable devices, it becomes promising to apply PhyCS, which was considered as a laboratory technology, in real-world scenarios. In our experience utilizing view tracker, portable heart beat sensor, electroencephalogram device, and web-cameras in simulator based maritime training, PhyCS shows potential for advanced applications in operator performance assessment, usability tests, and adaptive training. However, ambulatory working environment, body movement artefact, and model verification are intricate obstacles that constrain its applications in the real world. By examining the advantages and obstacles, this paper aims to develop guidelines to apply PhyCS in the real-world.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 256-256
Author(s):  
Seok In Nam ◽  
Sangyoon Han

Abstract Recommendations to improve older adults' health and well-being focus on enhancing meaning in life through social interaction. Research studies have suggested that a tablet-based intervention can create opportunities to enhance meaning in life, thus reducing social isolation and loneliness. The purpose of this study was to examine the feasibility of using a tablet-based intervention to enhance meaning in life among older adults. Senior Meaning in Life Enhancement (SMiLE) is a tablet-based application developed and implemented based on person-centered counseling, logotherapy, and Acceptance Commitment Therapy (ACT). Thirty-one participants (adults aged over 65 years) were randomized for intervention (n = 15) or waitlist control (n = 16). The intervention group received a tablet with our embedded app. Participants were invited to participate in the app-based 2-month program for 30-minutes each day with the tablet. We evaluated pre-and post-semi-structured interviews, meaning in life scales, and usability tests. Data were analyzed using thematic analyses, descriptive statistics, and Mann–Whitney and Wilcoxon tests. Findings confirmed that at two months after the intervention, there was a statistically significant difference in the gap between pre-and post-meaning in life scores between the two groups (Z = -2.08, p < .05). Furthermore, qualitative findings included positive changes in behavior, relationships, and usability. This pilot study suggests the feasibility of a tablet-based intervention in older adults and demonstrates its potential benefit for meaning in life. These findings are valuable to researchers, practitioners, and designers interested in technological interventions for older adults.


2021 ◽  
Author(s):  
Savas OZTURK ◽  
Selma EREN YETIM ◽  
Ahmet Samet SAHIN ◽  
Kaan CEYHAN ◽  
Muhammet BASARAN ◽  
...  

Sensors ◽  
2021 ◽  
Vol 21 (21) ◽  
pp. 7351
Author(s):  
Dominik Osiński ◽  
Marta Łukowska ◽  
Dag Roar Hjelme ◽  
Michał Wierzchoń

The successful development of a system realizing color sonification would enable auditory representation of the visual environment. The primary beneficiary of such a system would be people that cannot directly access visual information—the visually impaired community. Despite the plethora of sensory substitution devices, developing systems that provide intuitive color sonification remains a challenge. This paper presents design considerations, development, and the usability audit of a sensory substitution device that converts spatial color information into soundscapes. The implemented wearable system uses a dedicated color space and continuously generates natural, spatialized sounds based on the information acquired from a camera. We developed two head-mounted prototype devices and two graphical user interface (GUI) versions. The first GUI is dedicated to researchers, and the second has been designed to be easily accessible for visually impaired persons. Finally, we ran fundamental usability tests to evaluate the new spatial color sonification algorithm and to compare the two prototypes. Furthermore, we propose recommendations for the development of the next iteration of the system.


2021 ◽  
Vol 53 (2) ◽  
Author(s):  
Maria dos Santos Lonsdale ◽  
David J Lonsdale ◽  
Matthew Baxter ◽  
Ryan Graham ◽  
Aya Kanafani ◽  
...  

Terrorism represents one of the most pressing contemporary security threats. As a consequence, governments provide information to the public on threat levels and on how to respond to terror incidents. To effectively reassure the public, and to increase their vigilance, it is essential that the information communicated is accessible, clear, actionable and engaging. This is the first empirical study in the world to explore the impact of information design principles and visualization of information on the communication of security information related to terrorism. Two different but complementary strands were devised: Strand 1 - compared whether more visualized information was more effective than text dense information at communicating to the public; Strand 2 - compared whether a motion graphics was more effective than an infographic at communicating to the public. An initial usability test was conducted to identify existing problems and needs. Several other usability tests and iterations were then conducted to develop new design solutions. Empirical testing was then conducted for final evaluation and validation, collecting quantitative and qualitative data. Results show significant differences between pre- and post-knowledge of the Terror Threat Levels. Results also show significant differences between text dense information and more visualized information. Results further show no significant difference between communicating information via an infographic or motion graphics in situations where information needs to be assimilated as a crescendo (i.e. levels of severity) or as a series of steps to be followed (action in an emergency). This study provides important guidelines on how to effectively communicate security information to the public, with practical implications for security agencies.


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