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SEMINASTIKA ◽  
2021 ◽  
Vol 3 (1) ◽  
pp. 99-106
Author(s):  
Gracella Tambunan ◽  
Lit Malem Ginting

Usability is a factor that indicates the success of an interactive product or system, such as a mobile application. The increasing use of smartphones demands a more accurate and effective usability evaluation method to find usability problems, so that they can be used for product improvement in the development process. This study compares the Cognitive Walkthrough method with Heuristic Evaluation in evaluating the usability of the SIRS Del eGov Center mobile application. Evaluation with these two methods will be carried out by three evaluators who act as experts. Finding problems and recommending improvements from each method will produce an improvement prototype made in the form of a high-fidelity prototype. Each prototype will be tested against ten participants using the Usability Testing method, which will generate scores through the SUS table. From the test scores, the percentage of Likert scale and the success rate of each prototype will be found. The results show that between the two usability evaluation methods, the Heuristic Evaluation method is the more effective method, finds more usability problems, and has a higher Likert scale percentage, which is 66.5%, while Cognitive Walkthrough is 64.75%.


2021 ◽  
pp. 528-540
Author(s):  
Laura Matos ◽  
Rodrigo Hernández-Ramírez ◽  
Hande Ayanoglu

Author(s):  
Begum Erten Uyumaz ◽  
Loe Feijs ◽  
Jun Hu

There are different ways to deliver Cognitive Behavioral Therapy for Insomnia (CBT-I), of which in-person (face to face) is the traditional delivery method. However, the scalability of in-person therapy is low. Digital Cognitive Behavioral Therapy for Insomnia (dCBT-I) is an alternative and there are tools on the market that are validated in clinical studies. In this paper, we provide a review of the existing evidence-based CBT-I apps and a summary of the published usability-oriented studies of these apps. The goal is to explore the range of interaction methods commonly applied in dCBT-I platforms, the potential impact for the users, and the design elements applied to achieve engagement. Six commercially available CBT-I apps tested by scientifically valid methods were accessed and reviewed. Commonalities were identified and categorized into interactive elements, CBT-I-related components, managerial features, and supportive motivational features. The dCBT-I apps were effectively assisting the users, and the type of interactions promoted engagement. The apps’ features were based on design principles from interactive product design, experience design, online social media, and serious gaming. This study contributes to the field by providing a critical summary of the existing dCBT-I apps that could guide future developers in the field to achieve a high engagement.


2020 ◽  
Vol 5 (SI1) ◽  
pp. 127-131
Author(s):  
Ramlan Jantan ◽  
Norfadilah Kamaruddin ◽  
Shahriman Zainal Abidin

Nowadays, the co-creation method has become a new development trend in the era of technology. Towards this scenario, design industry firms currently have transformed their development strategy from a good-dominant into service-dominant and more attention given to end-users in the development process. As a result, the conventional development process has been replaced with more cooperative development which is customer focus. Most of the Results from established sources such as journals and books have concluded. The framework is accumulated from both parties involved: the users and designers. This paper further contributes to the literature on the co-creation of value and digital ecosystems.    Keywords: co-creation method; co-creation framework; co-creation.    eISSN: 2398-4287 © 2020. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.   DOI: https://doi.org/10.21834/ebpj.v5iSI1.2309


2020 ◽  
Vol 8 ◽  
pp. 179-187
Author(s):  
Carlos Antonio Valverde Lojano

Today with the evolution of technology, interactive processes and transmedia narratives, social behavior in communication is changing. It is growing rapidly and influencing consumers of content and for audiences, the main objective is to study how communication is becoming increasingly iconic to the point that feelings begin to be plotted, such is the case of emoticons or emojis in short messages. For this purpose, a methodology based on scientific and bibliographical research on communicative language types and individual behavior is used, coupled with an exploratory field analysis based on user experiences on mobile devices. These results of the research will strengthen the study of trans-disciplinary contents that focus specifically on the application and generation of creative ideas in the field of production, interaction or realization of a communicative or interactive product. That using technology as a support and platform, the communicator or creator of communicative products creates needs in the users. Something very different happens in creativity, this is emotional, an awareness of what is wanted to be informed and how can it be informed, ¿what is its functionality? how do we want to reach the consumer this kind of creativity comes through the evolution of experiences.


2020 ◽  
Vol 32 (3) ◽  
pp. 296-315
Author(s):  
Eleanor Eytam

Abstract Novel product evaluations are challenging in that they occur under pre-use conditions in which users cannot rely on their past experiences with the product to determine its quality. The reported study explores the effects of innovation type and design simplicity level on novel interactive product evaluations. The results show that the type of innovation interacts with the visual simplicity level and affects one’s judgment about a product’s instrumental attributes, namely, its ease of use and functionality. While technology-based novel products are judged to be more innovative and more creative compared to design-based novel products when the designs are relatively simple, this trend shifts for complex designs where there is no significant difference between judgments of the two types of products. Finally, while innovativeness is a salient predictor for preference variance regardless of innovation type and design visual simplicity level, creativity is a predictor for preference variance of design-based innovation, when the design is relatively simple.


2020 ◽  
Vol 20 (1) ◽  
pp. 103-113
Author(s):  
Karmila Suryani ◽  
Khairudin Khairudin

This study is an implementation of the STEMProcsi model that aims to 1) Knowing the students ' understanding of learning Science, Technology, Engineering, and Mathemetic, Projects and Simulation (STEMProcSi). 2) to measure student skills in using the STEMProcsi components that produce a project, and 3) Assessing students' attitudes towards the STEMProcSi learning model. This research used 15 students as sample of Computer and Informatics Engineering Education (PTIK) in the odd semester of the academic year 2019/2020. The research procedure was carried out in trhee steps; 1) provides problems that are solved by concept maps using the XMIND application, 2) Complete calculations using the Microsoft Excel application, and 3) Create interactive products with the Scatch application. The research instrument uses a questionnaire with 5 liker scale. Based on data analysis, the results of this study indicate that the application of the STEMProcSi model can generate interest and enthusiasm of students in understanding the material, practice critical thinking, creative, communicative and collaborative and can produce an interactive product. Therefore it can be concluded that the STEMProcsi model is good to be used in the learning process for exact subject courses in tertiary institutions.


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