perceived usability
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Author(s):  
Fabiola Talavera-Mendoza ◽  
Carlos E. Atencio-Torres ◽  
Henry del Carpio ◽  
David A. Deza ◽  
Alexander R. Cayro

Online learning offers opportunities responding to their different individual and group learning needs by leaving digital traces that allow tracking their experiences at the user level. This study aims to examine the perceived usability of the gamified educational platform called (ELORS) in relation to online behaviour. As well as analyse the clustering models in terms of their high and low level of engagement through their interaction metrics. A quantitative, descriptive correlational approach and an educational data analysis design was adopted through the K-means algorithm. The participants were 51 students in mathematics in the second year of secondary education. An instrument was used to evaluate usability and behavioural metrics, analysing 1065 interactions with 57 activities. The results showed advantages in usability and grouping. The level of usability achieved depends on the interaction of the users with the different learning objects and their moderate relationship in their interactions. In relation to the centroids, two groups are evidenced by number of attempts and interactions, identifying students with low levels of participation in the minority. A significant finding is given in relation to the preference of redeeming virtual values in gold from the diamonds collected. The perspective of the analysis allows identifying the potential of the gamified platform to work online in the formation of mathematical competence according to the current educational curriculum.


Author(s):  
Ian Robertson ◽  
Philip Kortum

Objective To describe the perceived usability and usability problems associated with face coverings used to prevent the spread of COVID-19. Background Since public health experts have now identified the appropriate use of facemasks as one of the critical elements in an effective COVID mitigation strategy, understanding how people use and care for them has become important. Method Data were collected via a survey that was shared on social media to which 2148 people responded. Participants were asked to identify the category class of the face covering they most often wear, rate its usability, answer demographic information, and questions about their mask use and hygiene, and identify issues they may suffer in relation to face cover use. Results Overall, users appear to perceive their face coverings favorably from a usability and satisfaction standpoint, even though almost two-thirds of users indicated that they experienced discomfort and problems with glasses fogging with the most popular mask types. When considering demographic information, users’ political party affiliation appears related to how they perceive the usability of their face covering. Conclusion Designers should work to improve the fit and comfort properties of protective masks; evidence suggests the System Usability Scale may be a useful tool in those efforts. Application Understanding mask design and behavioral issues related to their use can help in the development of masks and will maximize their acceptance and effectiveness in the field.


Author(s):  
Roxana Jafarifiroozabadi ◽  
Rutali Joshi ◽  
Anjali Joseph ◽  
Deborah Wingler

Objective: This study proposed a combined methodology to evaluate the perceived usability of healthcare seats that were first selected in a virtual waiting room which provided the context of use for the seats. Background: There has been an increased interest in using virtual reality (VR) for evaluation of seating in interior environments. Although VR offers a less expensive approach compared to evaluating seats in situ, using VR has limitations as users cannot experience the actual seat prototypes. Method: Participants ( N = 92) experienced a virtual waiting room with various seat groupings and were prompted with four task-based scenarios through which they selected a seat. After the VR phase, they experienced their selected seats in a lab and used an online questionnaire to evaluate the seating. Semi-structured interviews were conducted to garner similarities and differences in participants’ experience of virtual and real seats. Results: Three categories including comfort, support, and flexibility were extracted from the questionnaire. While support and comfort categories were highly ranked by participants, the category rankings varied depending on participants’ age, gender, tasks, and seat types. Interviews revealed that there were differences in experience of the seating materials in VR versus reality, and therefore experiencing the real seats was useful in seating evaluation. Conclusions: The findings suggest that the combined methodology using VR and real seating in a lab is a reliable tool for designers and furniture manufacturers to obtain users’ perceived usability evaluation of seating during the design process while the actual context is absent.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 194-194
Author(s):  
Sara Czaja ◽  
Marco Ceruso ◽  
Walter Boot ◽  
Neil Charness ◽  
Wendy Rogers

Abstract Many older adults have a cognitive impairment (CI), which negatively impacts on their quality of life and threatens their independence. In this presentation, we provide an overview of the conceptual framework, structure, and processes of our multi-site Center, ENHANCE, which is focused on developing technology support for aging adults with a CI. ENHANCE has two cross-site research projects, two cross-site development projects, training, and dissemination components. A core battery of measures is collected across all projects. We also discuss the Supportive Technology Resources through Usability & Machine-learning Methods (STRUMM) research project, which focuses on an innovative intelligent adaptive software package aimed at providing cognitive and social support, and support for resource access to aging adults with a CI. STRUMM is designed to meet the user’s varying cognitive needs. Finally, we present preliminary data regarding the perceived usability and value of STRUMM from our clinical partners and potential user groups.


2021 ◽  
Vol 10 (6) ◽  
pp. 3325-3332
Author(s):  
Ika Qutsiati Utami ◽  
Muhammad Noor Fakhruzzaman ◽  
Indah Fahmiyah ◽  
Annaura Nabilla Masduki ◽  
Ilham Ahmad Kamil

This study aims to develop Moodle-based LMS with customized learning content and modified user interface to facilitate pedagogical processes during covid-19 pandemic and investigate how teachers of socially disadvantaged schools perceived usability and technology acceptance. Co-design process was conducted with two activities: 1) need assessment phase using an online survey and interview session with the teachers and 2) the development phase of the LMS. The system was evaluated by 30 teachers from socially disadvantaged schools for relevance to their distance learning activities. We employed computer software usability questionnaire (CSUQ) to measure perceived usability and the technology acceptance model (TAM) with insertion of 3 original variables (i.e., perceived usefulness, perceived ease of use, and intention to use) and 5 external variables (i.e., attitude toward the system, perceived interaction, self-efficacy, user interface design, and course design). The average CSUQ rating exceeded 5.0 of 7 point-scale, indicated that teachers agreed that the information quality, interaction quality, and user interface quality were clear and easy to understand. TAM results concluded that the LMS design was judged to be usable, interactive, and well-developed. Teachers reported an effective user interface that allows effective teaching operations and lead to the system adoption in immediate time.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 837-837
Author(s):  
Hyojin Son ◽  
Eun-Shim Nahm ◽  
Shijun Zhu ◽  
Elizabeth Galik ◽  
Barbara Van de Castle ◽  
...  

Abstract Older adults can benefit from using patient portals. Little is known whether the perceptions and use of patient portals differ among diverse older adult populations. The aim of this study was to assess the difference in perceived usability of patient portals, self-efficacy for using patient portals, and patient portal use between two adult samples aged 65 years or older. One sample was recruited from a health care system, including hospitals and clinics (n = 174), and the other sample was recruited from nationwide communities (n = 126). Conducting a secondary data analysis using two survey datasets, this study performed a series of linear and ordinal logistic regression analyses. The health care system sample had a higher mean number of chronic diseases and proportion of recent hospitalization than the community sample. The health care system sample showed higher perceived usability, self-efficacy, and usage frequency of patient portals compared to the community sample. eHealth literacy was a significant predictor of perceived usability and self-efficacy. Perceived usability was another significant predictor of self-efficacy. Self-efficacy and health condition variables significantly predicted the more frequent use of patient portals. Compared to the health care system sample, the relationship between perceived usability and use of patient portals was stronger and significant in the community sample. These findings suggest that approaches for promoting patient portal use should consider personal characteristics and health conditions of diverse older adult populations. Future research needs to focus on assessing the impact of using patient portals on older adults’ health care outcomes.


Sensors ◽  
2021 ◽  
Vol 21 (21) ◽  
pp. 7342
Author(s):  
Isabel-María Alguacil-Diego ◽  
Alicia Cuesta-Gómez ◽  
Aldo-Francisco Contreras-González ◽  
David Pont-Esteban ◽  
David Cantalejo-Escobar ◽  
...  

Recovery of therapeutic or functional ambulatory capacity in patients with rotator cuff injury is a primary goal of rehabilitation. Wearable powered exoskeletons allow patients to perform repetitive practice with large movements to maximize recovery, even immediately after the acute event. The aim of this paper is to describe the usability, acceptability and acceptance of a hybrid exoskeleton for upper-limb passive rehabilitation using the System Usability Scale (SUS) questionnaire. This equipment, called ExoFlex, is defined as a hybrid exoskeleton since it is made up of rigid and soft components. The exoskeleton mechanical description is presented along with its control system and the way motion is structured in rehabilitation sessions. Seven patients (six women and one man) have participated in the evaluation of this equipment, which are in the range of 50 to 79 years old. Preliminary evidence of the acceptance and usability by both patients and clinicians are very promising, obtaining an average score of 80.71 in the SUS test, as well as good results in a questionnaire that evaluates the clinicians’ perceived usability of ExoFlex.


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