system usability
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2022 ◽  
Vol 9 (1) ◽  
Author(s):  
Rubina Dutta ◽  
Archana Mantri ◽  
Gurjinder Singh

AbstractThe education system evolves and transforms towards interactive and immersive learning tools in this digital age. Augmented reality has also evolved as a ubiquitous, robust, and effective technology for providing innovative educational tools. In engineering education, many abstract concepts require technological intervention for conceptual understanding and better instructional content. While learning through the immersive tools, system usability has great importance in terms of effectiveness, efficiency, and satisfaction. Effectiveness refers to users' accuracy and completeness in achieving defined goals; efficiency relates to expended resources about the precision and completeness with which users achieve their objectives; satisfaction deals with a positive attitude towards using the product. If the system fails to provide good usability, it may cause adverse effects such as increasing stress, lacking necessary features, increasing the users' cognitive load, and negatively impacting the student's motivation. In this study, two mobile augmented reality (MAR) applications were developed as an instructional tool to teach the students about Karnaugh maps in the digital electronics course. The first application is a Keypad-based MAR application that uses a keypad matrix for user interaction and the second application is a Marker-based MAR application that uses multiple markers to solve K-Map for producing an optimum solution of the given problem. An experimental study was conducted to determine the student's opinion of the developed MAR applications. The study was designed to determine the system usability of the two MAR applications using the System Usability Score (SUS) and Handheld Augmented Reality Usability Score (HARUS) models. 90 engineering students participated in the study, and they were randomly divided into two different groups: keypad-based group and Marker-based group. The keypad-based group included 47 students who had hands-on experience with a keypad-based MAR application, whereas the marker-based group included 43 students who had hands-on experience with multiple marker-based MAR applications. The experimental outcomes indicated that the keypad-based MAR application has better SUS and HARUS scores than the marker-based MAR application which suggests that the keypad-based MAR application has provided better user interaction.


10.2196/29494 ◽  
2022 ◽  
Vol 9 (1) ◽  
pp. e29494
Author(s):  
Mohanraj Thirumalai ◽  
Nashira Brown ◽  
Soumya Niranjan ◽  
Sh'Nese Townsend ◽  
Mary Anne Powell ◽  
...  

Background Increased physical activity (PA) levels are associated with reduced risk and improved survival for several cancers; however, most Americans engage in less than the recommended levels of PA. Using interactive voice response (IVR) systems to provide personalized health education and counseling may represent a high-reach, low-cost strategy for addressing physical inactivity and cancer disparities in disproportionately burdened rural regions. However, there has been a paucity of research conducted in this area to date. Objective The aim of this study is to design, develop, and test the usability of an IVR system aimed at increasing PA levels in the rural Alabama Black Belt. Methods A pilot version of the IVR system was used to assess initial feasibility and acceptability. Detailed exit interviews were conducted to elicit participant feedback, which helped inform the development of a substantially upgraded in-house IVR system. This refined IVR system was then subjected to a sequential explanatory mixed methods evaluation. Participating rural county coordinators and research staff (N=10) tested the usability of the IVR system features for 2 weeks and then completed the System Usability Scale and qualitative semistructured interviews. Results The study sample comprised mostly African American people, women, rural county coordinators, and research staff (N=10). Participants rated the IVR system with a mean score of 81 (SD 5) on the System Usability Scale, implying excellent usability. In total, 5 overarching themes emerged from the qualitative interviews: likes or dislikes of the intervention, barriers to or facilitators of PA, technical difficulties, quality of calls, and suggestions for intervention improvement. Message framing on step feedback, call completion incentives, and incremental goal-setting challenges were areas identified for improvement. The positive areas highlighted in the interviews included the personalized call schedules, flexibility to call in or receive a call, ability to make up for missed calls, narration, and PA tips. Conclusions The usability testing and feedback received from the rural county coordinators and research staff helped inform a final round of refinement to the IVR system before use in a large randomized controlled trial. This study stresses the importance of usability testing of all digital health interventions and the benefits it can offer to the intervention.


2022 ◽  
pp. 321-343
Author(s):  
Lúcia Pombo ◽  
Margarida Morais Marques ◽  
Luís Afonso ◽  
Paulo Dias ◽  
Joaquim Madeira

There is a discussion on the potential of augmented reality (AR), mobile technologies to enhance learning. This article presents: 1) the EduPARK project's first cycle of design-based research for the development of a mobile AR game-like app that aims to promote learning in an urban park, and 2) an experience of students using it in loco. The focus is the students' perceptions regarding the usability and functionality of the app. Data collection involved focus groups, questionnaires and app usage information. Data was submitted to content analysis and descriptive statistics. Results revealed an excellent usability of the EduPARK app, with an average system usability scale of 85.6. Overall, students reported that the app was enjoyable, easy to use and promoted learning; however, improvements and more evaluation experiences are needed to better understand mobile AR game-like learning in urban parks.


2022 ◽  
Vol 9 (1) ◽  
pp. 48-54
Author(s):  
Irfan Syamsuddin ◽  
◽  
Arda Yunianta ◽  
◽  

A document management system (DMS) is required to handle any documents within an institution efficiently. However, several important features are lacking in the current DMS, such as security and social media features. This paper proposes a new solution to tackle the issues by developing a new document management system with security and social media features called DocManS. The development process and usability evaluation by users are presented in this paper. The usability assessment is performed with the use of the System Usability Scale (SUS) framework. The results show that the current version falls within the B range of the SUS framework and several enhancements for better usability in terms of social media sharing and privacy are recommended.


2021 ◽  
Vol 2 (2) ◽  
pp. 146-158
Author(s):  
Rahmat Novrianda Dasmen ◽  
◽  
Fatoni Fatoni ◽  
Alek Wijaya ◽  
Baibul Tujni ◽  
...  

System Usability Scale (SUS) is a usability testing technique for a simple system using a Likert scale. Testing and usability analysis assess user satisfaction with the system or web. So, the purpose of this service activity is to train website usability testing with SUS, using the Dukcapil website as a test object. Dukcapil's website will be analyzed for its usability level as a real case for direct practice. In SUS, ten statements are used as parameters in assessing the usability of a website. This activity was attended by 20 people, including Bina Darma University students, vocational students, and IT staff from the Dukcapil Palembang City. The usability analysis of this website aims to assess how well user interaction with the website is going. Then, the results of this assessment and study produce an input as a reference for website development to be more optimal in the future. In testing the usefulness of the Dukcapil website in this PKM activity, it can be seen that the SUS score is at a score of 56.125, with the category Acceptable. Therefore, it shows that the Dukcapil website is ranked F, with a "Good" rating category. The training results show that the Dukcapil website is still very rarely accessed by users. Because it provides information lacking in updates, the features used are still in the beta version (still in the testing phase). Users or participants still do not understand how to use it. In addition, this activity provides participants with an understanding of the website usability test using the SUS model.


2021 ◽  
Vol 7 (3) ◽  
pp. 119-129
Author(s):  
Muhammad Fadillah Arsa ◽  
Atje Setiawan Abdullah ◽  
Juli Rejito

Kebun binatang merupakan tempat yang memiliki peran strategis terhadap aspek konservasi satwa, sosial ekonomi masyarakat, maupun lingkungan. Kebun Binatang Bandung sebagai salah satu kebun binatang di Indonesia sudah seharusnya dapat dikelola dengan baik dengan memberikan fasilitas pelayanan yang mumpuni. Namun pada saat ini Kebun Binatang Bandung masih belum memiliki fasilitas layanan petunjuk arah, peta, dan informasi satwa yang memadai. Hal tersebut melatarbelakangi adanya penelitian pengembangan aplikasi Sistem Informasi Geografis Kebun Binatang Bandung ini. Tujuannya agar pengunjung Kebun Binatang Bandung dapat lebih mudah dan nyaman dalam menjelajahi kebun binatang, serta bisa mendapatkan informasi lebih dalam mengenai satwa yang dilihatnya. Pengembangan aplikasi menggunakan metode pengembangan perangkat lunak Prototype yang dinilai baik untuk pengembangan aplikasi berskala kecil. Metode Prototype terdiri dari lima tahap pengembangan yakni Communication, Quick Plan, Modeling Quick Design, Construction of Prototype, dan Deployment Develivery Feedback. Sementara itu, aplikasi dibuat berbasis Progressive Web Application (PWA) yang mudah diakses namun tetap memberikan fitur-fitur yang menarik layaknya aplikasi native. Hasil pengembangan aplikasi kemudian diujicobakan dengan menggunakan metode System Usability Scale (SUS) dan Retrospective Think Aloud (RTA). Dari hasil pengujian, didapat didapat nilai usabilitas sebesar 81,43 (Skor SUS) yang tergolong ke dalam kategori Acceptable. Dengan demikian dapat disimpulkan bahwa aplikasi ini diterima dan layak untuk digunakan.


2021 ◽  
Vol 5 (2) ◽  
pp. 125-134
Author(s):  
Yanti Pasmawati ◽  
Titis Wijayanto ◽  
Alva Edy Tontowi ◽  
Budi Hartono

Crowdfunding is one of the alternative sources of finance for product-based startups. Products are funded if the campaign is considered to be successful in reaching the target. The assessment of the success rate of product campaigns develops into three successive levels, namely overfunding, successful and unsuccessful. Due to the complication of setting up a product campaign on an online crowdfunding platform, a mobile application to aid campaigners needs to be developed. Moreover, it is essential to evaluate its ease to use. This study aims to (1) develop an android-based application, (2) evaluate the usability of the application based on user perceptions. The application ('POSCA') was developed by emphasizing user experience (UX), while the Use Questionnaire evaluated its usability. Ten participants were invited to evaluate the system usability and interface. The results suggest that 'POSCA' has good scores of usability: ‘efficiency’ = 49.11% in the fifth trial, ‘very-easy-to-learn’ (95%), ‘useful’ (85%), ‘easy-to-use’ (87%), and ‘satisfy-the-users’ (88%).


2021 ◽  
Vol 5 (6) ◽  
pp. 1052-1061
Author(s):  
Ikhwan Arief ◽  
Asmuliardi Muluk ◽  
Ahmad Syafruddin Indrapriyatna ◽  
Mahira Falevy

Technology has been growing rapidly to help humans living their everyday life. Human, as the user interacts through an interface called user interface (UI), and the experience that the users are having is called user experience (UX). UI and UX are inseparable as a good user interface will result in a better user experience. Portal Unand is a web-based app that has all academic information for students. An initial survey was conducted to find out student’s thoughts on Portal Unand. Students have complaints towards Portal Unand due to its unresponsiveness, old-fashioned design, important features weren’t highlighted, etc. Hence, it reduced user experience in using Portal Unand. In this study, the redesign was done by using the design thinking. The study started from empathizing with the users until testing the prototype to the users by conducting usability testing. Usability testing was conducted by using Maze and System Usability Scale (SUS). The score of usability testing was 84 which fell into the high range. The SUS score was 83.33 which fell into grade A and acceptable category. As the new prototype managed to fulfill users’ needs and met users’ expectations, the prototype was usable and ready to be developed.  


Sensors ◽  
2021 ◽  
Vol 22 (1) ◽  
pp. 225
Author(s):  
Kyung Hyun Lee ◽  
Ji Young Min ◽  
Sangwon Byun

Electromyogram (EMG) signals have been increasingly used for hand and finger gesture recognition. However, most studies have focused on the wrist and whole-hand gestures and not on individual finger (IF) gestures, which are considered more challenging. In this study, we develop EMG-based hand/finger gesture classifiers based on fixed electrode placement using machine learning methods. Ten healthy subjects performed ten hand/finger gestures, including seven IF gestures. EMG signals were measured from three channels, and six time-domain (TD) features were extracted from each channel. A total of 18 features was used to build personalized classifiers for ten gestures with an artificial neural network (ANN), a support vector machine (SVM), a random forest (RF), and a logistic regression (LR). The ANN, SVM, RF, and LR achieved mean accuracies of 0.940, 0.876, 0.831, and 0.539, respectively. One-way analyses of variance and F-tests showed that the ANN achieved the highest mean accuracy and the lowest inter-subject variance in the accuracy, respectively, suggesting that it was the least affected by individual variability in EMG signals. Using only TD features, we achieved a higher ratio of gestures to channels than other similar studies, suggesting that the proposed method can improve the system usability and reduce the computational burden.


2021 ◽  
Vol 1 (1) ◽  
pp. 378-387
Author(s):  
Sadi Sadi ◽  
Eko Nursubiyantoro ◽  
Yuli Dwi Astanti ◽  
Ismianti Ismianti ◽  
Astrid Wahyu Adventri Wibowo ◽  
...  

The government has initiated the accreditation of journals as publication media to improve the quality and quantity of research in Indonesia to have competitiveness against international publication media. As one of the scientific journals, the OPSI Journal has just received a Sinta 3 rating in journal accreditation. To improve the quality of the journal, it is necessary to evaluate the usability level of the OPSI Journal website so that the strategies that must be used in improving its quality can be identified. The usability level evaluation is carried out using the System Usability Scale (SUS), which has many advantages. The evaluation was carried out on users of the OPSI journal website categorized into four groups: reviewers, authors, editors, and readers. Based on the results of the research conducted, it was found that the highest usability value was in the author group, and the lowest was in the editor group.


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