Integrating Usability Engineering for Designing the Web Experience - Advances in Web Technologies and Engineering
Latest Publications


TOTAL DOCUMENTS

18
(FIVE YEARS 0)

H-INDEX

1
(FIVE YEARS 0)

Published By IGI Global

9781605668963, 9781605668970

Author(s):  
Tayana Conte ◽  
Verônica T. Vaz ◽  
Jobson Massolar ◽  
Andrew Bott ◽  
Emilia Mendes ◽  
...  

This chapter presents the WDP (Web Design Perspectives-based Usability Evaluation), an inspection technique specifically designed to assess the usability of Web applications. This technique combines Web design perspectives and the heuristic evaluation method proposed by Nielsen (1994b). In addition to describing the components of the WDP technique this chapter also illustrates its use in practice by means of an industrial case study where the technique is applied to inspect a real Web application. In this case study, developers and requirement assessment staff applied the WDP technique to evaluate the usability of modules developed from scratch for a Web application. The results of this case study indicate the feasibility of performing usability inspections with the participation of a software project’s stakeholders, even when stakeholders are not usability experts.


Author(s):  
Jean-Eric Pelet

This chapter aims to study the effects of the colors of e-commerce websites on consumer behavior, in order to better understand website usability. Since color components (Hue, Brightness and Saturation) affect behavioral responses of the consumer (memorization and buying intention), this research reveals the importance of the interaction between hue and brightness, in enhancing the contrast necessary to ensure an easy navigation. By comparing graphic chart effects according to their level of saturation and brightness depending on the hue, it aims at focusing on particularly important consideration of webdesign, linked to choices of color. The obtained results were conveyed through the changes in internal states of the organism, which are emotions and mood. The interaction of hue and brightness, using chromatic colors (as opposed to Black & White) for the dominant (background) and dynamic (foreground) ones, supports memorization and the intent to purchase, reinforcing the importance to attach to usable websites. This is even more evident when contrast rests on a weak situation of brightness. The data collection was carried out during a laboratory experiment so as to ensure the accuracy of measurements regarding the color aspects of e-commerce websites.


Author(s):  
Dimitris Spiliotopoulos ◽  
Georgios Kouroupetroglou

This chapter presents the state-of-the-art in usability issues and methodologies for spoken dialogue web interfaces along with the appropriate designer-needs analysis. It is planned to unfold a theoretical perspective to the usability methodology and provide a framework description for creating and testing usable content and applications for conversational interfaces. Main concerns include the problem identification of design issues for usability design and evaluation, the use of customer experience for the design of voice-web interfaces and dialogue, and the problems that arise from real-life deployment. Moreover, it discusses the hands-on approaches for applying usability methodologies in a spoken dialogue web application environment, including methodological and design issues, resource management, implementation using existing technologies for usability evaluation in several stages of the design and deployment.


Author(s):  
Matija Pipan ◽  
Tanja Arh ◽  
Borka Jerman Blažic

The chapter deals with a complex decision-making problem, the selection and evaluation of Learning Management Systems (LMS) in which several objectives - referring to the definite group of users - like social, technical, environmental, and economic impacts, must be simultaneously taken into account. We introduce Evaluation Cycle Management (ECM), a support methodology aimed at the evaluation of options that occur in the decision-making processes. ECM is based on Multi-attribute decision making (Criteria Evaluation) and Usability Testing (Usability Evaluation). The Multi-attribute decision making in the first phase of ECM presents an approach to the development of a qualitative hierarchical decision model that is based on DEX, an expert system shell for multi-attribute decision support. The second phase of ECM is aimed at Usability Testing on end users. ECM illustrates its usefulness by showing its main features and its application to the above problem. It is based on the theoretical and practical expertise related to the quality and usability assurance of LMS.


Author(s):  
Mikael B. Skov

Support to website developers without formal training in human-computer interaction that enable them to conduct their own usability evaluations would radically advance integration of usability engineering in web development. This chapter presents experiences from usability evaluations conducted by developers and results from an empirical study of means to support non-experts in identifying usability problems. A group of software developers who were novices in usability engineering analyzed a usability test session with the task of identifying usability problems experienced by the user. In their analysis they employed a simple one-page tool that has been developed to support identification of usability problems. The non-experts were able to conduct a well-organized usability evaluation and identify a reasonable amount of usability problems with a performance that was comparable to usability experts.


Author(s):  
Juan Manuel González-Calleros ◽  
Jean Vanderdonckt ◽  
Jaime Muñoz-Arteaga

Effective and satisfying Web usability is crucial for successfully built Web applications. Traditionally, Web development considered 2D User Interfaces (2D UI) based on Graphical User Interfaces (GUI). Since the end of the 90’s, the evolution of technology and computers capacity introduced a new paradigm, the Web 3D. Similarly to traditional web development, Web 3D development requires an interdisciplinary approach and a profound theoretical background. In this chapter the authors attempt to structure a methodology to support 3DUIs development. The development methodology is articulated on three axes: models and their specification language, method, and tools that support the methodology based on the underlying models. The method considers guidelines to support its correct use towards producing usable 3DUIs.


Author(s):  
Borchuluun Yadamsuren ◽  
Anindita Paul ◽  
Sanda Erdelez ◽  
Joi L. Moore

Web developers and usability specialists face the challenge of dealing with the cost and quality of usability testing that must be implemented in a short period of time. Multiple-User Simultaneous Testing (MUST) can reduce usability testing time by allowing data collection from many users at the same time. This chapter reviews the literature on MUST and related methodologies for group users. It describes on a conceptual level two methods for setting up the MUST testing environment: self-paced and moderated. The authors do not aim to present which method is better from the empirical standpoint. Instead, the chapter describes the authors’ comparative experiences with these methods, with a focus on the laboratory set up, data collection protocols, and data analysis issues. The chapter concludes with suggestions for future research and recommendations for usability specialists on how to conduct well designed MUST studies.


Author(s):  
Petros Georgiakakis ◽  
Symeon Retalis

Scenario based inspection methods are currently widely used for evaluating the usability of web-based information systems (e-systems). However, it is neither easy nor cheap to find usability experts who possess the competencies for performing a usability inspection while at the same time have deep knowledge of the context for which each e-system has been developed. Moreover, the effectiveness of these methods depends on the quality of the inspection scenarios. These issues can be tackled by finding potential users of the e-systems under inspection who have basic knowledge about human-computer interaction and adequately support them to execute the appropriate scenarios. Towards this goal, a new usability evaluation method called DEPTH along with a web based tool that supports its application, have been created. This chapter describes DEPTH’s underlining philosophy which is the re-use of inspection scenarios per feature of genres of e-systems as well as the re-use design expertise which can be encoded in terms of design patterns.


Author(s):  
Konstantina Vassilopoulou ◽  
Kathy K. Keeling ◽  
Linda A. Macaulay

The motivation for this research effort is the failure of usability in Human Computer Interaction (HCI) to consider the needs of users as potential consumers. The hypothesis underlying this research is that it is possible to construct a framework based upon the needs of computer users who are at the same time consumers. The aim of this research is to build a theoretical framework that addresses the needs of a retail site user as a potential consumer. To achieve this we examined the literature relating to usability in HCI as well as Social Attitude Theories. Two empirical studies were conducted using existing sites. The first aimed at incorporating attributes from the fields of Social Attitude Theories and Retail Marketing the second at developing a theoretical framework measuring the usability of retail sites.


Author(s):  
Horia D. Pitariu ◽  
Daniela M. Andrei ◽  
Adriana M. Guran

The present chapter focuses on the idea of rethinking the concept of usability moving from the traditional view of usability expressed in the internal characteristics of the product towards usability understood as deriving from the quality of interactions between humans, their work and the web design product. Usability is not only an add-on or a final result in the design process but it is embedded as a main concern within the design process itself. Related to this perspective on usability, the authors discussed the design models which can support it and argued on the importance of using social research tools for a better understanding of the people and their needs starting with the very first stage of design. Further on the authors have provided a brief description of the most frequently used research methods in user needs analysis (interviews, focus groups and surveys) together with short guidelines in preparing and using these methods. The last part is dedicated to the illustration of user needs analysis taken from two of their research projects.


Sign in / Sign up

Export Citation Format

Share Document