36,568 research outputs found

    UX Evaluation of Video Streaming Application with Teenage Users

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    Studies show that YouTube (a video streaming application) is the third most frequently visited website globally. It was created for users to search for, watch and share video online. Statistics show that YouTube runs in more than 88 countries and support 76 different languages and this covers about 95% of Internet population worldwide. Hence, a usability study for a specific class of users such as teenagers for such a top-rated web application with very high user loyalty is necessary. In this study, the authors focused on YouTube website usability for Malaysian teenagers that are currently schooling in a boarding school with limited Internet access. The usability study was carried out in a controlled laboratory environment with devices and software like MacBook, LCD Monitor, and WhatPulse heat map tracker. The usability evaluation was done using the following usability metrics: ease of use, usefulness, learnability, and users’ satisfaction. Data was collected using a combination of video recordings, mouse, keyboard heat map and questionnaires. The outcome shows that most of the respondents only use YouTube for watching the video and do not give attention to other features in the application while doing that. In addition, the study reveals that first-time users encounter some difficulties using the application, but however do catch up within a short while. The study further shows that YouTube application is efficient, satisfying, useful, and learnable. Some observed issues with the application were highlighted and useful remedying suggestions for improvement were proffered

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable

    Destination Online Communication: Why Less is Sometimes More. A Study of Online Communications of English Destinations

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    This research investigates the relationship between Web site design and the Web site end-user experience of a vast number of English tourism destinations, both local and regional ones. Following recent research in the field, this paper evaluates destinations' online communication based on the implemented Web site features and on the effectiveness of the communication itself, borrowing its research methodology from different domains. After content and functionality analysis, a user-experience, scenario-based investigation has been carried out, which demonstrated that complex Web sites do not always serve end-users' needs properly; in other words, Web site complexity is not directly related with good user experience. This research may help destination managers to foster their online communication if they have fewer content and functionalities but are better focused and clearly user-oriented. © 2014 Taylor & Francis

    Understanding spatial data usability

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    In recent geographical information science literature, a number of researchers have made passing reference to an apparently new characteristic of spatial data known as 'usability'. While this attribute is well-known to professionals engaged in software engineering and computer interface design and testing, extension of the concept to embrace information would seem to be a new development. Furthermore, while notions such as the use and value of spatial information, and the diffusion of spatial information systems, have been the subject of research since the late-1980s, the current references to usability clearly represent something which extends well beyond that initial research. Accordingly, the purposes of this paper are: (1) to understand what is meant by spatial data usability; (2) to identify the elements that might comprise usability; and (3) to consider what the related research questions might be

    Mobile information access in the real world: A story of three wireless devices

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 ElsevierThe importance of the user perspective to the wireless information access experience cannot be understated: simply put, users will not indulge in devices that are perceived to be difficult to use and in technologies that do not offer quality infotainment – combined information and entertainment – content. In this paper, we investigate the impact that mobile devices have on the user wireless infotainment access experience in practice. To this end, we have undertaken an empirical study placed in a ‘real-world’ setting, in which participants undertook typical infotainment access tasks on three different wireless-enabled mobile devices: a laptop, a personal digital assistant and a head mounted display device. Results show that, with the exception of participants’ level of self-consciousness when using such devices in public environments, the user wireless information access experience is generally unaffected by device type. Location was shown, though, to be a significant factor when users engage in tasks such as listening to online music or navigation. Whilst the interaction between device and environment was found to influence entertainment-related tasks in our experiments, the informational ones were not affected. However, the interaction effects between device and user type was found to affect both types of tasks. Lastly, a user’s particular computing experience was shown to influence the perceived ease of wireless information access only in the case of online searching, irrespective of whether this is done for primarily informational purposes or entertainment ones

    Usability of Humanly Computable Passwords

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    Reusing passwords across multiple websites is a common practice that compromises security. Recently, Blum and Vempala have proposed password strategies to help people calculate, in their heads, passwords for different sites without dependence on third-party tools or external devices. Thus far, the security and efficiency of these "mental algorithms" has been analyzed only theoretically. But are such methods usable? We present the first usability study of humanly computable password strategies, involving a learning phase (to learn a password strategy), then a rehearsal phase (to login to a few websites), and multiple follow-up tests. In our user study, with training, participants were able to calculate a deterministic eight-character password for an arbitrary new website in under 20 seconds

    Analysis of Visual Communication of Telkom University Endowment and Alumni Directorate Based on User Satisfaction Level using The User Satisfaction Index Method

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    Most of the universities in Indonesia, especially private universities rely on tuition fees as the main income for their operational cost., one of the solutions is the Endowment Fund, Telkom university has it, namely Endowment and Alumni Directorate (EAD) of Telkom University. Telkom University has managed the Endowment Fund program, but until now it has not been very successful, because the achievement of the target funds collected is far under target. The results of the initial identification show that one of the main media for promotion is the website of the Telkom University Endowment and Alumni Directorate. In this study, prospective donors were assessed on the appearance, content, and message delivered on the website of Telkom University Endowment and Alumni Directorate using the user satisfaction index method. The result of the USI index is 43.64% of overall user assessment of the website, which indicates that the website is still low. Keywords- Endowment Fund, User Satisfaction Index, WebQual 4.

    Secure webs and buying intention: the moderating role of usability

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    El presente trabajo ha planteado un modelo conceptual a fin de mostrar como los antecedentes de la intención de compra se ven reforzados en contextos de Webs altamente usables. Específicamente, el trabajo analiza en profundidad el rol moderador de la usabilidad en la explicación de la conexión entre seguridad de una Web e intención de compra. Entre ambos extremos (seguridad e intención de compra), se han incluido diversas variables para explicar mejor su conexión. Para ello, ha sido diseñada una Web ficticia de ropa dirigida al segmento joven de clase media. A fin de alterar la usabilidad de la Web se han realizado dos tipos de manipulaciones: la velocidad y la facilidad de uso de la Web. Las dos Webs creadas (alta usabilidad y baja usabilidad) fueron visitadas por un total de 170 encuestados que fueron compensados con un USB valorado en 15 euros. Los resultados muestran que la seguridad percibida en la Web acarrea tres interesantes efectos (especialmente para la Web altamente usable): (i) mejora las actitudes agrado, (ii) reduce el nivel de riesgo percibido; (iii) aumenta la confianza. Los dos últimos efectos, a su vez, acaban aumentando la intención de compra.. Por último, se ha demostrado que la usabilidad, efectivamente, refuerza las relaciones consideradas en el modelo propuesto para explicar la intención de compra.A conceptual model has been proposed to show how buying intention antecedents are reinforced in highly usable contexts. Specifically, this paper deeply analyses the moderator role of system variables (usability) on explaining the relationship between Web security and buying intention. Between both extremes (security and buying intention), several relationships have also been stated to better explain this effect. An “ideal” fictitious Website was designed for a non existent clothing company directed at the segment of middle class consumers. In order to alter Web usability, two blocks of changes were made, one concerning Website speed and the other related to ease of use. Our experiment sample consisted of 170 respondents who participated in exchange for a pen-drive (USB) valued at 15 euros. The results show that improving website security has three interesting effects (especially in high usable contexts): (i) it improves pleasure attitudes, (ii) reduces the level of perceived risk and (iii) increases trust. Secondly, it has been found that to increase buying intention, two actions must be taken: (i) to diminish perceived risk and (ii) to improve users’ pleasure attitudes towards the Website. Finally, usability has been found to have a moderating role in all the relationships considered (reinforcing them)
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