4,006 research outputs found

    Heuristic usability evaluation on games: a modular approach

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    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0

    Set of usability heuristics for quality assessment of mobile applications on smartphones

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    The innovations proposed by the cell phone market have grown steadily in recent years, along with the increasing complexity of the hardware, operating systems, and applications available in this market. These changes bring new challenges related to usability that need to be considered during the development process of these applications since the new forms of user-application interactions increasingly require adapting the behavior of smartphone users. In this situation, usability is an important issue that depends on factors such as the Users, their characteristics and abilities, the Task which the users intend to achieve and also the application usage Context. This work presents a systematic literature review with the objective of identifying the heuristics and usability metrics used in the literature and/or industry. Based on the review results, this work presents another contribution with a proposal of a set of usability heuristics focused in mobile applications on smartphones, considering the User, Task and Context as usability factors and Cognitive Load as an important attribute of usability. The components of this set are detailed in a model intended to be used in empirical validations allowing to dynamically incorporate improvements to the proposal

    Experts evaluation of usability for digital solutions directed at older adults: a scoping review of reviews

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    Background: it is important to standardize the evaluation and reporting procedures across usability studies to guide researchers, facilitate comparisons, and promote high-quality studies. A first step to standardizing is to have an overview of how experts-based usability evaluation studies are reported across the literature. Objectives: to describe and synthesize the procedures of usability evaluation by experts that are being reported to conduct inspection usability assessments of digital solutions relevant for older adults. Methods: a scoping review of reviews was performed using a five-stage methodology to identify and describe relevant literature published between 2009 and 2020 as follows: i) identification of the research question; ii) identification of relevant studies; iii) select studies for review; iv) charting of data from selected literature; and v) collation, summary, and report of results. The research was conducted on five electronic databases: PubMed, ACM Digital Library, IEEE, Scopus, and Web of Science. The articles that met the inclusion criteria were identified, and data extracted for further analysis, including evaluators, current usability inspection methods, and instruments to support usability inspection methods. Results: a total of 3958 articles were identified. After a detailed screening, 12 reviews matched the eligibility criteria. Conclusion: overall, we found a variety of unstandardized procedures and a lack of detail on some important aspects of the assessment, including a thorough description of the evaluators and of the instruments used to facilitate the inspection evaluation such as heuristics checklists. These findings suggest the need for a consensus framework on the experts’ assessment of usability that informs researchers and allows standardization of procedures.in publicatio

    Designing for technicians working in the field: 8 usability heuristics for mobile application design

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    Copyright © 2016 ACM. Mobile applications are frequently used by technicians and logistics personnel to access documentation and communicate and log information about the work they do in the field. Currently, however, there are no context-specific usability heuristics for use by designers who are building mobile applications for this sector. By conducting contextual inquiries with technicians and logistics personnel who use mobile applications for their day to day work, we identified specific usability issues affecting the use of these applications. From this research, we propose a set of eight heuristics for use by designers and developers creating mobile applications for users in this area

    Demarcating mobile phone interface design guidelines to expedite selection

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    Guidelines are recommended as a tool for informing user interface design. Despite a proliferation of guidelines in the research literature, there is little evidence of their use in industry, nor their influence in academic literature. In this paper, we explore the research literature related to mobile phone design guidelines to find out why this should be so. We commenced by carrying out a scoping literature review of the mobile phone design guideline literature to gain insight into the maturity of the field. The question we wanted to explore was: “Are researchers building on each others’ guidelines, or is the research field still in the foundational stage?” We discovered a poorly structured field, with many researchers proposing new guidelines, but little incremental refinement of extant guidelines. It also became clear that the current reporting of guidelines did not explicitly communicate their multi-dimensionality or deployment context. This leaves designers without a clear way of discriminating between guidelines, and could contribute to the lack of deployment we observed. We conducted a thematic analysis of papers identified by means of a systematic literature review to identify a set of dimensions of mobile phone interface design guidelines. The final dimensions provide a mechanism for differentiating guidelines and expediting choice

    Methodologies for evaluating the playability of mobile games:systematic literature review

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    Tiivistelmä. The gaming industry has been growing rapidly during the past years due to the interest of the new generations in mobile gaming. To deliver a great experience for the gamers, it is required for the gaming companies to produce games that are challenging but at the same time easy to play. To achieve this, it is required to understand the factors that affect the gaming experience. Playability is a term that is used to understand the usability of a game and its experience. The purpose of this thesis was to understand what is known related to the playability of mobile games and to identify the methodologies that are used by the community to evaluate this phenomenon. To find the answers to these questions, it was performed a systematic literature review (SLR) using the databases Scopus, IEEE Xplore, and Web of Science. After conducting the SLR, 1,390 studies related to the playability of mobile games were found from which 27 were identified as primary studies of this research. From the data collected from the primary studies, there were identified 12 different methodologies that are used for evaluating the playability of mobile games. The methodologies that are most suitable to assess the playability of mobile games are heuristic evaluation and playtesting. Other methodologies can be used for evaluating the playability of mobile games, but they must include a set of heuristics that allows evaluating the playability. The limitations of the research were mentioned, and it was proposed topics for future research of this field. The contribution of this thesis is the summarizing of the current methodologies that are used to understand and evaluate the playability of mobile games. The results of this thesis are valuable for game developers, game designers, and game usability practitioners

    Evaluation of mobile health education applications for health professionals and patients

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    Paper presented at 8th International conference on e-Health (EH 2016), 1-3 July 2016, Funchal, Madeira, Portugal. ABSTRACT Mobile applications for health education are commonly utilized to support patients and health professionals. A critical evaluation framework is required to ensure the usability and reliability of mobile health education applications in order to facilitate the saving of time and effort for the various user groups; thus, the aim of this paper is to describe a framework for evaluating mobile applications for health education. The intended outcome of this framework is to meet the needs and requirements of the different user categories and to improve the development of mobile health education applications with software engineering approaches, by creating new and more effective techniques to evaluate such software. This paper first highlights the importance of mobile health education apps, then explains the need to establish an evaluation framework for these apps. The paper provides a description of the evaluation framework, along with some specific evaluation metrics: an efficient hybrid of selected heuristic evaluation (HE) and usability evaluation (UE) factors to enable the determination of the usefulness and usability of health education mobile apps. Finally, an explanation of the initial results for the framework was obtained using a Medscape mobile app. The proposed framework - An Evaluation Framework for Mobile Health Education Apps – is a hybrid of five metrics selected from a larger set in heuristic and usability evaluation, filtered based on interviews from patients and health professionals. These five metrics correspond to specific facets of usability identified through a requirements analysis of typical users of mobile health apps. These metrics were decomposed into 21 specific questionnaire questions, which are available on request from first author
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