4,858 research outputs found

    Mobile Application Usability: Heuristic Evaluation and Evaluation of Heuristics

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    Ger Joyce, Mariana Lilley, Trevor Barker, and Amanda Jefferies, 'Mobile Application Usability: Heuristic Evaluation and Evaluation of Heuristics', paper presented at AHFE 2016 International Conference on Human Factors, Software, and Systems Engineering. Walt Disney World, Florida USA, 27-31 July 2016Many traditional usability evaluation methods do not consider mobile-specific issues. This can result in mobile applications that abound in usability issues. We empirically evaluate three sets of usability heuristics for use with mobile applications, including a set defined by the authors. While the set of heuristics defined by the authors surface more usability issues in a mobile application than other sets of heuristics, improvements to the set can be made

    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

    Mobile flight and hotel booking application: A heuristic and UX test

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    The purpose of this study is to present the usability evaluation of the mobile flight and hotel booking application. Currently, mobile applications have offered the easiness to users in order to book flight and hotel. Unfortunately, there is a lack of study on usability that focuses on mobile booking application, while many people start to do all the transactions on their mobile phone.This study will conduct two combined usability evaluation methods which are heuristic and UX test.Ticket.com will be evaluated as it is a critical application that can represent the study of this usability testing.Those selected usability evaluation methods are to evaluate mobile application based on usability experts and end users to get feedbacks and propose solutions and recommendations to improve the application. Observation and questionnaire will be used to measure the metric of effectiveness, efficiency and satisfaction.The heuristic is conducted by three usability experts. Whereas, the UX test participants are ten persons that will be randomly selected either from novice users or the one who experience purchasing flight ticket and hotel reservation on mobile.The result of the study revealed that the application is not easy-to-use and inconsistent as it has been proven by usability score of this application is 66% or below average. It is expected that this study can be adopted by developers and usability practitioners to deliver a user-friendly mobile application that leads to high customer satisfaction

    Mobile Game-Based Learning (mGBL): Application Development and Heuristics Evaluation Strategy

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    Purpose – This article presents an approach to developing a mobile game-based learning (mGBL) application by adapting unified characteristics of learning theories and approaches. In addition, the study also identified the strategy to evaluate mGBL. Method – The study utilized the design research approach in information systems. The research methodology can be divided into five phases; (i) awareness of problem (ii) suggestion (iii) development (iv) evaluation and (v) conclusion. Findings – Unified characteristics of mGBL were identified. In adapting the characteristics, the mGBL application was developed based on the concept of values in 1Malaysia. To evaluate the mGBL, a heuristics evaluation strategy is proposed. The strategy consists of four components: Game Usability, Mobility, Game Play, and Learning Content. Each of the components represents the issues to be considered and evaluated for a mGBL. Value – The study provides intensive review of mGBL characteristics that can be useful and may be of interest to game developers. In addition the heuristics evaluation strategy is developed for evaluating the effectiveness of mGBL application

    Piloting Multimodal Learning Analytics using Mobile Mixed Reality in Health Education

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    © 2019 IEEE. Mobile mixed reality has been shown to increase higher achievement and lower cognitive load within spatial disciplines. However, traditional methods of assessment restrict examiners ability to holistically assess spatial understanding. Multimodal learning analytics seeks to investigate how combinations of data types such as spatial data and traditional assessment can be combined to better understand both the learner and learning environment. This paper explores the pedagogical possibilities of a smartphone enabled mixed reality multimodal learning analytics case study for health education, focused on learning the anatomy of the heart. The context for this study is the first loop of a design based research study exploring the acquisition and retention of knowledge by piloting the proposed system with practicing health experts. Outcomes from the pilot study showed engagement and enthusiasm of the method among the experts, but also demonstrated problems to overcome in the pedagogical method before deployment with learners

    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

    App chronic disease checklist: Protocol to evaluate mobile apps for chronic disease self-management

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    Background: The availability of mobile health apps for self-care continues to increase. While little evidence of their clinical impact has been published, there is general agreement among health authorities and authors that consumers’ use of health apps assist in self-management and potentially clinical decision making. A consumer’s sustained engagement with a health app is dependent on the usability and functionality of the app. While numerous studies have attempted to evaluate health apps, there is a paucity of published methods that adequately recognize client experiences in the academic evaluation of apps for chronic conditions. Objective: This paper reports (1) a protocol to shortlist health apps for academic evaluation, (2) synthesis of a checklist to screen health apps for quality and reliability, and (3) a proposed method to theoretically evaluate usability of health apps, with a view towards identifying one or more apps suitable for clinical assessment. Methods: A Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) flow diagram was developed to guide the selection of the apps to be assessed. The screening checklist was thematically synthesized with reference to recurring constructs in published checklists and related materials for the assessment of health apps. The checklist was evaluated by the authors for face and construct validity. The proposed method for evaluation of health apps required the design of procedures for raters of apps, dummy data entry to test the apps, and analysis of raters’ scores. Results: The PRISMA flow diagram comprises 5 steps: filtering of duplicate apps; eliminating non-English apps; removing apps requiring purchase, filtering apps not updated within the past year; and separation of apps into their core functionality. The screening checklist to evaluate the selected apps was named the App Chronic Disease Checklist, and comprises 4 sections with 6 questions in each section. The validity check verified classification of, and ambiguity in, wording of questions within constructs. The proposed method to evaluate shortlisted and downloaded apps comprises instructions to attempt set-up of a dummy user profile, and dummy data entry to represent in-range and out-of-range clinical measures simulating a range of user behaviors. A minimum score of 80% by consensus (using the Intraclass Correlation Coefficient) between raters is proposed to identify apps suitable for clinical trials. onclusions: The flow diagram allows researchers to shortlist health apps that are potentially suitable for formal evaluation. The evaluation checklist enables quantitative comparison of shortlisted apps based on constructs reported in the literature. The use of multiple raters, and comparison of their scores, is proposed to manage inherent subjectivity in assessing user experiences. Initial trial of the combined protocol is planned for apps pertaining to the self-monitoring of asthma; these results will be reported elsewhere

    Heuristic Evaluation and Usability Testing of G-MoMo Applications

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    Financial technology (FinTech) has swiftly revolutionized mobile money as one of the ways of accessing financial services in developing countries. Numerous mobile money applications were developed to access mobile money services but are hindered by severe authentication security challenges, thus, forcing the researchers to design a secure multi-factor authentication (MFA) algorithm for mobile money applications. Three prototypes of native mobile money applications (G-MoMo applications) were developed to confirm that the algorithm provides high security and is feasible. This study, therefore, aimed to evaluate the usability of the G-MoMo applications using heuristic evaluation and usability testing to identify potential usability issues and provide recommendations for improvement. Heuristic evaluation and usability testing methods were used to evaluate the G-MoMo applications. The heuristic evaluation was carried out by five experts that used the 10 principles proposed by Jakob Nielsen with a five-point severity rating scale to identify the usability problems. While the usability testing was conducted with forty participants selected using a purposive sampling method to validate the usability of the G-MoMo applications by performing tasks and filling out the post-test questionnaire. Data collected were analyzed in RStudio software. Sixty-three usability issues were identified during heuristic evaluation, where 33 were minor and 30 were major. The most violated heuristic items were “help and documentation”, and “user control and freedom”, while the least violated heuristic items were “aesthetic and minimalist design” and “visibility of system status”. The usability testing findings revealed that the G-MoMo applications’ performance proved good in learnability, effectiveness, efficiency, memorability, and errors. It also provided user satisfaction, ease of use, aesthetics, usefulness, integration, and understandability. Therefore, it was highly recommended that the developers of G-MoMo applications fix the identified usability problems to make the applications more reliable and increase overall user satisfaction.info:eu-repo/semantics/publishedVersio

    Usability evaluation of a community-led innovation mobile app

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    Digital media can facilitate collaborative processes among local agents, value endogenous resources, and promote assets associated with territory. This article presents the results of a study concerning the development and validation of a mobile app for promoting the relationship among agents of the Portuguese Centro region’s communities/entities. This paper focuses on the results of a heuristic evaluation of the mobile app carried out with two groups of experts in Digital Technologies, Tourism, Health, and Well-Being, besides providing an overview of the mobile app that was developed and a theoretical background regarding community-led innovation, usability, and heuristics. For the CeNTER app prototype evaluation itself, the use of Nielsen's heuristics, a MATCH-MED scale, together with a Think-Aloud Protocol allowed us to improve its usability. This article contributes to a reflection about the evaluation of mobile apps in the scope of territorial-based innovation initiatives, engaging its stakeholders in the process.publishe
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