14,256 research outputs found

    Designing Tomorrow\u27s Reality: The Development and Validation of an Augmented and Mixed Reality Heuristic Checklist

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    Augmented (AR) and Mixed Reality (MR) are new and currently developing technologies. They have been used and shown promise and popularity in the domains of education, training, enterprise, retail, consumer products, and more. However, there is a lack of consistency and standards in AR and MR devices and applications. Interactions and standards in one application may drastically differ from another. This may make it difficult for users, especially those new to these technologies, to learn and feel comfortable using the devices or applications. It may also hinder the usability of the applications as designers may not follow proven techniques to display this information effectively. One way to create these standards is through the development and acceptance of usability or user experience (UX) heuristics. There is a lack of validated and widely accepted heuristics in AR and MR. Those that do exist tend to be too specialized to be valid across types of applications or devices. This dissertation’s goal is to fill this gap through the creation of a validated usability/user experience (UX) heuristic checklist to evaluate AR or MR devices and/or applications by following a validated methodology for developing usability/user experience heuristics (Quiñones et al., 2018). Previous work had been completed to develop an AR and MR heuristic checklist (Derby & Chaparro, 2022). This work resulted in 11 heuristics and 94 checklist items; however, validation of this checklist was limited. This dissertation broadened the heuristic checklist to ensure applicability to more application types, device types, and use cases. Five different applications and devices were used to validate the checklist through heuristic evaluations and user tests. Experts in the domain also provided their feedback on the heuristic checklist using applications of their choice. A total of 100 revisions were made to the Derby & Chaparro (2022) checklist as a result of this study. The final heuristic checklist consists of 12 heuristics and 109 checklist items that practitioners can use to evaluate AR or MR applications and devices and quantify the results to better inform design

    Investigating heuristic evaluation as a methodology for evaluating pedagogical software: An analysis employing three case studies

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    This paper looks specifically at how to develop light weight methods of evaluating pedagogically motivated software. Whilst we value traditional usability testing methods this paper will look at how Heuristic Evaluation can be used as both a driving force of Software Engineering Iterative Refinement and end of project Evaluation. We present three case studies in the area of Pedagogical Software and show how we have used this technique in a variety of ways. The paper presents results and reflections on what we have learned. We conclude with a discussion on how this technique might inform on the latest developments on delivery of distance learning. © 2014 Springer International Publishing

    Critical Success Factors for Positive User Experience in Hotel Websites: Applying Herzberg's Two Factor Theory for User Experience Modeling

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    This research presents the development of a critical success factor matrix for increasing positive user experience of hotel websites based upon user ratings. Firstly, a number of critical success factors for web usability have been identified through the initial literature review. Secondly, hotel websites were surveyed in terms of critical success factors identified through the literature review. Thirdly, Herzberg's motivation theory has been applied to the user rating and the critical success factors were categorized into two areas. Finally, the critical success factor matrix has been developed using the two main sets of data.Comment: Journal articl

    The assessment of usability of electronic shopping: A heuristic evaluation

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    Today there are thousands of electronic shops accessible via the Web. Some provide user-friendly features whilst others seem not to consider usability factors at all. Yet, it is critical that the electronic shopping interface is user-friendly so as to help users to obtain their desired results. This study applied heuristic evaluation to examine the usability of current electronic shopping. In particular, it focused on four UK-based supermarkets offering electronic services: including ASDA, Iceland, Sainsbury, and Tesco. The evaluation consists of two stages: a free-flow inspection and a task-based inspection. The results indicate that the most significant and common usability problems have been found to lie within the areas of ‘User Control and Freedom’ and ‘Help and Documentation’. The findings of this study are applied to develop a set of usability guidelines to support the future design of effective interfaces for electronic shopping

    Heuristic Evaluation for Serious Immersive Games and M-instruction

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    © Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    Investigating the appropriateness and relevance of mobile web accessibility guidelines

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    The Web Accessibility Initiative (WAI) of the World Wide Web Consortium (W3C) develop and maintain guidelines for making the web more accessible to people with disabilities. WCAG 2.0 and the MWBP 1.0 are internationally regarded as the industry standard guidelines for web accessibility. Mobile testing sessions conducted by AbilityNet document issues raised by users in a report format, relating issues to guidelines wherever possible. This paper presents the results of a preliminary investigation that examines how effectively and easily these issues can be related by experts to the guidelines provided by WCAG 2.0 and MWBP 1.0. Copyright 2014 ACM

    Usability as a focus of multiprofessional collaboration: a teaching case study on user-centered translation

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    As professional communication needs are increasingly multilingual, the merging of translator and technical communicator roles has been predicted. However, it may be more advantageous for these two professional groups to increase cooperation. This means learning to identify and appreciate their distinct but mutually complementary core competencies. Since both professions share the ideology of being the user’s advocate, usability is a common denominator that can function as a focal point of collaboration. While many translation theories focus on the reader and the target context, usability methods have not traditionally been a part of translator training. An innovation called User-Centered Translation (UCT), which is a model based on usability and user-centered design, is intended to help translators speak the same language as technical communicators, and it offers concrete usability tools which have been missing from translation theories. In this teaching case study, we discuss the teaching of four UCT methods: personas, the implied reader, heuristic evaluation, and usability testing. We describe our teaching experiences, analyze student feedback on all four, and report on the implementation of a student assignment on heuristics. This case study suggests ways in which UCT can form an important nexus of professional skills and multiprofessional collaboration
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