35,303 research outputs found

    Mobile Video Streaming Applications: A Systematic Review of Test Metrics in Usability Evaluation

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    In evaluating the usability of mobile video streaming applications, the performance of the applications comes into focus. This is because the performance of mobile streaming applications affects their usability. From this study, video streaming and video quality are identified as the two most evaluated elements in the usability test of mobile video streaming applications. These elements are affected by several related factors that are peculiar to the mobile platforms and domains. These in turn affect the usability of the applications. In mobile platforms, bandwidth is low and network connections are unstable; this is coupled with the limitations caused by the smallness of the screen sizes of the mobile devices. Furthermore, startup delays, jitter, latency and rebuffering are the determining factors for the performance of mobile video streaming. On the other hand, video quality is determined by frame rate, bit rate, and resolution. These factors present themselves due to the mobile context of mobile streaming applications. They combine to influence the performance of the applications as well as their usability. Therefore, in considering the usability of these set of applications, these factors (metrics) are important as they determine the performance of the applications and by and large also affect the usability of the applications. Other factors identified in the study that affect the usability of mobile streaming applications include: functionality, social context and user interface and appearance. On the whole, this paper presents the results of a systematic review of test metrics in the usability evaluation of mobile video streaming applications. The systematic review approach used include: defining the search strategy, selection of primary studies, the extraction of data, and the implementation of a synthesis strategy. Using this methodology, 238 studies were found; however, only 51 relevant studies were eventually selected for the review. The study reveals that time taken for video streaming and the video quality were the two most popular metrics used in the usability test and evaluation of mobile video streaming applications. Besides, most of the studies concentrated on the usability of mobile TV as users switch from traditional TV to mobile TV

    Mobile video streaming applications: a systematic review of test metrics in usability evaluation

    Get PDF
    In evaluating the usability of mobile video streaming applications, the performance of the applications comes into focus.This is because the performance of mobile streaming applications affects their usability. From this study, video streaming and video quality are identified as the two most evaluated elements in the usability test of mobile video streaming applications. These elements are affected by several related factors that are peculiar to the mobile platforms and domains. These in turn affect the usability of the applications. In mobile platforms, bandwidth is low and network connections are unstable; this is coupled with the limitations caused by the smallness of the screen sizes of the mobile devices. Furthermore, startup delays, jitter, latency and rebuffering are the determining factors for the performance of mobile video streaming. On the other hand, video quality is determined by frame rate, bit rate, and resolution. These factors present themselves due to the mobile context of mobile streaming applications. They combine to influence the performance of the applications as well as their usability. Therefore, in considering the usability of these set of applications, these factors (metrics) are important as they determine the performance of the applications and by and large also affect the usability of the applications. Other factors identified in the study that affect the usability of mobile streaming applications include: functionality, social context and user interface and appearance. On the whole, this paper presents the results of a systematic review of test metrics in the usability evaluation of mobile video streaming applications. The systematic review approach used include: defining the search strategy, selection of primary studies, the extraction of data, and the implementation of a synthesis strategy. Using this methodology, 238 studies were found; however, only 51 relevant studies were eventually selected for the review. The study reveals that time taken for video streaming and the video quality were the two most popular metrics used in the usability test and evaluation of mobile video streaming applications. Besides, most of the studies concentrated on the usability of mobile TV as users switch from traditional TV to mobile TV

    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

    Control of virtual environments for young people with learning difficulties

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    Purpose: The objective of this research is to identify the requirements for the selection or development of usable virtual environment (VE) interface devices for young people with learning disabilities. Method: a user-centred design methodology was employed, to produce a design specification for usable VE interface devices. Details of the users' cognitive, physical and perceptual abilities were obtained through observation and normative assessment tests. Conclusions : A review of computer interface technology, including virtual reality and assistive devices, was conducted. As there were no devices identified that met all the requirements of the design specification, it was concluded that there is a need for the design and development of new concepts. Future research will involve concept and prototype development and user-based evaluation of the prototypes

    Usability Evaluation in Virtual Environments: Classification and Comparison of Methods

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    Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. We present an overview of VE usability evaluation. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. To illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. We conclude by presenting novel ways to effectively link these two approaches to VE usability evaluation

    Evaluation model for usability practitioners: a mobile application for low vision users

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    Many people depend on mobile applications to perform daily activities. However, people with low vision that unable to fully correct their vision with glasses require usable applications that match their abilities. Unfortunately, existing usability evaluation models use generalized measurements that are ineffective to evaluate mobile applications to ensure their suitability for low vision people. Therefore, the main objective of this study is to develop a mobile application usability evaluation model for low vision users. The first and second phases of this study were to identify the usability requirements and measures of mobile application for low vision users. The methods used were analysing literature content using Systematic Literature Review method and interviewing ten low vision mobile application users. A qualitative analysis software was used to analyse semi-structured interview data. In the third phase, a new model was developed using the Quality in Use Integrated Measurement method. The proposed model was then reviewed using the expert review approach by six knowledge and practitioners for improvements in the final model. Finally, the developed model was evaluated in a focus group session with six practitioners, and also usability testing with nine low vision users which was analysed by using descriptive statistical. This study has developed a model that includes six usability dimensions, fifteen usability criteria and fifty-six usability metrics. The model is able to identify low vision users’ difficulties and suggest a solution to improvise the mobile application design. The model may enrich the body of knowledge in the Human-Computer Interaction area, especially in the field of usability evaluation. It helps usability practitioners to discover mobile application usage problems faced by low vision users, which are difficult to discover by previous models and suggest a solution to improvise the design. This ensures convenience and privacy for low vision users when using a mobile application

    Quality measures for ETL processes: from goals to implementation

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    Extraction transformation loading (ETL) processes play an increasingly important role for the support of modern business operations. These business processes are centred around artifacts with high variability and diverse lifecycles, which correspond to key business entities. The apparent complexity of these activities has been examined through the prism of business process management, mainly focusing on functional requirements and performance optimization. However, the quality dimension has not yet been thoroughly investigated, and there is a need for a more human-centric approach to bring them closer to business-users requirements. In this paper, we take a first step towards this direction by defining a sound model for ETL process quality characteristics and quantitative measures for each characteristic, based on existing literature. Our model shows dependencies among quality characteristics and can provide the basis for subsequent analysis using goal modeling techniques. We showcase the use of goal modeling for ETL process design through a use case, where we employ the use of a goal model that includes quantitative components (i.e., indicators) for evaluation and analysis of alternative design decisions.Peer ReviewedPostprint (author's final draft
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