385 research outputs found

    Democratic Replay: Enhancing TV Election Debates with Interactive Visualisations

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    This paper presents an online platform for enhancing televised election debates with interactive visualisations. Election debates are one of the highlights of election campaigns worldwide. They are also often criticised as appearing scripted, rehearsed, detached from much of the electorate, and at times too complex. Democratic Replay enhances videos of election debates with a collection of interactive tools aimed at providing a replay experience centred around citizens' needs. We present the system requirements, design and implementation, and report on an evaluation based on the ITV Leaders' Debate from the 2015 UK General Election campaign

    Design and Evaluation of a Short Version of the User Experience Questionnaire (UEQ-S)

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    The user experience questionnaire (UEQ) is a widely used questionnaire to measure the subjective impression of users towards the user experience of products. The UEQ is a semantic differential with 26 items. Filling out the UEQ takes approximately 3-5 minutes, i.e. the UEQ is already reasonably efficient concerning the time required to answer all items. However, there exist several valid application scenarios, where filling out the entire UEQ appears impractical. This paper deals with the creation of an 8 item short version of the UEQ, which is optimized for these specific application scenarios. First validations of this short version are also described

    Evaluating User Experience of a Mobile Health Application ‘Halodoc’ using User Experience Questionnaire and Usability Testing

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    This paper aims to evaluate the user experience of a mobile health application called Halodoc to keep the user using the application and keep from losing a potential source of revenue for Halodoc. Halodoc is one of the companies that use the internet to provide health services for its users. Halodoc has services such as features for consultation with doctors, online medicine purchases, and hospital appointments. Halodoc’s vision is to simplifying healthcare, but there are still many complaints and negative reviews about Halodoc on Google play store and Apple store about the usability. This paper uses a mixed-method approach using User Experience Questionnaire (UEQ) and Usability Testing. The results of the analysis were used as a reference for making the improvement designs. The results of the UEQ evaluation showed accordingly to the UEQ benchmark already a good level of UX. However, the usability test uncovered some concrete areas for improvement

    User Interface User Exprience Gamification-Based E-Learning with Design Science Research Methodology

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    In 2020, the Islamic Elementary Teacher Working Group (KKG MI) held an E-Learning Training for Islamic Elementary School Teachers in DKI Jakarta about one of the gamification applications, Quizizz. According to observation, many teachers are still perplexed when utilizing the Quizizz program. This is due to the application’s design and different functionalities, which still appear complicated to some teachers who aren’t used to using it. The existing gamification application is also considered not to meet the learning needs at Islamic elementary schools in Jakarta. This study intends to analyze and design User Interface (UI) and User Experience (UX) designs for gamification-based e-learning applications as solutions to the problems found. Data collection begins with an observation and also a literature study, questionnaires, and interviews. For the design, Design Science Research Methodology (DSRM) is used, which consists of six stages: Problem Identification & Motivation, Define the Objective for a Solution, Design & Development, Demonstration, Evaluation and Communication. The results of the evaluation of the gamification-based e-learning design designed with the User Experience Questionnaire (UEQ) and Task Success show that the e-learning design is considered attractive and users can interact with e-learning effectively and easily

    Construction of a Benchmark for the User Experience Questionnaire (UEQ)

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    Questionnaires are a cheap and highly efficient tool for achieving a quantitative measure of a product’s user experience (UX). However, it is not always easy to decide, if a questionnaire result can really show whether a product satisfies this quality aspect. So a benchmark is useful. It allows comparing the results of one product to a large set of other products. In this paper we describe a benchmark for the User Experience Questionnaire (UEQ), a widely used evaluation tool for interactive products. We also describe how the benchmark can be applied to the quality assurance process for concrete projects

    Design and Validation of a Framework for the Creation of User Experience Questionnaires

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    Existing user experience questionnaires have a fixed number of scales. Each of these scales measures a distinct aspect of user experience. These questionnaires can be used with little effort and provide a number of useful support materials that make the application of such a questionnaire quite easy. However, in practical evaluation scenarios it can happen that none of the existing questionnaires contains all scales necessary to answer the research question. It is of course possible to combine several UX questionnaires in such cases, but due to the variations of item formats this is also not an optimal solution. In this paper, we describe the development and first validation studies of a modular framework that allows the creation of user experience questionnaires that fit perfectly to a given research question. The framework contains several scales that measure different UX aspects. These scales can be combined to cover the relevant research questions

    A Lifecycle for User Experience Management in Agile Development

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    Context. Agile methods are increasingly being used by companies, to develop digital products and services faster and more effectively. Today's users not only demand products that are easy to use, but also products with a high User Experience (UX). Agile methods themselves do not directly support the development of products with a good user experience. In combination with UX activities, it is potentially possible to develop a good UX. Objective. The objective of this PhD thesis is to develop a UX Lifecycle, to manage the user experience in the context of Agile methods. With this UX Lifecycle, Agile teams can manage the UX of their product, in a targeted way. Method. We developed the UX Lifecycle step by step, according to the Design Science Research Methodology. First, we conducted a Structured Literature Review (SLR) to determine the state of the art of UX management. The result of the SLR concludes in a GAP analysis. On this basis, we derived requirements for UX management. These requirements were then implemented in the UX Lifecycle. In developing the UX Lifecycle, we developed additional methods (UX Poker, UEQ KPI, and IPA), to be used when deploying the UX Lifecycle. Each of these methods has been validated in studies, with a total of 497 respondents from three countries (Germany, England, and Spain). Finally, we validated the UX Lifecycle, as a whole, with a Delphi study, with a total of 24 international experts from four countries (Germany, Argentina, Spain, and Poland). Results. The iterative UX Lifecycle (Figure 1) consists of five steps: Initial Step 0 ‘Preparation’, Step 1 ‘UX Poker’ (before development/Estimated UX), Step 2 ‘Evaluate Prototype’ (during development/Probable UX), Step 3 ‘Evaluate Product Increment’ (after development/Implemented UX), and a subsequent Step 4 ‘UX Retrospective’. With its five steps, the UX Lifecycle provides the structure for continuously measuring and evaluating the UX, in the various phases. This makes it possible to develop the UX in a targeted manner, and to check it permanently. In addition, we have developed the UX Poker method. With this method, the User Experience can be determined by the Agile team, in the early phases of development. The evaluation study of UX Poker has indicated that UX Poker can be used to estimate the UX for user stories. In addition, UX Poker inspires a discussion about UX, that results in a common understanding of the UX of the product. To interpret the results from the evaluation of a prototype and product increment, we developed or derived the User Experience Questionnaire KPI and Importance-Performance Analysis. In a first study, we were able to successfully apply the two methods and, in combination with established UEQ methods, derive recommendations for action, regarding the improvement of the UX. This would not have been possible without their use. The results of the Delphi study, to validate the UX Lifecycle, reached consensus after two rounds. The results of the evaluation and the comments lead to the conclusion, that the UX Lifecycle has a sufficiently positive effect on UX management. Conclusion. The goal-oriented focus on UX factors and their improvement, as propagated in the UX Lifecycle, are a good way of implementing UX management in a goal-oriented manner. By comparing the results from UX Poker, the evaluation of the prototype, and product increment, the Agile team can learn more about developing a better UX, within a UX retrospective. The UX Lifecycle will have a positive effect on UX management. The use of individual components of the UX Lifecycle, such as UX Poker or Importance-Performance Analysis, already helps an Agile team to improve the user experience. But only in combination with the UX Lifecycle and the individual methods and approaches presented in this PhD thesis, is a management of the user experience in a targeted manner possible, in our view. This was the initial idea of this PhD thesis, which we are convinced we could implement

    Electronic Health Records (EHR) Usability and User Experience Evaluation: A Case Study

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    Manual medical record documents have a high risk of leakage and loss. This is because the storage is only in the cupboard. In Indonesia, Electronic Health Records (EHR) have been widely adopted. Clinics, the Rumah Keluarga Sehat Clinic located in Jember Regency. The implemented EHR is a complement to the manual medical record. To obtain a successful EHR implementation, it is necessary to evaluate the usability and user experience. Usability testing is an evaluation method that involves end users in the system development process. This study aims to evaluate the usability and user experience of the EHR developed at the Rumah Keluarga Sehat Clinic. Tests were carried out using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) instruments. Instruments were given to 7 respondents consisting of doctors, medical recorders, admins, and pharmacists at Rumah Keluarga Sehat Clinic, Jember. The results of the usability evaluation with SUS showed a score of 77.14 which indicated the Good category. And the UEQ results show above-average results on a scale (perspicuity and dependability), and excellent on 4 scales (attractiveness, efficiency, stimulation, and novelty). The results of the evaluation with 2 instruments show that the developed EHR has met the user's needs.Manual medical record documents have a high risk of leakage and loss. This is because the storage is only in the cupboard. In Indonesia, Electronic Health Records (EHR) have been widely adopted. Clinics, the Rumah Keluarga Sehat Clinic located in Jember Regency. The implemented EHR is a complement to the manual medical record. To obtain a successful EHR implementation, it is necessary to evaluate the usability and user experience. Usability testing is an evaluation method that involves end users in the system development process. This study aims to evaluate the usability and user experience of the EHR developed at the Rumah Keluarga Sehat Clinic. Tests were carried out using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) instruments. Instruments were given to 7 respondents consisting of doctors, medical recorders, admins, and pharmacists at Rumah Keluarga Sehat Clinic, Jember. The results of the usability evaluation with SUS showed a score of 77.14 which indicated the Good category. And the UEQ results show above-average results on a scale (perspicuity and dependability), and excellent on 4 scales (attractiveness, efficiency, stimulation, and novelty). The results of the evaluation with 2 instruments show that the developed EHR has met the user's needs

    Investigating Mobile Device-Based Interaction Techniques for Collocated Merging

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    In mixed-focus collaboration, group members create content both individually as a kind of groundwork for discussion and further processing as well as directly together in group work sessions. In case of individual creation, separate documents and contents need to be merged to receive an overall solution. In our work, we focus on mixed-focus collaboration using mobile devices, especially smartphones, to create and merge content. Instead of using emails or messenger services to share content within a group, we describe three different mobile device-based interaction techniques for merging that use built-in sensors to enable ad-hoc collaboration and that are easy and eyes-free to perform. We conducted a user study to investigate these merging interactions. Overall, 21 participants tested the interactions and evaluated task load and User Experience (UX) of the proposed device-based interactions. Furthermore, they compared the interactions with a common way to share content, namely writing an email to send attached content. Participants gave valuable user feedback and stated that our merging interaction techniques were much easier to perform. Furthermore, we found that they were much faster, less demanding, and had a greater UX than email
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