32,600 research outputs found

    A guidance and evaluation approach for mHealth education applications

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    Ā© Springer International Publishing AG 2017. A growing number of mobile applications for health education are being utilized to support different stakeholders, from health professionals to software developers to patients and more general users. There is a lack of a critical evaluation framework to ensure the usability and reliability of these mobile health education applications (MHEAs). Such a framework would facilitate the saving of time and effort for the different user groups. This paper describes a framework for evaluating mobile applications for health education, including a guidance tool to help different stakeholders select the one most suitable for them. The framework is intended to meet the needs and requirements of the different user categories, as well as improving the development of MHEAs through software engineering approaches. A description of the evaluation framework is provided, with its efficient hybrid of selected heuristic evaluation (HE) and usability evaluation (UE) factors. Lastly, an account of the quantitative and qualitative results for the framework applied to the Medscape and other mobile apps is given. This proposed framework - an Evaluation Framework for Mobile Health Education Apps - consists of a hybrid of five metrics selected from a larger set during heuristic and usability evaluation, the choice being based on interviews with patients, software developers and health professionals

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    General characteristics of anticipated user experience (AUX) with interactive products

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    Providing a positive user experience (UX) has become the key differentiator for products to win a competition in mature markets. To ensure that a product will support enjoyable experiences for its users, assessment of UX should be conducted early during the design and development process. However, most UX frameworks and evaluation techniques focus on understanding and assessing userā€™s experience with functional prototypes or existing products. This situation delays UX assessment until the late phases of product development which may result in costly design modifications and less desirable products. A qualitative study was conducted to investigate anticipated user experience (AUX) to address this issue. Twenty pairs of participants were asked to imagine an interactive product, draw their product concept, and anticipate their interactions and experiences with it. The data was analyzed to identify general characteristics of AUX. We found that while positive AUX was mostly related to an imagined/desired product, negative AUX was mainly associated with existing products. It was evident that the pragmatic quality of product was fundamental, and significantly influenced userā€™s anticipated experiences. Furthermore, the hedonic quality of product received more focus in positive than negative AUX. The results also showed that context, user profile, experiential knowledge, and anticipated emotion could be reflected in AUX. The understanding of AUX will help product designers to better foresee the usersā€™ underlying needs and to focus on the most important aspects of their positive experiences, which in turn facilitates the designers to ensure pleasurable UX from the start of the design process

    PLU-E: a proposed framework for planning and conducting evaluation studies with children.

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    While many models exist to support the design process of a software development project, the evaluation process is far less well defined and this lack of definition often leads to poorly designed evaluations, or the use of the wrong evaluation method. Evaluations of products for children can be especially complex as they need to consider the different requirements and aims that such a product may have, and often use new or developing evaluation methods. This paper takes the view that evaluations should be planned from the start of a project in order to yield the best results, and proposes a framework to facilitate this. This framework is particularly intended to support the varied and often conflicting requirements of a product designed for children, as defined by the PLU model, but could be adapted for other user groups

    Applications of high and low fidelity prototypes in researching intuitive interaction

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    This paper addresses some of the issues involved in incorporating use of prototypes into a research program. Definitions, merits and uses of both low and high-fidelity prototypes are discussed and then the applications of prototypes in our research program into intuitive interaction are explored. It has previously been established that intuitive interaction is based on past experience, and can be encouraged by designing interfaces that contain familiar features (Blackler, 2006; Blackler, Popovic, & Mahar, 2007b). Two aspects of the research program which are relevant to prototyping are: researching the issues of how intuitive use happens and how it can be better facilitated; and developing ways to help designers include investigations about users and their existing knowledge into their design processes in order to make interfaces more intuitive. The current and future planned applications of high and low-fidelity prototypes in each of these areas are explored. Then experiences with using high-fidelity touchscreen prototypes for experimental research into intuitive interaction are discussed, including problems with the prototypes, how they were addressed and what we have learned from the process. Next the potential for low-fidelity prototypes to elicit usersā€™ tacit knowledge during the design process is explored. This has exciting possibilities due to the link between intuitive interaction and tacit knowledge. Finally, the challenges of developing prototype-based design tools for use by older people are discussed and future directions for using prototypes in our research program are considered. Keywords: Prototypes; intuitive interaction; experimental methodology; implicit or tacit knowledge</p
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