2,578 research outputs found

    The Effect of Device When Using Smartphones and Computers to Answer Multiple-Choice and Open-Response Questions in Distance Education

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    Traditionally in higher education, online courses have been designed for computer users. However, the advent of mobile learning (m-learning) and the proliferation of smartphones have created two challenges for online students and instructional designers. First, instruction designed for a larger computer screen often loses its effectiveness when displayed on a smaller smartphone screen. Second, requiring students to write remains a hallmark of higher education, but miniature keyboards might restrict how thoroughly smartphone users respond to open- response test questions. The present study addressed both challenges by featuring m-learning’s greatest strength (multimedia) and by investigating its greatest weakness (text input). The purpose of the current study was to extend previous research associated with m- learning. The first goal was to determine the effect of device (computer vs. smartphone) on performance when answering multiple-choice and open-response questions. The second goal was to determine whether computers and smartphones would receive significantly different usability ratings when used by participants to answer multiple-choice and open-response questions. The construct of usability was defined as a composite score based on ratings of effectiveness, efficiency, and satisfaction. This comparative study used a between-subjects, posttest, experimental design. The study randomly assigned 70 adults to either the computer treatment group or the smartphone treatment group. Both treatment groups received the same narrated multimedia lesson on how a solar cell works. Participants accessed the lesson using either their personal computers (computer treatment group) or their personal smartphones (smartphone treatment group) at the time and location of their choice. After viewing the multimedia lesson, all participants answered the same multiple-choice and open-response posttest questions. In the current study, computer users and smartphone users had no significant difference in their scores on multiple-choice recall questions. On open-response questions, smartphone users performed better than predicted, which resulted in no significant difference between scores of the two treatment groups. Regarding usability, participants gave computers and smartphones high usability ratings when answering multiple-choice items. However, for answering open-response items, smartphones received significantly lower usability ratings than computers

    UsaGame – A new methodology to support user- centered design of touchscreen game applications

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    Dissertação para Obtenção do Grau de Mestre em Engenharia e Gestão IndustrialTouchscreen mobile devices growth resulted in an explosion of the mobile applications. Focusing on touch mobile game applications this study aims to fulfill a research gap, creating appropriate usability guidelines for these applications. Concerns about usability, touch technologies, mobile devices and game testing, provided the background needs for this study. Initial game application tests allowed for the creation and implementation of such proposed usability guidelines into a support checklist (UsaGame), designed to help applications developers. An evaluation test was performed with 20 users in order to assess the validity of the proposed guidelines. Results from the test of the two builds from the same game application allowed comparisons that led to the assessment of the importance of some of the guidelines implemented into the application. Results suggested a usability improvement on the game application implemented with the guidelines. Furthermore results allowed commenting on all proposed usability guidelines

    Aerial Port of the Future: Developing Paperless Operations

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    Air Mobility Command (AMC) is combatting manning mismatches with antiquated processes and equipment in Aerial Port operations, and has chosen to address these issues through an initiative called “Aerial Port of the Future.” This initiative is designed to understand challenges in Aerial Ports and implement technological tools, where appropriate, to aid AMC Airmen in their duties of transporting goods and personnel through military channels. Oftentimes, personnel are forced to utilize technology that may not meet their needs, and in turn may resist implementation of the imposed technology. Therefore, first, this research identifies potential technologies designed to improve Aerial Port efficiency and effectiveness. Next, through a survey of Aerial Port technicians, this study evaluates the attitudes and perceptions of personnel toward implementation and use of the selected technologies. Overall, the study provides AMC the necessary insight to increase the chances of successful implementation of “Port of the Future” technology

    Supporting collaborative work using interactive tabletop

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    PhD ThesisCollaborative working is a key of success for organisations. People work together around tables at work, home, school, and coffee shops. With the explosion of the internet and computer systems, there are a variety of tools to support collaboration in groups, such as groupware, and tools that support online meetings. However, in the case of co-located meetings and face-to-face situations, facial expressions, body language, and the verbal communications have significant influence on the group decision making process. Often people have a natural preference for traditional pen-and-paper-based decision support solutions in such situations. Thus, it is a challenge to implement tools that rely advanced technological interfaces, such as interactive multi-touch tabletops, to support collaborative work. This thesis proposes a novel tabletop application to support group work and investigates the effectiveness and usability of the proposed system. The requirements for the developed system are based on a review of previous literature and also on requirements elicited from potential users. The innovative aspect of our system is that it allows the use of personal devices that allow some level of privacy for the participants in the group work. We expect that the personal devices may contribute to the effectiveness of the use of tabletops to support collaborative work. We chose for the purpose of evaluation experiment the collaborative development of mind maps by groups, which has been investigated earlier as a representative form of collaborative work. Two controlled laboratory experiments were designed to examine the usability features and associated emotional attitudes for the tabletop mind map application in comparison with the conventional pen-and-paper approach in the context of collaborative work. The evaluation clearly indicates that the combination of the tabletop and personal devices support and encourage multiple people working collaboratively. The comparison of the associated emotional attitudes indicates that the interactive tabletop facilitates the active involvement of participants in the group decision making significantly more than the use of the pen-and-paper conditions. The work reported here contributes significantly to our understanding of the usability and effectiveness of interactive tabletop applications in the context of supporting of collaborative work.The Royal Thai governmen

    How do different devices impact users' web browsing experience?

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    The digital world presents many interfaces, among which the desktop and mobile device platforms are dominant. Grasping the differential user experience (UX) on these devices is a critical requirement for developing user focused interfaces that can deliver enhanced satisfaction. This study specifically focuses on the user's web browsing experience while using desktop and mobile. The thesis adopts quantitative methodology. This amalgamation presents a comprehensive understanding of the influence of device specific variables, such as loading speed, security concerns and interaction techniques, which are critically analyzed. Moreover, various UX facets including usability, user interface (UI) design, accessibility, content organization, and user satisfaction on both devices were also discussed. Substantial differences are observed in the UX delivered by desktop and mobile devices, dictated by inherent device attributes and user behaviors. Mobile UX is often associated with personal, context sensitive use, while desktop caters more effectively to intensive, extended sessions. A surprising revelation is the existing discrepancy between the increasing popularity of mobile devices and the persistent inability of many websites and applications to provide a satisfactory mobile UX. This issue primarily arises from the ineffective adaptation of desktop-focused designs to the mobile, underscoring the necessity for distinct, device specific strategies in UI development. By furnishing pragmatic strategies for designing efficient, user-friendly and inclusive digital interfaces for both devices; the thesis contributes significantly to the existing body of literature. An emphasis is placed on a device-neutral approach in UX design, taking into consideration the unique capabilities and constraints of each device, thereby enriching the expanding discourse on multiservice user experience. As well as this study contributes to digital marketing and targe­ted advertising perspe­ctives

    How do different devices impact users' web browsing experience?

    Get PDF
    The digital world presents many interfaces, among which the desktop and mobile device platforms are dominant. Grasping the differential user experience (UX) on these devices is a critical requirement for developing user focused interfaces that can deliver enhanced satisfaction. This study specifically focuses on the user's web browsing experience while using desktop and mobile. The thesis adopts quantitative methodology. This amalgamation presents a comprehensive understanding of the influence of device specific variables, such as loading speed, security concerns and interaction techniques, which are critically analyzed. Moreover, various UX facets including usability, user interface (UI) design, accessibility, content organization, and user satisfaction on both devices were also discussed. Substantial differences are observed in the UX delivered by desktop and mobile devices, dictated by inherent device attributes and user behaviors. Mobile UX is often associated with personal, context sensitive use, while desktop caters more effectively to intensive, extended sessions. A surprising revelation is the existing discrepancy between the increasing popularity of mobile devices and the persistent inability of many websites and applications to provide a satisfactory mobile UX. This issue primarily arises from the ineffective adaptation of desktop-focused designs to the mobile, underscoring the necessity for distinct, device specific strategies in UI development. By furnishing pragmatic strategies for designing efficient, user-friendly and inclusive digital interfaces for both devices; the thesis contributes significantly to the existing body of literature. An emphasis is placed on a device-neutral approach in UX design, taking into consideration the unique capabilities and constraints of each device, thereby enriching the expanding discourse on multiservice user experience. As well as this study contributes to digital marketing and targe­ted advertising perspe­ctives

    The Impact of Screen Size: A Usability Evaluation of Mobile Devices for Scholarly Reading

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    This study aims to present a comprehensive evaluation of usability related to performing scholarly readings across mobile devices with different screen sizes. The primary research questions are: 1) What are the perceived advantages and disadvantages of mobile devices with different screen sizes for scholarly reading? 2) Is screen size a major factor affecting usability? The author conducted a qualitative and quantitative methods study, including observation, questionnaire and semi-structured interview. The study found the screen size of mobile devices is a major factor that impacts usability when it is smaller than a certain scale. No significant difference was found between full-size 9.7-inch tablet and 7.9-inch mini-tablet in terms of ease of navigation, reading speed, reading effectiveness and overall experience. The 4-inch phone is the least desirable device for scholarly reading, and has the lower performance of the presentation of texts and figures. Other possible factors include the device weight, portability and physical design.Master of Science in Information Scienc

    The Development, Validation, and Generalizability of the Technological Adaptive Expertise Scale

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    Technology is rapidly changing and with it the need for the ability to adapt to change increases. Whether consciously or unconsciously, users of technology may have developed varying degrees of technological adaptability. Our study develops a scale to measure this trait referred to as Technological Adaptive Expertise (TAE). We conducted the scale development in three studies, the first preliminary study established a factor structure, the second study tested replication and explored retrospective estimates of outcomes, the third study assessed generalizability to an online open sample. Three factors were replicated: Technical metacognition, troubleshooting and use of Trial and error, average fit indices were RMSEA = .078, GFI = .787, CFI = .755. The Retrospective estimates scale was a 2-factor measure split between positive and negative outcomes, mean fit indices were RMSEA = .121, GFI = .58, CFI = .608. Reducing the number of items for each factor resulted in improved fit. Technical metacognition was associated with significantly greater positive (r = .18) and less negative outcomes (r = -.33). Technical troubleshooting was associated with greater positive outcomes (r = .17). Individual measuring higher on TAE are associated with increased positive outcomes with technology and decreased negative outcomes with technology

    User Experience Based Mobile Application Design for Boat Loaning at Marine Tourism in Indonesia

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    Boat loaning in marine tourism in Indonesia significantly impacts the continuity of tourism activities. It is because some nautical tourism destinations in Indonesia use ships as a means of transportation that cannot be separated from tourism activities. The problem is, there is a lack of information availability; for example, event information, destination, and access for boat loaning. That makes it difficult for tourists to be able to enjoy marine tourism. Therefore, the purpose of this study is to design a prototype of a mobile application that can help overcome the problem of limited information and access to marine tourism transportation, and be able to answer the needs of tourists regarding tourist information using the user experience as a design system. The user experience method will be applied in application design testing, to obtain development aspects in the ship transportation ordering application, according to user needs. The results of this study are the prototype design based on user experience. The final result shows 87.5% response agree with this prototype design. This study applies the method of boat loaning by utilising cooperation between agents and ship providers to provide Ease of access to information on marine tourism transportation to prospective tourists
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