8,436 research outputs found

    Developing A Framework To Analyze The Effect Of Mobile Technology Within A Department Of Transportation

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    Mobile technology is becoming more and more pervasive within the consumer industry. Devices such as Smartphones and Tablets are able to relay information effectively and affordably either with or without an accompanying cellular connectivity plan. The effect of this technology is slowly making its way through the corporate world. Recognizing that this technology has the potential to affect workflow practices within a Department of Transportation, this thesis first presents two mobile applications to address specific areas of concern identified within the Utah Department of Transportation maintenance division. The first application creates a living directory that provides specific information regarding employees, equipment, and location within maintenance shed locations throughout the state of Utah. The second application provides a seamless method of information transfer as it relates to traffic signs from the field directly to central servers in an effort to reduce data loss and corruption

    Assessing the effectiveness of direct gesture interaction for a safety critical maritime application

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    Multi-touch interaction, in particular multi-touch gesture interaction, is widely believed to give a more natural interaction style. We investigated the utility of multi-touch interaction in the safety critical domain of maritime dynamic positioning (DP) vessels. We conducted initial paper prototyping with domain experts to gain an insight into natural gestures; we then conducted observational studies aboard a DP vessel during operational duties and two rounds of formal evaluation of prototypes - the second on a motion platform ship simulator. Despite following a careful user-centred design process, the final results show that traditional touch-screen button and menu interaction was quicker and less erroneous than gestures. Furthermore, the moving environment accentuated this difference and we observed initial use problems and handedness asymmetries on some multi-touch gestures. On the positive side, our results showed that users were able to suspend gestural interaction more naturally, thus improving situational awareness

    Examining the Influence of Saliency in Mobile Interface Displays

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    Designers spend more resources to develop better mobile experiences today than ever before. Researchers commonly use visual search efficiency as a usability measure to determine the time or effort it takes someone to perform a task. Previous research has shown that a computational visual saliency model can predict attentional deployment in stationary desktop displays. Designers can use this salience awareness to co-locate important task information with higher salience regions. Research has shown that placing targets in higher salience regions in this way improves interface efficiency. However, researchers have not tested the model in key mobile technology design dimensions such as small displays and touch screens. In two studies, we examined the influence of saliency in a mobile application interface. In the first study, we explored a saliency model’s ability to predict fixations in small mobile interfaces at three different display sizes under free-viewing conditions. In the second study, we examined the influence that visual saliency had on search efficiency while participants completed a directed search for either an interface element associated with high or low salience. We recorded reaction time to touch the targeted element on the tablet. We experimentally blocked high and low saliency interactions and subjectively measured cognitive workload. We found that a saliency model predicted fixations. In the search task, participants found highly salient targets about 900 milliseconds faster than low salient targets. Interestingly, participants did not perceive a lighter cognitive workload associated with the increase in search efficiency

    Kansei Engineering in Designing Web-Based e-Commerce UMKM Product

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    Human-Computer Interaction (HCI) is a part of the development of a system in addition to the usability factor. Several methods were developed in HCI to produce a User Interface design that persuasively attracts the user’s interest. One of these methods was Kansei Engineering which involved psychological factors and user emotions in the stage. The study focused on developing the e-commerce User Interface for UMKM products which based on how to maximize the service and quality of e-Commerce because so far the development of the web-based UMKM  e-Commerce product user interface has not paid attention to psychological factors. The Research followed Kansei Engineering Type 1 (KEPack) with the stages: (1) Research Initiation, (2) Collecting Kansei Words (KW), (3) Translating KW into SD scale, (4) Collecting Specimens, (5) Classifying Item / Category Specimens, (6) Evaluating Questionnaire Participants’ Data, (7) Multivariate Statistical Analysis, (8) Translating Statistical Data into Design Elements, (9) Creating Guideline Matrix Kansei Engineering. This study involved 40 participants, 20 Kansei Words, and ten specimens of UMKM e-Commerce products. The final result is the Kansei e-Commerce matrix guideline for web-based UMKM products, which had two main concepts, they were complexity consisting of formal, natural and simple emotion factors; and Uniqueness consisting of Comfortable, Soft, and Unique which consists of 8 main parts which divided into 65 design elements. The contribution of this Research in the informatics area is to provide recommendations for the appearance of  web-based UMKM  e-Commerce products based on the psychological factors of the user through the Kansei Engineering Stages

    Building A Comprehensive Visual Design For Learning Management System, Malaysia Ministry Of Education Lms As A Case Study

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    Usability and visual aesthetic elements play very important roles in the evolution of new media design and could be the key factor in determining the success or reliability of a website/portal. The Ministry of Education is no exception benefited the enjoyment of this positive development; it involves teachers, students, and higher administrations. The need to develop a system, which could engage these parties, has been widely initiated. However in the excitement in doing this, one needs to be aware that it has to meet the user's own acceptance. The pillar of this comparative study started with the development of samples on learning management system from Malaysia and international. It has been evaluated under a set of design and usability criteria, and further on, a comparison of findings was done on the major and minor problems. The analysis showed which elements to enhance and could damage perceptions of portal reliability. During the design development process, a new set of design was proposed and tested among local end users by using prototype tools. This study will propose the best approach from design and usability perspective, which enables the systematic development of our education system, and differing from those found in other by adopting our own cultures and mental models. On the limitation aspect, the research will only focus on visual design without looking into the technology behind it, which may affects on its overall performance. The sample of this research was also taken from students aged between 13 to 18 from local secondary school only. Based from the testing, the researcher believed that most Malaysian students are ready for the new approach of Education via information and communications technology (ICT). It is believed that they have been exposed to current technology evolution, and these groups would easily adapt the changes. Implementation of on-line project should be identified from the initial stage, whether it is in the form of application (SAAS) or portal approach because it will drive the whole thing from main strategy or direction and it would eventually be translated into visual design. At the end we would like to have better understanding in creating effective LMS interface and the coherence of design and usability elements applied onto i

    Usability and feasibility of consumer-facing technology to reduce unsafe medication use by older adults

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    Background Mobile health technology can improve medication safety for older adults, for instance, by educating patients about the risks associated with anticholinergic medication use. Objective This study's objective was to test the usability and feasibility of Brain Buddy, a consumer-facing mobile health technology designed to inform and empower older adults to consider the risks and benefits of anticholinergics. Methods Twenty-three primary care patients aged ≥60 years and using anticholinergic medications participated in summative, task-based usability testing of Brain Buddy. Self-report usability was assessed by the System Usability Scale and performance-based usability data were collected for each task through observation. A subset of 17 participants contributed data on feasibility, assessed by self-reported attitudes (feeling informed) and behaviors (speaking to a physician), with confirmation following a physician visit. Results Overall usability was acceptable or better, with 100% of participants completing each Brain Buddy task and a mean System Usability Scale score of 78.8, corresponding to “Good” to “Excellent” usability. Observed usability issues included higher rates of errors, hesitations, and need for assistance on three tasks, particularly those requiring data entry. Among participants contributing to feasibility data, 100% felt better informed after using Brain Buddy and 94% planned to speak to their physician about their anticholinergic related risk. On follow-up, 82% reported having spoken to their physician, a rate independently confirmed by physicians. Conclusion Consumer-facing technology can be a low-cost, scalable intervention to improve older adults’ medication safety, by informing and empowering patients. User-centered design and evaluation with demographically heterogeneous clinical samples uncovers correctable usability issues and confirms the value of interventions targeting consumers as agents in shared decision making and behavior change

    Development of a cellphone based monitoring and management-support system for anti-retroviral therapy

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    Includes bibliographical references (leaves 129-135).HIV/Aids has had a major impact on global society since its discovery in 1981.Over the last two decades, HIV treatment research has resulted in the developmentof antiretroviral (ARV) drug therapy and treatment. However, there are many challenges to ARV Therapy (ART) and these challenges are further extended in the resource limited developing world, where the majority of infections occur. Therefore, ART is regarded as not only a medical challenge, but a logistical, monitoring and management challenge that requires the development and implementation of supporting systems. The Cell-Life system is a prototype engineering concept that uses locally available ICTs (Information and Communication Technologies), such as GSM (Global System for Mobile) and Internet connectivity to provide monitoring and management support for ART. This dissertation is an investigation and development of the system in order to create an effective solution for public health sector clinics.The investigation process is based upon a user-centred HCI (Human Computer Interface) model and it is carried out on five components of the system: cellphonemenu applications, SMS data submission and database integration, web applications, servers and user guide and training. This research has resulted in a progressive advancement and transformation of the prototype concept through the development, testing and pilot site implementation of an updated suite of components with valuable findings from usability testing. This study confirms that locally available ICTs can be developed to empower the resource limited clinic level public health sector to overcome some of the challenges of ART. This essentially contributes to bridging the “digital divide” and providing support in the developing context

    Usability of Jawara Sains Mobile Learning Application Using System Usability Scale (SUS)

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    The application of interactive learning multimedia is one of the factors that impact the learning process for achieving learning outcomes. In developing a mobile application, the main principle is usability. This research goal is to presents a usability evaluation of the Jawara Sains, which is a mobile application to learn science subjects. This research used a System Usability Scale (SUS) questionnaire to measure the level of users’ perceived usability. This score can indicate the usability performance of effectiveness, efficiency, and ease of use. Jawara Sains's SUS score achieved 75.45, which indicates a B grade, acceptable, and categorized in the good range. This score can also indicate whether a user is a promoter or not. The analysis showed that the Jawara Sains is categorized into the passive Net Promoter Score (NPS), which means users will not influence other people. Therefore, recommendations are needed for its usability improvements

    Perceived mobile interactivity influence on usability and mobile marketing acceptance in the informal hair-care business

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    A research report submitted to the Faculty of Commerce, Law and Management, University of the Witwatersrand, in partial fulfilment of the requirements for the degree of Master of Management in Strategic Marketing 2016The African hair-care business has become a multibillion-dollar industry, stretching from India to china attracting global retailers such as Unilever and L’Oréal. The African hair-care market will continue to grow, especially in the informal sector where it is said to employ about 1.5 people per business on permanent basis. In order for small businesses’ performance to improve in emerging markets, especially in the informal sector, improving their marketing skills is quite essential. Mobile marketing is cost effective and can be utilised to benefit both marketing practitioners and consumers. This is imperative in the informal hair-care industry, where businesses generally lack financial resources and therefore do not have a budget to spend on marketing and advertising. The mobile phone therefore becomes an important marketing channel to reach customers and increase profitability in informal hair-care businesses, yet there has not been much academic research conducted on this and little is known about the factors that might influence mobile marketing acceptance. The purpose of this study is therefore to bridge the gap by investigating perceived mobile interactivity influence on usability and mobile marketing acceptance in the informal hair-care industry in South Africa. A quantitative study was conducted using a sample of 312 informal hair-care business operators in the Johannesburg area. Given the nature of the informal sector, a nonprobability sampling method, known as convenience sampling, was used for data collection. For analysing and interpreting data, Structural Equation Modelling (SEM) approach was utilised. The study findings indicate that perceived interactivity dimensions (control, responsiveness and nonverbal information) have a positive effect on mobile phone usability and lead to mobile marketing acceptance. However, the findings showed a negative relation between perceived personalisation and mobile phone usability. This study aims to contribute to mobile marketing literature, be of benefit to Small, Medium and Micro-sized Enterprises (SMMEs) policy makers and add value to the field of marketing. Key words: perceived control, perceived responsiveness, nonverbal information, perceived personalisation, mobile phone usability, mobile marketing acceptanceGR201
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