258 research outputs found

    Engaging Pictorial Images and Voice Prompts Interface Design Strategy to Create Easy to use banking ATM System Interfaces in Nigeria

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    The existing banking ATMs in Nigeria do not adequately cater for a variety of people with varying abilities and literacy levels despite the significant importance of ATM technological innovations in Nigeria, especially in the banking sectors. Illiterate and semiliterate Nigerians, representing about 40.33%, do not perceive the ATMs as useful or easy-to-use. The purpose of this case study was to identify strategies used by software developers of banking ATM systems in Nigeria to create easy-to-use banking ATM system interfaces in Nigeria. The technology acceptance model was adopted as the conceptual framework. One organization in Enugu, Nigeria was used for this study’s population. Data were collected through semi-structured, in-depth face-to-face interviews with nine banking ATM system interface developers and the analysis of 11 documents. Findings from the participants were validated through member checking. One major theme that emerged from data analysis was value of pictorial images and voice prompts in interface design, that encompass the use of: (a) pictorial images, and enhanced voice prompts with short transaction cycle, (b) voice feedback in users’ own language, (c) text-free user interface and extensive use of hand-drawn, and (d) graphics /imagery and voice as inputs. Strategies illustrated by the findings from this study may serve as a basis for positive economic development and social change in this area and may advance the use of other technology outlets that require easy-to-use system interfaces. Keywords: Banking ATM, pictorial images, Voice prompt, interface design, easy-to-use, ease of use, literacy levels. DOI: 10.7176/JIEA/8-1-0

    User Interface Challenges of Banking ATM Systems in Nigeria

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    The use of banking automated teller machine (ATM) technological innovations have significant importance and benefits in Nigeria, but numerous investigations have shown that illiterate and semiliterate Nigerians do not perceive them as useful or easy-to-use. Developing easy-to-use banking ATM system interfaces is essential to accommodate over 40% illiterate and semiliterate Nigerians, who are potential users of banking ATM systems. The purpose of this study was to identify strategies software developers of banking ATM systems in Nigeria use to create easy-to-use banking ATM system interfaces for a variety of people with varying abilities and literacy levels. The technology acceptance model was adopted as the conceptual framework. The study\u27s population consisted of qualified and experienced developers of banking ATM system interfaces chosen from 1 organization in Enugu, Nigeria. The data collection process included semistructured, in-depth face-to-face interviews with 9 banking ATM system interface developers and the analysis of 11 documents: 5 from participant case organizations and 6 from nonparticipant case organizations. Member checking was used to increase the validity of the findings from the participants. Through methodological triangulation, 4 major themes emerged from the study: importance of user-centered design strategies, importance of user feedback as essential interface design, value of pictorial images and voice prompts, and importance of well-defined interface development process. The findings in this study may be beneficial for the future development of strategies to create easy-to-use ATM system interfaces for a variety of people with varying abilities and literacy levels and for other information technology systems that are user interface technology dependent

    Only Screen Deep? Evaluating Aesthetics, Usability, And Satisfaction In Informational Websites

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    This thesis explores the role aesthetics plays in informational websites. In commercial interfaces, aesthetics (the perceived visual appeal and appropriateness of an object) has shown to correlate positively with many aspects of usability and emotional satisfaction. This thesis examines whether aesthetics has similar positive correlations in informational websites. Heuristics or guidelines for evaluating informational websites are developed based on empirical research and practitioner expertise. Categories for heuristic evaluation include usability, credibility, visual clarity, visual richness, and emotional satisfaction. A class of graduate students browsed three academic websites, evaluated them, and critiqued the heuristics. Results indicate that aesthetics does correlate with overall impression, usability, satisfaction, and credibility. The data also suggests that there are two dimensions of aesthetics: visual richness and visual clarity. Overall impression correlated with the average of all categories. The heuristics used in this pilot study are now ready to be tested on a larger population

    Combinations of methods for collaborative evaluation of the usability of interactive software systems

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    Usability is a fundamental quality characteristic for the success of an interactive system. It is a concept that includes a set of metrics and methods in order to obtain easy-to-learn and easy-to-use systems. Usability Evaluation Methods, UEM, are quite diverse; their application depends on variables such as costs, time availability, and human resources. A large number of UEM can be employed to assess interactive software systems, but questions arise when deciding which method and/or combination of methods gives more (relevant) information. We propose Collaborative Usability Evaluation Methods, CUEM, following the principles defined by the Collaboration Engineering. This paper analyzes a set of CUEM conducted on different interactive software systems. It proposes combinations of CUEM that provide more complete and comprehensive information about the usability of interactive software systems than those evaluation methods conducted independentl

    From Data to Actions in Intelligent Transportation Systems: A Prescription of Functional Requirements for Model Actionability

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    Advances in Data Science permeate every field of Transportation Science and Engineering, resulting in developments in the transportation sector that are data-driven. Nowadays, Intelligent Transportation Systems (ITS) could be arguably approached as a “story” intensively producing and consuming large amounts of data. A diversity of sensing devices densely spread over the infrastructure, vehicles or the travelers’ personal devices act as sources of data flows that are eventually fed into software running on automatic devices, actuators or control systems producing, in turn, complex information flows among users, traffic managers, data analysts, traffic modeling scientists, etc. These information flows provide enormous opportunities to improve model development and decision-making. This work aims to describe how data, coming from diverse ITS sources, can be used to learn and adapt data-driven models for efficiently operating ITS assets, systems and processes; in other words, for data-based models to fully become actionable. Grounded in this described data modeling pipeline for ITS, we define the characteristics, engineering requisites and challenges intrinsic to its three compounding stages, namely, data fusion, adaptive learning and model evaluation. We deliberately generalize model learning to be adaptive, since, in the core of our paper is the firm conviction that most learners will have to adapt to the ever-changing phenomenon scenario underlying the majority of ITS applications. Finally, we provide a prospect of current research lines within Data Science that can bring notable advances to data-based ITS modeling, which will eventually bridge the gap towards the practicality and actionability of such models.This work was supported in part by the Basque Government for its funding support through the EMAITEK program (3KIA, ref. KK-2020/00049). It has also received funding support from the Consolidated Research Group MATHMODE (IT1294-19) granted by the Department of Education of the Basque Government

    Enhancing service delivery systems through technology : a multidisciplinary perspective applied to internet banking

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    Tese de doutoramento. GestĂŁo e Engenharia Industrial. 2005. Faculdade de Engenharia. Universidade do Port

    Localisation challenges in usability and customer relationship management of e-commerce environments

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    With growing competition in the global E-Market place, the focus of E-Businesses is moving from customer acquisition to customer retention. Towards this, E-Businesses, in addition to providing a usable site, are integrating Customer-relationship Management (CRM) strategies into the design and usability of E-Commerce environments. These CRM strategies include personalisation, providing consistent customer service across different communication channels of the E-Business, meeting customers' expectations with regards to product information, giving cues for trustworthiness (e.g. security seals, data protection assurances), etc. However, CRM strategies employed in American and West European market places are aimed at an individual's (customer–s) self-interest and self-gratification and these might not be applicable in other cultures, for example, in Asia where, loyalty to family and clan, filial piety, delayed gratification, and connections and networks of trust and obligations via relatives and extended family, are valued. Through several examples, this position paper highlights the challenges that E-Businesses face in the global marketplace of localising not only the user interface design issues of the E-Commerce Web site such as colours, language, currency formats, etc., or the cultural attractors such as religious iconography, beliefs, national symbols, and so on, but also the CRM strategies of the E-Commerce environment. The issues, therefore, for discussion in the workshop arising from this paper are as follows: – Significance of integrating both HCI / Usability and CRM strategies into the design and usability of E-Commerce environments for customer retention and loyalty; – Localisation of CRM strategies in E-Commerce environments; – Are the usability and CRM strategies genre-specific, that is, specific to a particular domain of E-Commerce, such as banking, shopping, travel, and so on; – Which elicitation and usability evaluation techniques can be applied by designers and usability professionals in order to elicit values, attitudes, and expectations towards CRM of local customers? – Are patterns of on-line purchasing becoming standardised (as more and more Web retailers follow Amazon's retail processing business model)? Are people learning to lead two different lives: responding to such standardised E-Commerce environments as well as to localised interfaces that meet their local preferences and requirements

    Combinations of Methods for Collaborative Evaluation of the Usability of Interactive Software Systems

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    Usability is a fundamental quality characteristic for the success of an interactive system. It is a concept that includes a set of metrics and methods in order to obtain easy-to-learn and easy-to-use systems. Usability Evaluation Methods, UEM, are quite diverse; their application depends on variables such as costs, time availability, and human resources. A large number of UEM can be employed to assess interactive software systems, but questions arise when deciding which method and/or combination of methods gives more (relevant) information. We propose Collaborative Usability Evaluation Methods, CUEM, following the principles defined by the Collaboration Engineering. This paper analyzes a set of CUEM conducted on different interactive software systems. It proposes combinations of CUEM that provide more complete and comprehensive information about the usability of interactive software systems than those evaluation methods conducted independently

    Combinations of Methods for Collaborative Evaluation of the Usability of Interactive Software Systems

    Get PDF
    Usability is a fundamental quality characteristic for the success of an interactive system. It is a concept that includes a set of metrics and methods in order to obtain easy-to-learn and easy-to-use systems. Usability Evaluation Methods, UEM, are quite diverse; their application depends on variables such as costs, time availability, and human resources. A large number of UEM can be employed to assess interactive software systems, but questions arise when deciding which method and/or combination of methods gives more (relevant) information. We propose Collaborative Usability Evaluation Methods, CUEM, following the principles defined by the Collaboration Engineering. This paper analyzes a set of CUEM conducted on different interactive software systems. It proposes combinations of CUEM that provide more complete and comprehensive information about the usability of interactive software systems than those evaluation methods conducted independently
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