4,272 research outputs found

    The assessment of usability of electronic shopping: A heuristic evaluation

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    Today there are thousands of electronic shops accessible via the Web. Some provide user-friendly features whilst others seem not to consider usability factors at all. Yet, it is critical that the electronic shopping interface is user-friendly so as to help users to obtain their desired results. This study applied heuristic evaluation to examine the usability of current electronic shopping. In particular, it focused on four UK-based supermarkets offering electronic services: including ASDA, Iceland, Sainsbury, and Tesco. The evaluation consists of two stages: a free-flow inspection and a task-based inspection. The results indicate that the most significant and common usability problems have been found to lie within the areas of ‘User Control and Freedom’ and ‘Help and Documentation’. The findings of this study are applied to develop a set of usability guidelines to support the future design of effective interfaces for electronic shopping

    Exploring the Usability of Municipal Web Sites: A Comparison Based on Expert Evaluation Results from Four Case Studies

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    The usability of public administration web sites is a key quality attribute for the successful implementation of the Information Society. Formative usability evaluation aims at finding and reporting usability problems as early as possible in the development process. The objective of this paper is to present and comparatively analyze the results of an expert usability evaluation of 4 municipality web sites. In order to document usability problems an extended set of heuristics was used that is based on two sources: usability heuristics and ergonomic criteria. The explanatory power of heuristics was supplemented with a set of usability guidelines. The evaluation results revealed that a set of specific tasks with clearly defined goals helps to identify many severe usability problems that occur frequently in the municipality web sites. A typical issue for this category of web sites is the lack of information support for the user.Formative Usability Evaluation, User Testing, Expert Evaluation, Heuristic Evaluation, Ergonomic Criteria, Usability Problem, Municipal Web Sites

    Principles in Patterns (PiP) : Heuristic Evaluation of Course and Class Approval Online Pilot (C-CAP)

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    The PiP Evaluation Plan documents four distinct evaluative strands, the first of which entails an evaluation of the PiP system pilot (WP7:37). Phase 1 of this evaluative strand focuses on the heuristic evaluation of the PiP Course and Class Approval Online Pilot system (C-CAP). Heuristic evaluation is an established usability inspection and testing technique and is most commonly deployed in Human-Computer Interaction (HCI) research, e.g. to test user interface designs, technology systems testing, etc. The success of heuristic evaluation in detecting 'major' and 'minor' usability problems is well documented, but its principal limitation is its inability to capture data on all possible usability problems. For this reason heuristic evaluation is often used as a precursor to user testing, e.g. so that user testing focuses on deeper system issues rather than on those that can easily be debugged. Heuristic evaluation nevertheless remains an important usability inspection technique and research continues to demonstrate its success in detecting usability problems which would otherwise evade detection in user testing sessions. For this reason experts maintain that heuristic evaluation should be used to complement user testing. This is reflected in the PiP Evaluation Plan, which proposes protocol analysis, stimulated recall and pre- and post-test questionnaire instruments to comprise user testing (see WP7:37 phases 2, 3 and 4 of PiP Evaluation Plan). This brief report summarises the methodology deployed, presents the results of the heuristic evaluation and proposes solutions or recommendations to address the heuristic violations that were found to exist in the C-CAP system. It is anticipated that some solutions will be implemented within the lifetime of the project. This is consistent with the incremental systems design methodology that PiP has adopted

    Effective Affective User Interface Design in Games

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    It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of nonleisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen’s guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design

    Improving situation awareness of a single human operator interacting with multiple unmanned vehicles: first results

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    In the context of the supervision of one or several unmanned vehicles by a human operator, the design of an adapted user interface is a major challenge. Therefore, in the context of an existing experimental set up composed of a ground station and heterogeneous unmanned ground and air vehicles we aim at redesigning the human-robot interactions to improve the operator's situation awareness. We base our new design on a classical user centered approach

    Towards a heuristic model for experiential AI:analysing the Zizi Show in the new real

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    Based on the rapid pace of evolving creative practice in AI arts, we identify and respond to an urgent need to develop frameworks for analysing the critical dimensions (including social/political) of this emerging field. This paper offers a comprehensive case study of The Zizi Show, by Jake Elwes, developed as part of The New Real and Experiential AI programme at the Edinburgh Futures Institute within the University of Edinburgh. Based on this case study analysis, we propose the structuring of distinct project characteristics into four categories (socio-cultural and institutional aspects; technology and media; experience and affect; and audience and impact) which form the basis for a heuristic model. The statements/descriptors collected in each category serve to capture creative and design strategies that can lead design processes from cultural and technological perspectives, enable projects’ cross-examination and evaluation and surface blindspots in the creative process

    Understanding Decision-Making Needs of Open Government Data Users

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    Open Government Data (OGD) portals make data publicly available to promote transparency, innovation, and value creation. Although these data sets are available and used by a broad audience, little is known about how users engage with this data and the websites where they are hosted. The City of Cincinnati hosts an award-winning Open Government Data Portal and is used as a case study in this paper to understand the decision-making needs of OGD end-users. The portal allows users to access local data sets such as crime reports, permits and licenses, market analysis, education/research data, viewing public safety, and public health, as part of a local OGD initiative. To investigate users’ social, economical, political and other decision-making needs, this study is conducted in two steps 1) a think-aloud activity, and 2) a design iteration combined with heuristic evaluation. Observing the use of the portal through this user study provided insights into user expectations as well as system and information requirements illustrated in design implications for OGD systems

    Heuristics for evaluating the usability of CAA applications

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    Evaluation of usability is well researched in the area of HCI. One widely used method is a heuristic evaluation which relies on a small number of evaluators inspecting an interface to see to what extent it complies with a set of heuristics. Once a problem is identified it is categorised to a heuristic and a severity rating is attached. Severity ratings indicate the potential impact of the problem. Using a corpus of usability problems within CAA this paper reports on the development of domain specific heuristics and severity ratings for evaluating the usability of CAA applications. The heuristics are presented and the paper concludes with practical guidance on the application of the method in CAA

    Usability evaluation of a community-led innovation mobile app

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    Digital media can facilitate collaborative processes among local agents, value endogenous resources, and promote assets associated with territory. This article presents the results of a study concerning the development and validation of a mobile app for promoting the relationship among agents of the Portuguese Centro region’s communities/entities. This paper focuses on the results of a heuristic evaluation of the mobile app carried out with two groups of experts in Digital Technologies, Tourism, Health, and Well-Being, besides providing an overview of the mobile app that was developed and a theoretical background regarding community-led innovation, usability, and heuristics. For the CeNTER app prototype evaluation itself, the use of Nielsen's heuristics, a MATCH-MED scale, together with a Think-Aloud Protocol allowed us to improve its usability. This article contributes to a reflection about the evaluation of mobile apps in the scope of territorial-based innovation initiatives, engaging its stakeholders in the process.publishe

    Towards a Heuristic Model for Usable and Secure Online Banking

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    The main purpose of this paper is to propose a heuristic model for usable and secure online banking. The model is based on identified heuristics that contribute to the design of usable security in the context of online banking security. Little research has focused on the balance between usability and security in online banking authentication mechanisms when evaluating the effectiveness of security systems. Nielsen’s ten usability principles are still fundamentally important in designing usable secure systems, as indicated by the analysis of heuristics developed from recent studies. Online banking users are vulnerable to numerous old and new sophisticated online security threats that are increasingly being developed and targeting this unsuspecting group of users. An investigation into this aspect of security design can certainly benefit both the online banking users and online banking merchants, and foster a secure and usable banking environment. In this paper, a heuristic model for usable online banking security is developed, based on security design principles found in literature. Using data collected from users of online banking in South Africa through a questionnaire and banking security personnel interviews, we envisaged refining the identified heuristics and developing a checklist for each heuristic used, for heuristic evaluation by field experts
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