3,887 research outputs found

    What is Usability? A Characterization based on ISO 9241-11 and ISO/IEC 25010

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    According to Brooke* "Usability does not exist in any absolute sense; it can only be defined with reference to particular contexts." That is, one cannot speak of usability without specifying what that particular usability is characterized by. Driven by the feedback of a reviewer at an international conference, I explore in which way one can precisely specify the kind of usability they are investigating in a given setting. Finally, I come up with a formalism that defines usability as a quintuple comprising the elements level of usability metrics, product, users, goals and context of use. Providing concrete values for these elements then constitutes the investigated type of usability. The use of this formalism is demonstrated in two case studies. * J. Brooke. SUS: A "quick and dirty" usability scale. In P. W. Jordan, B. Thomas, B. A. Weerdmeester, and A. L. McClelland, editors, Usability Evaluation in Industry. Taylor and Francis, 1996.Comment: Technical Report; Department of Computer Science, Technische Universit\"at Chemnitz; also available from https://www.tu-chemnitz.de/informatik/service/ib/2015.php.e

    Web Service Testing and Usability for Mobile Learning

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    Based on the summary of recent renowned publications, Mobile Learning (ML) has become an emerging technology, as well as a new technique that can enhance the quality of learning. Due to the increasing importance of ML, the investigation of such impacts on the e-Science community is amongst the hot topics, which also relate to part of these research areas: Grid Infrastructure, Wireless Communication, Virtual Research Organization and Semantic Web. The above examples contribute to the demonstrations of how Mobile Learning can be applied into e-Science applications, including usability. However, there are few papers addressing testing and quality engineering issues – the core component for software engineering. Therefore, the major purpose of this paper is to present how Web Service Testing for Mobile Learning can be carried out, in addition to re-investigating the influences of the usability issue with both quantitative and qualitative research methods. Out of many mobile technologies available, the Pocket PC and Tablet PC have been chosen as the equipment; and the OMII Web Service, the 64-bit .NET e-portal and the GPS-PDA are the software tools to be used for Web Service testing

    Measuring Mobile User Experience Instruments for Research and Practice

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    User experience (UX) research focuses in large part on how users subjectively evaluate digital products, services, and software. In the mobile computing domain, however, UX researchers currently face limitations in the multifaceted measures that they can apply to assess specific mobile device and software combinations. Currently available measures can produce only single-score usability measures (e.g., the well-known system usability scale and its variants) or cover only a part of the mobile device-software user experience (e.g., the recently developed mobile application usability instrument). This paper adds two multifaceted survey instruments to the toolkit of UX researchers and practitioners: the mobile user experience (MUX) instrument, a 15-item instrument tailored toward scholarly research, and the short-form sMUX, a six-item instrument intended for use in practical settings or other situations where survey length is constrained

    A Utility Framework for Selecting Immersive Interactive Capability and Technology for Virtual Laboratories

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    There has been an increase in the use of virtual reality (VR) technology in the education community since VR is emerging as a potent educational tool that offers students with a rich source of educational material and makes learning exciting and interactive. With a rise of popularity and market expansion in VR technology in the past few years, a variety of consumer VR electronics have boosted educators and researchers’ interest in using these devices for practicing engineering and science laboratory experiments. However, little is known about how such devices may be well-suited for active learning in a laboratory environment. This research aims to address this gap by formulating a utility framework to help educators and decision-makers efficiently select a type of VR device that matches with their design and capability requirements for their virtual laboratory blueprint. Furthermore, a framework use case is demonstrated by not only surveying five types of VR devices ranging from low-immersive to full-immersive along with their capabilities (i.e., hardware specifications, cost, and availability) but also considering the interaction techniques in each VR device based on the desired laboratory task. To validate the framework, a research study is carried out to compare these five VR devices and investigate which device can provide an overall best-fit for a 3D virtual laboratory content that we implemented based on the interaction level, usability and performance effectiveness

    User-centered design of the interface prototype of a business intelligence mobile application

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    Dissertação para obtenção do Grau de Mestre em Engenharia e Gestão IndustrialIn a society in constant technological evolution, companies try to equip themselves with tools that allow them to achieve, or maintain, the leadership position in the markets in which they compete in. Success often lies in the ability to exploit the existent Business Intelligence (BI) in the best possible way. Moreover, mobile devices such as smartphones and tablets assume themselves as elements with an increasingly preponderant use in the everyday life. In the convergence of these two factors, emerges the need to develop mobile “management facilitators”, capable of providing companies’ workers the access to BI, anywhere and at a few touches distance. To make this possible, not only does the correct information needs to be selected, but also organized and presented in a highly intuitive and easy to use way. It’s in this context that the work present in this dissertation emerges: User-Centered Design of the interface prototype of a Business Intelligence mobile application for a company in the retail industry. Thus, the goal of this dissertation resides in the development of an adequate interface, through the continuous interaction with a group of representative users in activities such as users’ needs assessment, interface design, heuristic evaluation and usability tests. From meetings with the users, 29 needs were identified for the BI application. These needs were later converted into functional requirements which originated two prototypes, one for smartphones and the other for tablets. These were subjected to a heuristic evaluation and tested through the application of the Cognitive Walkthrough method to representative users, to collect performance and satisfaction metrics. It was concluded that the designed interfaces were in accordance with 14 of the 16 heuristics, which led to three modifications on the interfaces. The Cognitive Walkthrough results showed that the interfaces are intuitive since all the tasks were completed with 100% success, in reasonable times and with a number of actions close to the ideal

    Using data analysis and Information visualization techniques to support the effective analysis of large financial data sets

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    There have been a number of technological advances in the last ten years, which has resulted in the amount of data generated in organisations increasing by more than 200% during this period. This rapid increase in data means that if financial institutions are to derive significant value from this data, they need to identify new ways to analyse this data effectively. Due to the considerable size of the data, financial institutions also need to consider how to effectively visualise the data. Traditional tools such as relational database management systems have problems processing large amounts of data due to memory constraints, latency issues and the presence of both structured and unstructured data The aim of this research was to use data analysis and information visualisation techniques (IV) to support the effective analysis of large financial data sets. In order to visually analyse the data effectively, the underlying data model must produce results that are reliable. A large financial data set was identified, and used to demonstrate that IV techniques can be used to support the effective analysis of large financial data sets. A review of the literature on large financial data sets, visual analytics, existing data management and data visualisation tools identified the shortcomings of existing tools. This resulted in the determination of the requirements for the data management tool, and the IV tool. The data management tool identified was a data warehouse and the IV toolkit identified was Tableau. The IV techniques identified included the Overview, Dashboards and Colour Blending. The IV tool was implemented and published online and can be accessed through a web browser interface. The data warehouse and the IV tool were evaluated to determine their accuracy and effectiveness in supporting the effective analysis of the large financial data set. The experiment used to evaluate the data warehouse yielded positive results, showing that only about 4% of the records had incorrect data. The results of the user study were positive and no major usability issues were identified. The participants found the IV techniques effective for analysing the large financial data set

    Personalization in cultural heritage: the road travelled and the one ahead

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    Over the last 20 years, cultural heritage has been a favored domain for personalization research. For years, researchers have experimented with the cutting edge technology of the day; now, with the convergence of internet and wireless technology, and the increasing adoption of the Web as a platform for the publication of information, the visitor is able to exploit cultural heritage material before, during and after the visit, having different goals and requirements in each phase. However, cultural heritage sites have a huge amount of information to present, which must be filtered and personalized in order to enable the individual user to easily access it. Personalization of cultural heritage information requires a system that is able to model the user (e.g., interest, knowledge and other personal characteristics), as well as contextual aspects, select the most appropriate content, and deliver it in the most suitable way. It should be noted that achieving this result is extremely challenging in the case of first-time users, such as tourists who visit a cultural heritage site for the first time (and maybe the only time in their life). In addition, as tourism is a social activity, adapting to the individual is not enough because groups and communities have to be modeled and supported as well, taking into account their mutual interests, previous mutual experience, and requirements. How to model and represent the user(s) and the context of the visit and how to reason with regard to the information that is available are the challenges faced by researchers in personalization of cultural heritage. Notwithstanding the effort invested so far, a definite solution is far from being reached, mainly because new technology and new aspects of personalization are constantly being introduced. This article surveys the research in this area. Starting from the earlier systems, which presented cultural heritage information in kiosks, it summarizes the evolution of personalization techniques in museum web sites, virtual collections and mobile guides, until recent extension of cultural heritage toward the semantic and social web. The paper concludes with current challenges and points out areas where future research is needed
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