20,183 research outputs found

    Heuristic usability evaluation on games: a modular approach

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    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0

    Analysing the Role of Interactivity in User Experience

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    An experimental investigation into the role of interaction in user experience (UX) with a controlled manipulation of interactivity features (e.g. avatars, interactive video) in a university information website is reported. The more interactive version had better affect and hedonic ratings, even though its perceived usability was worse. Analysis of qualitative data showed users were attracted to the interactive features, although they complained about poor usability. The results of the experiments are discussed to consider the role of interactivity in user experience and the differences between users’ quantitative judgements of UX and their comments on interactive features which reveal different perspectives

    Critical review of the e-loyalty literature: a purchase-centred framework

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    Over the last few years, the concept of online loyalty has been examined extensively in the literature, and it remains a topic of constant inquiry for both academics and marketing managers. The tremendous development of the Internet for both marketing and e-commerce settings, in conjunction with the growing desire of consumers to purchase online, has promoted two main outcomes: (a) increasing numbers of Business-to-Customer companies running businesses online and (b) the development of a variety of different e-loyalty research models. However, current research lacks a systematic review of the literature that provides a general conceptual framework on e-loyalty, which would help managers to understand their customers better, to take advantage of industry-related factors, and to improve their service quality. The present study is an attempt to critically synthesize results from multiple empirical studies on e-loyalty. Our findings illustrate that 62 instruments for measuring e-loyalty are currently in use, influenced predominantly by Zeithaml et al. (J Marketing. 1996;60(2):31-46) and Oliver (1997; Satisfaction: a behavioral perspective on the consumer. New York: McGraw Hill). Additionally, we propose a new general conceptual framework, which leads to antecedents dividing e-loyalty on the basis of the action of purchase into pre-purchase, during-purchase and after-purchase factors. To conclude, a number of managerial implementations are suggested in order to help marketing managers increase their customers’ e-loyalty by making crucial changes in each purchase stage

    Concept hierarchy across languages in text-based image retrieval: a user evaluation

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    The University of Sheffield participated in Interactive ImageCLEF 2005 with a comparative user evaluation of two interfaces: one displaying search results as a list, the other organizing retrieved images into a hierarchy of concepts displayed on the interface as an interactive menu. Data was analysed with respect to effectiveness (number of images retrieved), efficiency (time needed) and user satisfaction (opinions from questionnaires). Effectiveness and efficiency were calculated at both 5 minutes (CLEF condition) and at final time. The list was marginally more effective than the menu at 5 minutes (no statistical significance) but the two were equal at final time showing the menu needs more time to be effectively used. The list was more efficient at both 5 minutes and final time, although the difference was not statistically significant. Users preferred the menu (75% vs. 25% for the list) indicating it to be an interesting and engaging feature. An inspection of the logs showed that 11% of effective terms (i.e. no stop-words, single terms) were not translated and that another 5% were ill translations. Some of those terms were used by all participants and were fundamental for some of the tasks. Non translated and ill translated terms negatively affected the search, hierarchy generation and, results display. More work has to be carried out to test the system under different setting, e.g. using a dictionary instead of MT that appears to be ineffective in translating users’ queries that rarely are grammatically correct. The evaluation also indicated directions for a new interface design that allows the user to check query translation (in both input and output) and that incorporates visual content image retrieval to improve result organization

    COBRA framework to evaluate e-government services: A citizen-centric perspective

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    E-government services involve many stakeholders who have different objectives that can have an impact on success. Among these stakeholders, citizens are the primary stakeholders of government activities. Accordingly, their satisfaction plays an important role in e-government success. Although several models have been proposed to assess the success of e-government services through measuring users' satisfaction levels, they fail to provide a comprehensive evaluation model. This study provides an insight and critical analysis of the extant literature to identify the most critical factors and their manifested variables for user satisfaction in the provision of e-government services. The various manifested variables are then grouped into a new quantitative analysis framework consisting of four main constructs: cost; benefit; risk and opportunity (COBRA) by analogy to the well-known SWOT qualitative analysis framework. The COBRA measurement scale is developed, tested, refined and validated on a sample group of e-government service users in Turkey. A structured equation model is used to establish relationships among the identified constructs, associated variables and users' satisfaction. The results confirm that COBRA framework is a useful approach for evaluating the success of e-government services from citizens' perspective and it can be generalised to other perspectives and measurement contexts. Crown Copyright © 2014.PIAP-GA-2008-230658) from the European Union Framework Program and another grant (NPRP 09-1023-5-158) from the Qatar National Research Fund (amember of Qatar Foundation

    Evaluating Security and Usability of Profile Based Challenge Questions Authentication in Online Examinations

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    © 2014 Ullah et al.; licensee Springer. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited.Student authentication in online learning environments is an increasingly challenging issue due to the inherent absence of physical interaction with online users and potential security threats to online examinations. This study is part of ongoing research on student authentication in online examinations evaluating the potential benefits of using challenge questions. The authors developed a Profile Based Authentication Framework (PBAF), which utilises challenge questions for students’ authentication in online examinations. This paper examines the findings of an empirical study in which 23 participants used the PBAF including an abuse case security analysis of the PBAF approach. The overall usability analysis suggests that the PBAF is efficient, effective and usable. However, specific questions need replacement with suitable alternatives due to usability challenges. The results of the current research study suggest that memorability, clarity of questions, syntactic variation and question relevance can cause usability issues leading to authentication failure. A configurable traffic light system was designed and implemented to improve the usability of challenge questions. The security analysis indicates that the PBAF is resistant to informed guessing in general, however, specific questions were identified with security issues. The security analysis identifies challenge questions with potential risks of informed guessing by friends and colleagues. The study was performed with a small number of participants in a simulation online course and the results need to be verified in a real educational context on a larger sample sizePeer reviewedFinal Published versio
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