63,706 research outputs found

    An approach towards development of evaluation framework for usability of smartphone applications

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    As software and web applications run on the same machine, traditional usability evaluation techniques can be easily conducted for these applications. Whereas, mobile application operates on profoundly different machine and environment; smartphones. The unique characteristics of mobile phones pose challenges in adopting traditional usability evaluation techniques for evaluating usability of mobile applications. This implies that mobile applications also have different properties of user interface compared to software and web application. Thus, adopting traditional usability evaluation methods for mobile applications are prone towards unreliable usability analysis. Previous studies proposed usability evaluation framework for native mobile phone functionalities or physical constraints, limitations and mobility conditions of mobile devices based on user interface widgets. This paper proposed a framework with an integrated approach to usability evaluation for a smartphone app in view of abstraction levels of usability criteria and user interface elements of an app

    Model-Based Concerns Mashups for Mobile Hypermedia

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    Mobile (or Physical) Hypermedia combines the navigational style typical of Web applications with the functionality of location and context-aware software. Users explore digital and physical relationships while accessing to information about their actual location, e.g. the object in front of them. Similar to “conventional” Web applications one might suffer usability problems when dealing with multiple informational concerns, but the situation gets worse because of screen size issues, the need to avoid user distraction, etc. In this paper we outline our model based approach for building mobile hypermedia applications by combining (“mashing up”) information corresponding to multiple concerns in a modular, usable way. Architectural issues are discussed and a simple example is presented together with its implementation.Laboratorio de Investigación y Formación en Informática Avanzad

    MoLE: A web authoring tool for building mobile learning experiences

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    This paper presents a web authoring tool that allows teachers to build their own mobile learning experiences, so that their students can carry out a learning activity of the teachers authorship. In this work, a learning activity consists of a set of tasks organized through a workflow, which are given to students in relevant places (within a physical space). The workflow defines the way in which students access each of the tasks proposed in the activity. A preliminary case study and two technological implementations are presented. Although the present is a work in progress, it is based on previous works on the subject and proposes an evolution of them, incorporating technological and usability improvements both in the author's web tool and in the mobile learning application that it generates.XVIII Workshop de Tecnología Informática Aplicada en Educación.Red de Universidades con Carreras en Informátic

    MoLE: A web authoring tool for building mobile learning experiences

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    This paper presents a web authoring tool that allows teachers to build their own mobile learning experiences, so that their students can carry out a learning activity of the teachers authorship. In this work, a learning activity consists of a set of tasks organized through a workflow, which are given to students in relevant places (within a physical space). The workflow defines the way in which students access each of the tasks proposed in the activity. A preliminary case study and two technological implementations are presented. Although the present is a work in progress, it is based on previous works on the subject and proposes an evolution of them, incorporating technological and usability improvements both in the author's web tool and in the mobile learning application that it generates.XVIII Workshop de Tecnología Informática Aplicada en Educación.Red de Universidades con Carreras en Informátic

    Airline E-commerce user experience experiment: An investigation of Thai LCCs passengers' purchasing behaviour among different online platforms

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    Purpose: This study examines the current state of the airline’s e-commerce platforms and seek to identify their benefits and disadvantages in the aspect of user experience. Design/methodology/approach: The study commenced by first reviewing the literatures on actual sale figure from the studied Thai LCC, user interface (UI) and user experience (UX). It then proceeded to gather the empirical evidences using questionnaires from 135 active air passengers who have online purchasing experience. The composite findings from literature review and surveys were then used to design and apply for the final phase which is a series of in-depth interviews of air passengers on their usability test sessions and experts from the related industries. Coding and clustering was utilised to analyse the qualitative data obtained. Findings: The study examines the differences in online ticket purchasing platforms including airline's website, mobile-site and mobile application. The results identified five areas of factors: physical, trust, willingness to learn, context of use and adjustment. With regard to these factors, there are no single platform that outperform others. Airlines need to ensure that UX/UI of all platforms meet the users’ requirements in all circumstances. Originality/value: The study reveals the customer thinking processes on online purchasing behaviour. It focuses on web-usability and user experience of different booking platforms. The findings allow the subjected LCC to improve customer experience and optimise its platforms. The paper could also benefit other entrepreneurs who are in the related industry or similar contexts. In addition, the study of user-experience in the context of airline industry, particularly in the emerging countries like Thailand is limited.Peer Reviewe

    Comparing Techniques for Mobile Interaction with Objects from the Real World.

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    Mobile interaction with objects from the real world is gaining in popularity and importance as different mobile technologies increasingly provide the basis for the extraction and usage of information from physical objects. So far, Physical Mobile Interaction is used in rather simple ways. This paper presents a comparison and evaluation of more complex and sophisticated techniques for Physical Mobile Interaction. The results indicate the importance of usability guidelines that pay attention to these new interaction techniques

    Piloting Multimodal Learning Analytics using Mobile Mixed Reality in Health Education

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    © 2019 IEEE. Mobile mixed reality has been shown to increase higher achievement and lower cognitive load within spatial disciplines. However, traditional methods of assessment restrict examiners ability to holistically assess spatial understanding. Multimodal learning analytics seeks to investigate how combinations of data types such as spatial data and traditional assessment can be combined to better understand both the learner and learning environment. This paper explores the pedagogical possibilities of a smartphone enabled mixed reality multimodal learning analytics case study for health education, focused on learning the anatomy of the heart. The context for this study is the first loop of a design based research study exploring the acquisition and retention of knowledge by piloting the proposed system with practicing health experts. Outcomes from the pilot study showed engagement and enthusiasm of the method among the experts, but also demonstrated problems to overcome in the pedagogical method before deployment with learners
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