562 research outputs found
A comparative study of three ICT network programs using usability testing
Thesis (M. Tech. (Information Technology)) -- Central University of technology, Free State, 2013This study compared the usability of three Information and Communication Technology (ICT) network programs in a learning environment. The researcher wanted to establish which program was most adequate from a usability perspective among second-year Information Technology (IT) students at the Central University of Technology (CUT), Free State. The Software Usability Measurement Inventory (SUMI) testing technique can measure software quality from a user perspective. The technique is supported by an extensive reference database to measure a software product’s quality in use and is embedded in an effective analysis and reporting tool called SUMI scorer (SUMISCO). SUMI was applied in a controlled laboratory environment where second-year IT students of the CUT, utilized SUMI as part of their networking subject, System Software 1 (SPG1), to evaluate each of the three ICT network programs. The results, strengths and weaknesses, as well as usability improvements, as identified by SUMISCO, are discussed to determine the best ICT network program from a usability perspective according to SPG1 students
Layered evaluation of interactive adaptive systems : framework and formative methods
Peer reviewedPostprin
Development of multiple media documents
Development of documents in multiple media involves activities in three different
fields, the technical, the discoursive and the procedural. The major development problems of
artifact complexity, cognitive processes, design basis and working context are located where these
fields overlap. Pending the emergence of a unified approach to design, any method must allow for
development at the three levels of discourse structure, media disposition and composition, and
presentation. Related work concerned with generalised discourse structures, structured
documents, production methods for existing multiple media artifacts, and hypertext design offer
some partial forms of assistance at different levels. Desirable characteristics of a multimedia
design method will include three phases of production, a variety of possible actions with media
elements, an underlying discoursive structure, and explicit comparates for review
Quais as potencialidades da criação de um videoclip em Realidade Virtual?
The focus of this dissertation is in the potentiality of the creation of a music
video in Virtual Reality (VR). As such, it was analyzed in the theoretical
framework what are music videos, what is VR and, more specifically, what are
music videos in VR, which is a unresearched topic in the academic field, to
which this dissertation provides some basis for feature research in this area.
A music video for VR was made for this dissertation as to better understand the
potentialities of the medium. The music video was made under the
conventional phases of audiovisual production. Then user tests were made for
this music video in order to evaluate its characteristics. The tests were made
with 3 independent samples because the music video was shown in desktop 360-2D, mobile-360-2D, and VR on a Head Mounted Display (HMD). This was
done as to better understand the potentialities of VR by comparing it to other
mediums. Each participant had to answer to a pre-test questionnaire, and to a
post-test questionnaire. The analysis of the results showed that although VR
offers the added benefit of immersion it also poses its own challenges and a
completely new approach to music video making.O foco desta dissertação é na potencialidade de criação de videoclips em
Realidade Virtual. Como tal, foi analisado no enquadramento teórico o que são
videoclips, o que é a Realidade Virtual e, mais especificamente, o que são
videoclips em Realidade Virtual, tópico sobre o qual não existe muita
investigação no meio académico, de maneira a que esta dissertação serve
como base para investigações futuras.
Um videoclip foi feito para Realidade Virtual para a investigação da qual esta
dissertação faz parte, a fim de perceber as potencialidades do meio. O
videoclip foi criado com base nas fases convencionais de produção
audiovisual. Feito isto foram feitos testes de utilizador para avaliar as
características do videoclip. Estes testes foram feitos em 3 amostras
independentes cada uma para um formato diferente de visualização de
videoclips em Realidade Virtual, desktop-360-2D, mobile-360-2D e em
Realidade Virtual com um Head Mounted Display. Isto foi feito de modo a
perceber melhor as potencialidades da Realidade Virtual comparativamente
com os outros meios. Cada participante teve de responder a um questionário
pré-teste e a um questionário pós-teste. A análise dos resultados mostrou que
apesar da Realidade Virtual oferecer o benefício da imersão, ela tem os seus
desafios, e requere uma abordagem completamente nova para a realização de
videoclips.Mestrado em Comunicação Multimédi
Explaining Accessibility: Possible Variables in Users’ Abilities, Tasks, and Contexts in IT Artefact Use
The interconnection between the two information technology (IT) artefact qualities, accessibility and usability, is challenging to define. Efforts to design and develop accessible IT artefacts should encompass the broadest range of user abilities in identified tasks and contexts. We lack sufficient research on information systems and human-computer interactions that presents a comprehensive model to explain what variables these key components of accessibility contain and how they interconnect. To address this gap in the literature, I draw on theories beyond human-computer interactions, tasks, and contexts to posit the influence of human abilities on IT use by referring to the International Classification of Functioning, Disability, and Health (ICF) framework that the World Health Organization developed. In this paper, I theoretically describe accessibility, its components, and their relationships in the IT use context based on which I present an accessibility model. Furthermore, I argue that accessibility is a moderating variable between system features and usability. Therefore, accessibility is a major determinant of user acceptance
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