9,085 research outputs found

    Current Practices for Product Usability Testing in Web and Mobile Applications

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    Software usability testing is a key methodology that ensures applications are intuitive and easy to use for the target audience. Usability testing has direct benefits for companies as usability improvements often are fundamental to the success of a product. A standard usability test study includes the following five steps: obtain suitable participants, design test scripts, conduct usability sessions, interpret test outcomes, and produce recommendations. Due to the increasing importance for more usable applications, effective techniques to develop usable products, as well as technologies to improve usability testing, have been widely utilized. However, as companies are developing more cross-platform web and mobile apps, traditional single-platform usability testing has shortcomings with respect to ensuring a uniform user experience. In this report, a new strategy is proposed to promote a consistent user experience across all application versions and platforms. This method integrates the testing of different application versions, e.g., the website, mobile app, mobile website. Participants are recruited with a better-defined criterion according to their preferred devices. The usability session is conducted iteratively on several different devices, and the test results of individual application versions are compared on a per-device basis to improve the test outcomes. This strategy is expected to extend on current practices for usability testing by incorporating cross-platform consistency of software versions on most devices

    Assessing user experience of context-aware interfaces in a retail store

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    Context-awareness is becoming an essential functionality of mobile applications. However, it remains challenging to capture the contextual experience in innovation research, since early-stage technologies have not reached maturity to be implemented in a real-life context. Moreover, users have difficulty in evaluating implicit interactions with context-aware interfaces since imagination of users is limited. Assuming that context impacts user experience, virtual reality (VR) provides an untapped potential for the domain of innovation research. The aim of this study (in progress) is to investigate the potential of user tests in virtual reality (here virtual retail store) for human-computer interaction to better match the needs of users and designers. Initially, the mock-up has been implemented in a retail store with its context-awareness being simulated using the Wizard of Oz methodology (N = 18). This approach is found to be time-consuming and not sufficient for evaluating radical context-aware innovations

    Adventures in the Not Quite Yet: using performance techniques to raise design awareness about digital networks

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    Technologists promise a future in which pervasive, distributed networks enable radical change to social and political geographies. Design of these abstract, intangible futures is difficult and carries a special risk of excluding people who are not equipped to appreciate the ramifications of these technological changes. The Democratising Technology (DemTech) project has been exploring how techniques from performance and live art can be used to help people engage with the potential of ubiquitous digital networks; in particular, how these techniques can be used to enfranchise people with little technical knowledge, but who nonetheless will have to live with the design consequences of technical decisions. This paper describes the iterative development of a performance workshop for use by designers and community workers. These workshops employ a series of simple exercises to emulate possible processes of technological appropriation: turning abstract digital networks into imaginable, meaningful webs. They were specifically designed to target a technologically excluded group, older people, but can also be used with other groups. We describe the process of workshop development and discuss what succeeded with our test groups and what failed. In offering our recommendations for working in this space, we consider the methodological issues of collaborating across science/art/design borders and how this impacted on evaluation. And we describe the final result: a recipe for a performance workshop, also illustrated on a DVD and associated website, which can be used to explore the dynamics of technical and social change in the context of people’s own lives and concerns. Keywords: Performance; Older People; Marginalisation; Person-Centred; Ubiquitous Digital Networks; Interdisciplinary; Technology; Future; Evaluation</p

    Situation-Based Shifts in Consumer Web Site Benefit Salience: The Joint Role of Affect and Cognition

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    This study addresses the process by which differences in web site benefit salience arise in consumers’ minds for different anticipated usage situations. We investigate two routes by which situation may determine consumer benefit salience and find support for both route structures. The results indicate that individuals’ relative benefit importance ratings shift between different anticipated usage situations, both directly, and indirectly, through consumers’ anticipated affective states. Furthermore, the number of benefits that is rated as important by consumers is found to also differ depending on their anticipated affective states, providing further insight into why consumer benefit salience may vary across situations.affective route;cognitive route;situatieafhankelijkheid;usage situation;web site benefit salience;HD9696.82

    Semi-automatic annotation process for procedural texts: An application on cooking recipes

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    Taaable is a case-based reasoning system that adapts cooking recipes to user constraints. Within it, the preparation part of recipes is formalised as a graph. This graph is a semantic representation of the sequence of instructions composing the cooking process and is used to compute the procedure adaptation, conjointly with the textual adaptation. It is composed of cooking actions and ingredients, among others, represented as vertices, and semantic relations between those, shown as arcs, and is built automatically thanks to natural language processing. The results of the automatic annotation process is often a disconnected graph, representing an incomplete annotation, or may contain errors. Therefore, a validating and correcting step is required. In this paper, we present an existing graphic tool named \kcatos, conceived for representing and editing decision trees, and show how it has been adapted and integrated in WikiTaaable, the semantic wiki in which the knowledge used by Taaable is stored. This interface provides the wiki users with a way to correct the case representation of the cooking process, improving at the same time the quality of the knowledge about cooking procedures stored in WikiTaaable
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