24,986 research outputs found

    Evaluating the usability of an interactive, bi-lingual, touchscreen-enabled breastfeeding educational programme: application of Nielson’s heuristics

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    Background: Usability challenges have to be met in an interactive computer program development and should meet all users’ needs. Objective: The study purpose was to conduct heuristic evaluation of an interactive, bilingual touch screen enabled breastfeeding educational program for Hispanic women living in rural settings.Methods: Two usability experts used Nielsen’s heuristics while reviewing the user interface in May 2013 using principles of Nielson’s Heuristics. Nielson’s heuristics are a set of usability engineering principles developed to identify issues in user interface design and involves analysis of the interface. The heuristic evaluations were carried out in the interface, program sections, and interactive educational modules. A total of 271 screens were evaluated and included: interface (n=5), program sections (n=223) and educational content (n=43).Results: A total of 97 violations were identified and were mostly related to interface (8violations/5screens) and program components (89violations/266screens). The most common violations reported were recognition rather than recall (62%, n=60), consistency and standards (14%, n=14), and match between the system and real world (9%, n= 9). Majority of the violations had minor usability issues (73%, n=71). The only catastrophic violation reported was due to the visibility of system status in the assessment modules.Conclusion: The results demonstrated that the system was more consistent with Nielsen’s usability heuristics.

    Evaluation of mobile health education applications for health professionals and patients

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    Paper presented at 8th International conference on e-Health (EH 2016), 1-3 July 2016, Funchal, Madeira, Portugal. ABSTRACT Mobile applications for health education are commonly utilized to support patients and health professionals. A critical evaluation framework is required to ensure the usability and reliability of mobile health education applications in order to facilitate the saving of time and effort for the various user groups; thus, the aim of this paper is to describe a framework for evaluating mobile applications for health education. The intended outcome of this framework is to meet the needs and requirements of the different user categories and to improve the development of mobile health education applications with software engineering approaches, by creating new and more effective techniques to evaluate such software. This paper first highlights the importance of mobile health education apps, then explains the need to establish an evaluation framework for these apps. The paper provides a description of the evaluation framework, along with some specific evaluation metrics: an efficient hybrid of selected heuristic evaluation (HE) and usability evaluation (UE) factors to enable the determination of the usefulness and usability of health education mobile apps. Finally, an explanation of the initial results for the framework was obtained using a Medscape mobile app. The proposed framework - An Evaluation Framework for Mobile Health Education Apps – is a hybrid of five metrics selected from a larger set in heuristic and usability evaluation, filtered based on interviews from patients and health professionals. These five metrics correspond to specific facets of usability identified through a requirements analysis of typical users of mobile health apps. These metrics were decomposed into 21 specific questionnaire questions, which are available on request from first author

    Evaluating usability of cross-platform smartphone applications

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    The computing power of smartphones is increasing as time goes. However, the proliferation of multiple different types of operating platforms affected interoperable smartphone applications development. Thus, the cross-platform development tools are coined. Literature showed that smartphone applications developed with the native platforms have better user experience than the cross-platform counterparts. However, comparative evaluation of usability of cross-platform applications on the deployment platforms is not studied yet. In this work, we evaluated usability of a crossword puzzle developed with PhoneGap on Android, Windows Phone, and BlackBerry. The evaluation was conducted focusing on the developer's adaptation effort to native platforms and the end users. Thus, we observed that usability of the cross-platform crossword puzzle is unaffected on the respective native platforms and the SDKs require only minimal configuration effort. In addition, we observed the prospect of HTML5 and related web technologies as our future work towards evaluating and enhancing usability in composing REST-based services for smartphone applications

    Establishing the design knowledge for emerging interaction platforms

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    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles

    Assessing the effectiveness of multi-touch interfaces for DP operation

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    Navigating a vessel using dynamic positioning (DP) systems close to offshore installations is a challenge. The operator's only possibility of manipulating the system is through its interface, which can be categorized as the physical appearance of the equipment and the visualization of the system. Are there possibilities of interaction between the operator and the system that can reduce strain and cognitive load during DP operations? Can parts of the system (e.g. displays) be physically brought closer to the user to enhance the feeling of control when operating the system? Can these changes make DP operations more efficient and safe? These questions inspired this research project, which investigates the use of multi-touch and hand gestures known from consumer products to directly manipulate the visualization of a vessel in the 3D scene of a DP system. Usability methodologies and evaluation techniques that are widely used in consumer market research were used to investigate how these interaction techniques, which are new to the maritime domain, could make interaction with the DP system more efficient and transparent both during standard and safety-critical operations. After investigating which gestures felt natural to use by running user tests with a paper prototype, the gestures were implemented into a Rolls-Royce DP system and tested in a static environment. The results showed that the test participants performed significantly faster using direct gesture manipulation compared to using traditional button/menu interaction. To support the results from these tests, further tests were carried out. The purpose is to investigate how gestures are performed in a moving environment, using a motion platform to simulate rough sea conditions. The key results and lessons learned from a collection of four user experiments, together with a discussion of the choice of evaluation techniques will be discussed in this paper

    Usability and Feasibility of PIERS on the Move: An mHealth App for Pre-Eclampsia Triage.

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    BACKGROUND: Pre-eclampsia is one of the leading causes of maternal death and morbidity in low-resource countries due to delays in case identification and a shortage of health workers trained to manage the disorder. Pre-eclampsia Integrated Estimate of RiSk (PIERS) on the Move (PotM) is a low cost, easy-to-use, mobile health (mHealth) platform that has been created to aid health workers in making decisions around the management of hypertensive pregnant women. PotM combines two previously successful innovations into a mHealth app: the miniPIERS risk assessment model and the Phone Oximeter. OBJECTIVE: The aim of this study was to assess the usability of PotM (with mid-level health workers) for iteratively refining the system. METHODS: Development of the PotM user interface involved usability testing with target end-users in South Africa. Users were asked to complete clinical scenario tasks, speaking aloud to give feedback on the interface and then complete a questionnaire. The tool was then evaluated in a pilot clinical evaluation in Tygerberg Hospital, Cape Town. RESULTS: After ethical approval and informed consent, 37 nurses and midwives evaluated the tool. During Study 1, major issues in the functionality of the touch-screen keyboard and date scroll wheels were identified (total errors n=212); during Study 2 major improvements in navigation of the app were suggested (total errors n=144). Overall, users felt the app was usable using the Computer Systems Usability Questionnaire; median (range) values for Study 1 = 2 (1-6) and Study 2 = 1 (1-7). To demonstrate feasibility, PotM was used by one research nurse for the pilot clinical study. In total, more than 500 evaluations were performed on more than 200 patients. The median (interquartile range) time to complete an evaluation was 4 min 55 sec (3 min 25 sec to 6 min 56 sec). CONCLUSIONS: By including target end-users in the design and evaluation of PotM, we have developed an app that can be easily integrated into health care settings in low- and middle-income countries. Usability problems were often related to mobile phone features (eg, scroll wheels, touch screen use). Larger scale evaluation of the clinical impact of this tool is underway

    Pickup usability dominates: a brief history of mobile text entry research and adoption

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    Text entry on mobile devices (e.g. phones and PDAs) has been a research challenge since devices shrank below laptop size: mobile devices are simply too small to have a traditional full-size keyboard. There has been a profusion of research into text entry techniques for smaller keyboards and touch screens: some of which have become mainstream, while others have not lived up to early expectations. As the mobile phone industry moves to mainstream touch screen interaction we will review the range of input techniques for mobiles, together with evaluations that have taken place to assess their validity: from theoretical modelling through to formal usability experiments. We also report initial results on iPhone text entry speed

    Control of virtual environments for young people with learning difficulties

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    Purpose: The objective of this research is to identify the requirements for the selection or development of usable virtual environment (VE) interface devices for young people with learning disabilities. Method: a user-centred design methodology was employed, to produce a design specification for usable VE interface devices. Details of the users' cognitive, physical and perceptual abilities were obtained through observation and normative assessment tests. Conclusions : A review of computer interface technology, including virtual reality and assistive devices, was conducted. As there were no devices identified that met all the requirements of the design specification, it was concluded that there is a need for the design and development of new concepts. Future research will involve concept and prototype development and user-based evaluation of the prototypes
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