26 research outputs found

    A metric-based evaluation model for applications on mobile phone

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    Research on HCI, specifically on mobile application has started more than a decade. Usability metrics have been used as guidelines to evaluate the quality of the system as well as mobile applications. However, the metrics used for evaluation method keep changing due to the new inventions on mobile phones.Thus, there is a need to create a dynamic model for evaluation that can grow together with new inventions and technology.In this paper, we created a dynamic usability metrics model and test the model to ensure the model is reliable and effective.The model comprises usability goals, questions and metrics for evaluation of applications on mobile phone. This paper also reports the usability test results for applications installed on different mobile phone

    Mobile Video Streaming Applications: A Systematic Review of Test Metrics in Usability Evaluation

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    In evaluating the usability of mobile video streaming applications, the performance of the applications comes into focus. This is because the performance of mobile streaming applications affects their usability. From this study, video streaming and video quality are identified as the two most evaluated elements in the usability test of mobile video streaming applications. These elements are affected by several related factors that are peculiar to the mobile platforms and domains. These in turn affect the usability of the applications. In mobile platforms, bandwidth is low and network connections are unstable; this is coupled with the limitations caused by the smallness of the screen sizes of the mobile devices. Furthermore, startup delays, jitter, latency and rebuffering are the determining factors for the performance of mobile video streaming. On the other hand, video quality is determined by frame rate, bit rate, and resolution. These factors present themselves due to the mobile context of mobile streaming applications. They combine to influence the performance of the applications as well as their usability. Therefore, in considering the usability of these set of applications, these factors (metrics) are important as they determine the performance of the applications and by and large also affect the usability of the applications. Other factors identified in the study that affect the usability of mobile streaming applications include: functionality, social context and user interface and appearance. On the whole, this paper presents the results of a systematic review of test metrics in the usability evaluation of mobile video streaming applications. The systematic review approach used include: defining the search strategy, selection of primary studies, the extraction of data, and the implementation of a synthesis strategy. Using this methodology, 238 studies were found; however, only 51 relevant studies were eventually selected for the review. The study reveals that time taken for video streaming and the video quality were the two most popular metrics used in the usability test and evaluation of mobile video streaming applications. Besides, most of the studies concentrated on the usability of mobile TV as users switch from traditional TV to mobile TV

    mFakih: Modelling mobile learning game to recite Quran for deaf children

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    Quran learning is compulsory for every Muslim because there is a code of ethics in Quran for every field of life.However, the Quran educations among deaf students are far behind compared to blind students.They are unable to hear and difficult for teachers to teach deaf students. Fakih is an innovative approach to teach Arabic for children with hearing impairment.This technique assists educators to teach deaf students to recite the Quran in more practical way by using number and color.However, some children were getting tired when they have to pay attentions on the same entity every day.Thus, this study designed a model consisting of requirements and architecture of mobile game that can be used to develop an application on mobile devices.The model was validated through prototype development.The result shows that the prototype can be developed by using the model created called mFaki

    The study of e-procurement system to suppliers in Penang and Kedah area

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    Through greater use of information technology (IT), the Government of Malaysia hopes to create an efficient administration providing better and faster service to the people, thus bringing a distinctive change from the traditional practice.Electronic Government will improve both on how government operates internally as well as how it delivers services to the people of Malaysia.Thus, to realize this vision, it requires a comprehensive development and implementative programmes, which cover all aspects of government activities. Five pilot applications for electronic government have been prioritized, and one of them is the Electronic Procurement. E-procurement aims to reengineer, automate and transform the current procurement system by delivering cost savings and a faster turnaround time by enabling the government to become a “Smart Buyer”

    Mobile video streaming applications: a systematic review of test metrics in usability evaluation

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    In evaluating the usability of mobile video streaming applications, the performance of the applications comes into focus.This is because the performance of mobile streaming applications affects their usability. From this study, video streaming and video quality are identified as the two most evaluated elements in the usability test of mobile video streaming applications. These elements are affected by several related factors that are peculiar to the mobile platforms and domains. These in turn affect the usability of the applications. In mobile platforms, bandwidth is low and network connections are unstable; this is coupled with the limitations caused by the smallness of the screen sizes of the mobile devices. Furthermore, startup delays, jitter, latency and rebuffering are the determining factors for the performance of mobile video streaming. On the other hand, video quality is determined by frame rate, bit rate, and resolution. These factors present themselves due to the mobile context of mobile streaming applications. They combine to influence the performance of the applications as well as their usability. Therefore, in considering the usability of these set of applications, these factors (metrics) are important as they determine the performance of the applications and by and large also affect the usability of the applications. Other factors identified in the study that affect the usability of mobile streaming applications include: functionality, social context and user interface and appearance. On the whole, this paper presents the results of a systematic review of test metrics in the usability evaluation of mobile video streaming applications. The systematic review approach used include: defining the search strategy, selection of primary studies, the extraction of data, and the implementation of a synthesis strategy. Using this methodology, 238 studies were found; however, only 51 relevant studies were eventually selected for the review. The study reveals that time taken for video streaming and the video quality were the two most popular metrics used in the usability test and evaluation of mobile video streaming applications. Besides, most of the studies concentrated on the usability of mobile TV as users switch from traditional TV to mobile TV

    Antecedents to User Adoption of Interactive Mobile Maps

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    There are several studies on user adoption of new technologies. These studies attempt to determine the underlying antecedents or factors that spur users’ adoption or acceptance of such technologies. The original Technology Acceptance Model (TAM) included perceived usefulness and perceived ease of use as determinants of users’ adoption of information technologies. This model was later extended to include perceived enjoyment and other variables. However, in the context of interactive mobile maps, this model or its extensions have not been applied yet. This informed and underscored the objective of this investigation. This study is aimed at applying the TAM model’s extension to the context of interactive mobile maps. This study therefore examines perceived usefulness, perceived ease of use and perceived enjoyment as antecedents to user adoption of interactive mobile maps using TAM model. The model was used to evaluate users’ adoption of the technology (interactive mobile map) with perceived usefulness, perceived ease of use and perceived enjoyment as antecedents. A survey approach was used and the findings revealed that all the three factors used in this study explain well the variance in user adoption of interactive mobile maps. Perceived usefulness, perceived ease of use, and perceived enjoyment have significant positive effect on user adoption of interactive mobile maps. In sum, this study further confirms and validates the TAM model

    Antecedents to user adoption of interactive mobile maps

    Get PDF
    There are several studies on user adoption of new technologies.These studies attempt to determine the underlying antecedents or factors that spur users’ adoption or acceptance of such technologies.The original Technology Acceptance Model (TAM) included perceived usefulness and perceived ease of use as determinants of users’ adoption of information technologies.This model was later extended to include perceived enjoyment and other variables.However, in the context of interactive mobile maps, this model or its extensions have not been applied yet.This informed and underscored the objective of this investigation.This study is aimed at applying the TAM model’s extension to the context of interactive mobile maps.This study therefore examines perceived usefulness, perceived ease of use and perceived enjoyment as antecedents to user adoption of interactive mobile maps using TAM model.The model was used to evaluate users’ adoption of the technology (interactive mobile map) with perceived usefulness, perceived ease of use and perceived enjoyment as antecedents. A survey approach was used and the findings revealed that all the three factors used in this study explain well the variance in user adoption of interactive mobile maps.Perceived usefulness, perceived ease of use, and perceived enjoyment have significant positive effect on user adoption of interactive mobile maps. In sum, this study further confirms and validates the TAM model

    The role of requirements in the success or failure of software projects

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    Requirements engineering (RE) is pivotal and central to every successful software development project.There are several reasons why software projects fail; however, poorly elicited, documented, validated and managed requirements contribute grossly to software projects failure.Software project failures are normally very costly and risky and these could even a times be life threatening also. Projects that overlook RE processes often suffer or are most likely to suffer from failures, challenges and other consequent risks.The cost of project failures and overruns when estimated is quite great and grave.In addition, software project failures or overruns portend a challenge in today’s competitive market environment. It affects negatively the image, goodwill, profitability, and revenue drive of companies and decreases the marketability of their products, as well as, the perceived satisfaction of their customers and clients (which also leads to poor loyalty). In this paper, RE was discussed. Its role in software projects success was elaborated.The place of software requirements process in relation to software project failure was explored and examined.Furthermore, project success, challenge and failure factors were also discussed with emphasis placed on requirements factors as they play a major role in software projects’ successes, challenges and failures.The paper relied on secondary statistics to explore and examine factors responsible for the successes, challenges and failures of software projects in large, medium and small scaled software companies

    Eliciting user satisfying requirements for an e-health awareness system using Kano Model

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    Despite advances in the requirements elicitation research, software engineers do not still comprehend what exactly a software system/product should offer to succinctly meet the needs and expectations of users/ customers.There is a relationship between quality and user satisfaction.Eliciting user satisfying requirements contribute to the quality and competitiveness of the product.Requirements, met or unmet, can influence the extent of user/customer satisfaction or dissatisfaction for a product, because in the eyes of users/customers, products with the right functionality that satisfy them implies that such products are quality ones. This aspect of quality consideration is often neglected be researchers and practitioners. Kano Model and its extensions explore an approach that clearly explains how software product requirements/features can influence the level of satisfaction derived from such product as well as the level of dissatisfaction the absence of such requirements/feature in the product could cause in users/customers.This paper explores and applies this model in eliciting requirements for a proposed e-health awareness system.The result reveals that eliciting user satisfying requirement increases the satisfaction level of potential users/customers of the proposed product and also improves the perceived quality of such product in the eyes of the potential users/customers as evidenced from their satisfaction scores and self-stated importance ratings
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