26 research outputs found

    Heuristic Evaluation of Play4Fit Health and Fitness App: A Comparison Between Experts and Novices Evaluators

    Get PDF
    Heuristic evaluation (HE) can be used to effectively identify usability issues in various interfaces. However, it has not been widely used in evaluating smartphone apps, especially in the health and fitness domain. One reason is the lack of HCI experts, which makes incorporating HE into the design process difficult. This paper presents the results of a study that compared HE performed by three HCI experts and three novices in evaluating a gamification app for health and fitness on a smartphone. The study used Smartphone Mobile Application heuRisTics (SMART), which focuses on smartphone apps, and a severity rating scale to determine the severity of the usability issues. These issues were mapped to the SMART heuristic. The findings indicate that novices may identify usability issues that the experts overlooked. While the experts identified eighteen usability issues, the novices found only four; however, the novice’s findings may be used as a substitute for HE when experts are unavailable. Both experts and novices identified two similar usability issues, but their severity ratings differed. One possible solution to address the lack of usability issues identified by novices in HE is to use more novices instead of experts in the evaluation process

    Heuristic Evaluation of Play4Fit Health and Fitness App: A Comparison Between Experts and Novices Evaluators

    Get PDF
    Heuristic evaluation (HE) can be used to effectively identify usability issues in various interfaces. However, it has not been widely used in evaluating smartphone apps, especially in the health and fitness domain. One reason is the lack of HCI experts, which makes incorporating HE into the design process difficult. This paper presents the results of a study that compared HE performed by three HCI experts and three novices in evaluating a gamification app for health and fitness on a smartphone. The study used Smartphone Mobile Application heuRisTics (SMART), which focuses on smartphone apps, and a severity rating scale to determine the severity of the usability issues. These issues were mapped to the SMART heuristic. The findings indicate that novices may identify usability issues that the experts overlooked. While the experts identified eighteen usability issues, the novices found only four; however, the novice’s findings may be used as a substitute for HE when experts are unavailable. Both experts and novices identified two similar usability issues, but their severity ratings differed. One possible solution to address the lack of usability issues identified by novices in HE is to use more novices instead of experts in the evaluation process

    Heuristic Evaluation of Play4Fit Health and Fitness App: A Comparison Between Experts and Novices Evaluators

    Get PDF
    Heuristic evaluation (HE) can be used to effectively identify usability issues in various interfaces. However, it has not been widely used in evaluating smartphone apps, especially in the health and fitness domain. One reason is the lack of HCI experts, which makes incorporating HE into the design process difficult. This paper presents the results of a study that compared HE performed by three HCI experts and three novices in evaluating a gamification app for health and fitness on a smartphone. The study used Smartphone Mobile Application heuRisTics (SMART), which focuses on smartphone apps, and a severity rating scale to determine the severity of the usability issues. These issues were mapped to the SMART heuristic. The findings indicate that novices may identify usability issues that the experts overlooked. While the experts identified eighteen usability issues, the novices found only four; however, the novice’s findings may be used as a substitute for HE when experts are unavailable. Both experts and novices identified two similar usability issues, but their severity ratings differed. One possible solution to address the lack of usability issues identified by novices in HE is to use more novices instead of experts in the evaluation process

    Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept.

    Get PDF
    This paper elaborates the design, development and evaluation of health and fitness smartphone app, Play4fit. The Play4fit app was developed using systematic approach called Mobile application Development lifecycle (MADLC). This study explores the use of gamification concept in engaging the users whilst using the smartphone app. Game experience questionnaire (GEQ) was used to measure participants’ engagement with the Play4Fit app. A study in the wild was conducted with a total of 30 participants and they were assessed using seven components of GEQ, competence, sensory and imaginative immersion, flow, tension, challenge, negative affect and positive effect. Mean scores obtained in this study shows that only two components, competence (M=2.60, SD=0.62), sensory and imaginative immersion (M=2.8, SD=0.71) have the higher mean, above the median value. Results of this study suggest that the gamification app for health ad fitness, Play4Fit have an impact on users’ engagement particularly sensory and imaginative immersion

    Students’ acceptance towards kahoot application in mastering culinary terminology

    Get PDF
    Kahoot! is a game-based learning platform used to review students’ knowledge, for formative assessment and provides an opportunity not only to assess students' conceptual understanding but also to build new knowledge through further clarification during or after the game. The objective of this study is to assess the acceptability of culinary students in the use of Kahoot! application for mastery the culinary terminology. This study aimed to identify students' acceptance of learning applications, to identify students' acceptance of Kahoot! use in terms of memory as well as students' level of mastering Kahoot! in the learning process. This study is a descriptive study that used a five-point Likert scale questionnaire as an instrument. A total of 48 second year students from the Catering program were used as the study sample. The collected data were analyzed using Statistical Package for Social Science Version 23.0 for Windows (SPSS). The results show that the aspect of students' level of mastering the culinary terminology using Kahoot! application is high with a mean score of 4.55. Whereas the students’ acceptance of Kahoot! as a learning application, was also high with a mean score of 4.44. Finally, the students’ acceptance of the culinary terminology tested using Kahoot! is high with a mean score of 4.45

    The barriers factors and driving forces for BIM implementation in Malaysian AEC companies

    Get PDF
    The emergence of high technology in the built environment industry has caused BIM (Building Information Modelling) to become one of the processes that are sought by the construction industry players to enhance and improves the project lifecycle. Previous research showed that BIM implementation had given positive impact to the return of investment (ROI), productivity, lessen disputes between the construction players, saving in construction cost and decrease the risk of project delay which crucial in delivering a project on time. However, the vast majority of AEC companies not interested in BIM because of obstacles and barriers that they need to face in the process of adopting BIM practice. Due to that, this study focusses on investigating the barriers factors in BIM implementation by Malaysian AEC construction industry and identifying the driving forces available to overcome the BIM implementation issues in Malaysia. This study used a questionnaire survey approach for data collection and analyzed it using SPSS. As a result, the critical barrier factors faced by Malaysian AEC companies such as organization cultures, technology, and government recognition are identified. Meanwhile, in term of driven forces to overcome the BIM implementation issues, proper BIM guidelines or standard for BIM requirement has been identified as a crucial factor for successful implementation. Furthermore, BIM Fund also has been found as one of the driven forces for successful BIM implementation where it can help the AEC companies to cover the cost for training, consultancy services, software purchase and hardware for business and project. Drawn specifically within the Malaysian AEC companies in Penang and Kuala Lumpur, these findings provide a basis for fostering the implementation of BIM practice for better project performance

    Design and comparison of printed antennas using meander line technique

    Get PDF
    The interest for compact antennas in wireless communication increase due to the portability and mobility of the communication devices. Generally, an antenna at low frequency exhibits in large physical size. This project investigates the design of an antenna at 400 MHz. The simulation of the antenna has been performed using CST MWS. Since medical applications are dealing with low frequency, it will lead to large size of antenna which brings a challenge for wireless personal area network (WPAN). It is well known that the antenna performance decreases (according to Chu’s equation) as the size of antenna decreases. Therefore, antenna miniaturization using Meander Line (ML) will be taking place to overcome the challenges. Thus, this paper presents a comparison between i) printed dipole antenna without meander line technique, ii) printed dipole with meander line technique and iii) printed monopole antenna with meander line technique. The results show that an estimation of reduction size by 50% can be achieved using Meander Line technique

    Development of Scoliotic spine severity detection using deep learning Algorithms

    Get PDF
    According to research conducted by Johns Hopkins' Division of Pediatric Orthopedic Surgery, around three million new instances of Scoliosis are identified each year, with the majority of cases affecting children between the ages of 10 and 12. The current method of diagnosing and treating Scoliosis, which includes spinal injections, back braces, and a variety of other types of surgery, may have resulted in inconsistencies and ineffective treatment by professionals. Other scoliosis diagnosis methods have been developed since the technology's invention. Using Convolutional Neural Network (CNN), this research will integrate an artificial intelligence-assisted method for detecting and classifying Scoliosis illness types. The software model will include an initialization phase, preprocessing the dataset, segmentation of features, performance measurement, and severity classification. The neural network used in this study is U-Net, which was developed specifically for biomedical picture segmentation. It has demonstrated reliable and accurate results, with prediction accuracy reaching 94.42%. As a result, it has been established that employing an algorithm helped by artificial intelligence provides a higher level of accuracy in detecting Scoliosis than manual diagnosis by professionals

    The impact of social media marketing on political brand equity

    No full text
    The theory of Brand Equity has been studied intensively by researchers, stemming from its applicability on everyday consumer goods to the services industry. In recent years, the growth of social media has offered companies new ways of understanding the development of Brand Equity. It is without a doubt the social media have grown exponentially and it is said to be the next media for marketing [Yan, 2011]. At the same time, there has been a growing interest in applying marketing concepts to political parties. The idea of this application, however, is a challenging assertion to make. On the basis of several empirical studies, this study aims to gain an understanding on the effects of social media marketing on a political brand, given the landscape of Singapore’s political environment. This study validated the relationships of the constructs to our framework through the use of a cross-sectional descriptive design and deductive reasoning. Given the limitation of resources, we defined our sampling unit as undergraduates from local universities namely Nanyang Technological University (NTU), National University of Singapore (NUS) and Singapore Management University (SMU). A total of 288 responses were utilized and analysed using factor analysis, linear and multiple regression, sobel test and analysis of variance to derive to our conclusions. The analyses of the data collected showed that Timely Information and Interaction have a significant effect on the Brand Image and Brand Equity of a political brand. At ii the same time, the data supported our hypothesis that Brand Image is mediating the effects between the independent variables and Brand Equity. It also acknowledged that Word-of-Mouth has a moderating effect on the relationship between Interactions and Brand Image. However, there was insufficient evidence to show that this holds true for the relationship between Timely Information and Brand ImageBUSINES
    corecore