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1

Handayani, Febria Sri, and Adelin Adelin. "Interpretasi Pengujian Usabilitas Wibatara Menggunakan System Usability Scale." Techno.Com 18, no. 4 (November 26, 2019): 340–47. http://dx.doi.org/10.33633/tc.v18i4.2882.

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Wibatara.com sedari awal dirancang untuk dapat digunakan sebagai katalog online ragam batik nusantara. Ide utamanya berasal dari keresahan bahwa adanya upaya asing untuk menguasai batik karena tidak bisa diberlakukan paten terhadap batik. Oleh karena itu diberikan solusi untuk menrancang wibatara.com sebagai media untuk memperkenalkan ragam batik nusantara bahkan hingga ke mancanegara. Untuk dapat digunakan sebagaimana mestinya, perlu dilakukan pengujian usabilitas terhadap wibatara.com. Pengujian ini dilakukan dengan menggunakan kuesioner System Usability Scale (SUS). Distribusi kuesioner dilakukan pada 50 orang responden yang terdiri dari pelajar, mahasiswa, guru, dosen, maupun masyarakat umum. Responden ini dinilai cukup mewakili karena keseharian mereka lumayan intens berkenaan dengan batik, terutama budaya menggunakan batik setiap hari kamis atau jumat, baik disekolah, perguruan tinggi, perkantoran ataupun pada acara lainnya. Pembobotan pilihan jawaban untuk tiap pertanyaan dalam kuesioner menggunakan skala Likert. Perhitungan hasil pengujian menggunakan rumus (SUS). Hasil uji reliability data kuesioner SUS menunjukkan angka 0,615 (questionable) dan hasil rata-rata skor SUS wibatara.com sebesar 79,52 (acceptable).
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González Ricardo, Ana Delia, Yenisleidy Acosta González, and Yenieris Moyares Norchales. "Propuesta de un manual de usabilidad y accesibilidad para el desarrollo de personalizaciones de la plataforma de teleformación moodle." Edutec. Revista Electrónica de Tecnología Educativa, no. 34 (December 20, 2010): a151. http://dx.doi.org/10.21556/edutec.2010.34.425.

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El presente artículo muestra la propuesta de un Manual de Usabilidad y Accesibilidad que permita desarrollar nuevas personalizaciones en la Universidad de las Ciencias Informáticas. Se aplicaron diferentes técnicas validadas internacionalmente, para conocer el grado de Usabilidad y Accesibilidad de estos espacios docentes, detectándose problemas que dificultan la interacción de los usuarios. El Manual permite elevar la calidad del trabajo de los desarrolladores en el proceso de implementación de nuevas personalizaciones.Proposal for a handbook of usability and accessibility for the devel-opment of customizations-learning platform moodleAbstractThe present article shows the proposal for a Handbook of Usability and Accessibility in order to develop new customizations at the University of Information Sciences. Validated techniques were applied internationally to determine the degree of Usability and Accessibility of these teaching areas, detecting problems that hinder the interaction of users. This will enhance the quality of the work of developers in the process of implementing new customizations.
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Yul, Faradila Ananda, and Miftahul Jannah. "ANALISIS USABILITAS WEBSITE SIAM UMRI MENGGUNAKAN METODE USABILITY TESTING." Jurnal Surya Teknika 7, no. 1 (December 13, 2020): 86–95. http://dx.doi.org/10.37859/jst.v7i1.2355.

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The thing that underlies the existence of a website is the development of information and communication technology. This study aims to measure the Usability level of the Student Academic Information System (SIAM) Website at Universitas Muhammadiyah Riau. Some problems encountered were that there was no reusability evaluation of the UMRI SIAM website, as well as complaints from UMRI students when accessing the website. The reusability problem in this study was resolved by conducting usability testing with five dimensions proposed by Nielsen (1993), namely learnability, efficiency, memorability, error & user satisfaction when accessing the SIAM UMRI website and using the thinking aloud method which required 3-5 respondents. The subjects studied were expert users (UMRI students) and novice users (non-UMRI students). Based on the results of the analysis on the learnability dimension, it is found that the respondents have the ability to learn a good website. In the efficiency dimension, the results of the increase in the speed of completing tasks by the respondents are obtained. Furthermore, in the memorability dimension, the results show that the respondents have good memory ability. In the error dimension, there are 38 problems when accessing the SIAM UMRI website, and in the satisfaction dimension, the results of respondents' satisfaction when accessing the SIAM UMRI website are obtained with a score of 70. In addition, in this study there are recommendations for improving the SIAM UMRI website.
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Handayani, Febria Sri. "Desain Instrumen Pengujian Usabilitas Aplikasi Menggunakan Heuristic Usability Nielson." JSAI (Journal Scientific and Applied Informatics) 4, no. 1 (February 2, 2021): 45–52. http://dx.doi.org/10.36085/jsai.v4i1.1346.

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Kuesioner bagi pengguna akhir merupakan salah satu alat yang dapat digunakan sebagai instrumen survei pengujian usabilitas aplikasi. Identifikasi atribut usabilitas dalam kuesioner dapat dirancang berdasarkan standar ataupun model kualitas perangkat lunak. Salah satunya adalah model kualitas heuristik usabilitas Nielson. Desain kuesioner sebagai instrumen survei pengujian usabilitas aplikasi ini menghasilkan 22 butir atribut usabilitas dan pertanyaan yang dirumuskan dengan menyesuaikan 10 karakteristik model heuristik usabilitas Nielson dengan karakteristik ataupun komponen dasar aplikasi yang akan diuji usabilitasnya. Adapun 10 karakteristik model heuristik usabilitas Nielson tersebut diantaranya (1) Visibility of System Status, (2) Match Between the System and the Real World, (3) User Control and Freedom, (4) Consistency and Standards, (5) Error Prevention, (6) Recognition vs Recall in User Interfaces, (7) Flexibility and Efficiency of Use, (8) Aesthetic and Minimalist Desain, (9) Help Users Recognize, Diagnose and Recover from Errors, (10) Help and Documentation. Desain instrumen ini dapat dikembangkan lagi dan diaplikasikan sebagai pedoman perancangan alat ukur pengujian usabilitas aplikasi baik berbasis web maupun android.
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Munanto, Teddy Cahyo, Rudy Hartanto, and Silmi Fauziati. "Pengujian Usabilitas Website Sistem Seleksi Calon Pegawai Negeri Sipil Nasional (SSCN) Badan Kepegawaian Negara (BKN)." Jurnal ELTIKOM 4, no. 1 (June 17, 2020): 1–10. http://dx.doi.org/10.31961/eltikom.v4i1.139.

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Pemerintah Indonesia melalui Badan Kepegawaian Negara (BKN) menyediakan Sistem Seleksi Calon Pegawai Negeri Sipil Nasional (SSCN) sebagai sarana penerimaan Calon Pegawai Negeri Sipil (CPNS) secara terpusat melalui website yang beralamatkan di https://sscn.bkn.go.id. Tisngginya tingkat penggunaan di saat periode penerimaan CPNS setiap tahunnya diikuti dengan banyaknya masalah-masalah usabilitas yang muncul. Hal tersebut menunjukkan perlunya dilakukan uji untuk mengukur beberapa aspek dalam usabilitas yaitu: efektifitas, efisiensi, dan kepuasan pengguna. Penelitian ini menggunakan System Usability Scale (SUS) sebagai alat ukur aspek usabilitas menurut sudut pandang pengguna. Penilaian secara subyektif oleh pengguna menyatakan bahwa website ini memperoleh usability dengan skor SUS 63,75. Skor tersebut belum dapat dikatakan baik, sebab dalam skala Acceptability hanya masuk pada kategori Marginal High. Pada percentile rank juga menunjukkan bahwa website SSCN BKN hanya lebih baik dibandingkan 38% penilaian-penilaian lain yang pernah dilakukan sehingga menempatkannya pada grade C. Adapun untuk penilaian adjective website SSCN mendapatkan hasil OK dan pengguna pada umumnya bersikap pasif daripada menjadi promoter atau detractor.
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Marthasari, Gita Indah, and Nur Hayatin. "Evaluasi Heuristik Website berbasis Framework Sirius dengan Pengaturan Prioritas menggunakan Teknik Moscow." Jurnal Teknologi Informasi dan Ilmu Komputer 7, no. 2 (February 18, 2020): 267. http://dx.doi.org/10.25126/jtiik.2020701662.

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<p class="Abstrak">Kualitas merupakan faktor utama kesuksesan sebuah website. Salah satu karakteristik kualitas perangkat lunak menurut ISO 9126 adalah usabilitas. Pengukuran usabilitas sebuah website adalah hal yang penting mengingat sangat besarnya jumlah website saat ini. Salah satu metode yang dapat digunakan untuk mengevaluasi usabilitas website adalah <em>framework</em> Sirius. Sirius dapat menghasilkan nilai usabilitas global dan daftar elemen antarmuka sistem yang perlu diperbaiki. Namun, elemen-elemen ini belum diatur berdasarkan prioritas pengembang sistem dan hanya mempertimbangkan nilai peningkatan yaitu prosentasi perbaikan nilai usabilitas global jika elemen tersebut diperbaiki. Untuk itu dibutuhkan sebuah teknik untuk memprioritaskan elemen-elemen tersebut berdasarkan sudut pandang pengembang sistem sehingga sesuai dengan sumber daya yang dimiliki oleh pihak pengembang. Salah satu teknik yang dapat digunakan adalah Moscow. Moscow dapat mengelompokkan seluruh kebutuhan ke dalam 4 (empat) kelas berdasarkan tingkat prioritasnya. Penelitian ini melakukan modifikasi terhadap <em>framework</em> Sirius dengan menambahkan tahap perangkingan menggunakan teknik Moscow. Berdasarkan hasil pengujian, penambahan tahap pengaturan prioritas dengan Teknik Moscow memberikan urutan kriteria usability yang lebih baik dalam hal nilai bisnis, resiko, dan biaya pembangunan website. Setiap tim pengembang website yang dianalisis memberikan hasil pengaturan prioritas Moscow yang berbeda-beda. Bagi tim website Lective, kriteria <em>usability</em> paling penting adalah berkaitan dengan aspek <em>labelling</em>, sedangkan bagi pengembang website Seminar Indonesia, aspek paling penting adalah kelompok <em>comprehensibility and ease of interaction</em>. Adapun pengembang website Simkesmas lebih menekankan pada aspek <em>control and feedback.</em></p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>Quality became the key element for website deployment. Based on the ISO 9126, one of the quality characteristics in software engineering is usability. The usability measurement on a website is an essential topic nowadays along with the incremental growth of it. One of the evaluation methods that can be used for analysing website usability is Sirius Framework. This method can produce global usability values and the list of a user interface element that should be modified. However, those elements have not been adjusted based on developer priority system which only considers the increased value of each element - the percentage of modified global usability value. Therefore, A technique called MoSCoW was introduced for prioritizing those elements from a developer point of views which corresponds to its available resource. MoSCoW can categorize all of the requirements into 4 distinct classes based on priority. This paper was performed for extending the Sirius Framework for implementing the ranking system by using MoSCoW. The experiment results showed that the MoSCoW method for priority adjustment process could produce better usability criteria on business, risk, and cost value during website development.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p>
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Silva, Louyse Victória Ferreira da, Joelma Silva Santos, Ana Letícia Alves de Carvalho, Daniele Mamédio de Andrade, Davi Dantas de Sá, Érica Pereira Alves, Fabiola Kelli Silva Felix, Letícia Lany de Miranda Medeiros, Beatriz Mamedio de Andrade, and Taciana da Costa Farias Almeida. "Usabilidade de aplicativo móvel em saúde: uma revisão bibliométrica." Revista Eletrônica Acervo Saúde 13, no. 4 (April 11, 2021): e6676. http://dx.doi.org/10.25248/reas.e6676.2021.

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Objetivo: Caracterizar a produção científica relacionada à avaliação da usabilidade de aplicativos na área da saúde. Métodos: Trata-se de um estudo bibliométrico, quantitativo e descritivo. As variáveis de interesse para este estudo foram: base de dados, ano de publicação, periódico, autores, titulação de autores, Qualis/Capes, fator de impacto, instrumento utilizado para medir a usabilidade e área de aplicação. Resultados: Foram considerados elegíveis para a análise 18 artigos. Identificou-se que 77,8% estavam disponíveis na MEDLINE; 55,5% publicados no ano de 2019; 77,8% no idioma Inglês; 82,3% publicações internacionais; 66,7% apresentando Qualis/Capes estrato “A”; 66,7% de autoria multiprofissional, com uma diversidade de aplicabilidade nas áreas da saúde, destacando-se as doenças crônicas; 72,2% utilizaram a System Usability Scale; e 94,4% dos estudos foram considerados validados em relação à aplicabilidade de escalas de avaliação e usabilidade pelos usuários. Considerações finais: A caracterização dos estudos possibilitou um maior conhecimento acerca da temática usabilidade de App moveis em saúde, assim como evidenciou a inovação desse tipo de estudo, predominância do uso da System Usability Scale, importância de construções de tecnologias de forma interprofissional, uma vez que possibilita ao usuário um autocuidado de forma integral ao acessar aplicativos na área da saúde.
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Wibowo, Astrid Wahyu Adventri. "ANALISIS USABILITAS PADA APLIKASI MANDIRI ONLINE." J@ti Undip : Jurnal Teknik Industri 15, no. 1 (January 31, 2020): 11. http://dx.doi.org/10.14710/jati.15.1.11-19.

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Internet banking atau mobile banking adalah salah satu bentuk aplikasi yang berbasis internet yang dapat digunakan sebagai pintu gerbang menuju dunia perbankan masa depan. Dalam memberikan layanan, pihak bank tidak ingin mengecewakan nasabahnya karena aplikasi internet banking yang sulit digunakan sehingga mengakibatkan nasabah gagal dalam mencari informasi atau gagal melakukan aktivitas perbankan. Melihat pentingnya usabilitas sebuah aplikasi, maka dilakukan penelitian terhadap aplikasi Mandiri Online untuk mengetahui kelayakan dari aplikasi tersebut, mengidentifikasi permasalahan usabilitas, serta menyusun rekomendasi perbaikan. Aplikasi tersebut diuji menggunakan System Usability Scale (SUS) dan pendekatan heuristic evaluation dengan responden sebanyak 40 orang untuk metode SUS dan 5 evaluator dengan kriteria single-expert untuk pendekatan heuristic evaluation. Hasil pengujian aplikasi Mandiri Online dengan instrumen SUS adalah sebesar 79,6 yang berarti aplikasi Mandiri Online dinyatakan dapat diterima (acceptable), termasuk dalam grade B dengan rating good. Dari penelitian ini juga diketahui bahwa terdapat beberapa permasalahan usabilitas mayor yang harus segera diperbaiki dan harus diberi prioritas tinggi. Dalam menyelesaikan permasalahan tersebut membutuhkan beberapa usaha, seperti menambahkan fitur search untuk mencari nama bank, membuat pengelompokkan instansi pada menu multipayment, membuat atau menambahkan panduan penggunaan atau flowchart penggunaan Mandiri Online, dan menambahkan fitur help pada Mandiri Online. Abstract[Title: Usability Analysis of Mandiri Online Apllication] Internet banking or mobile banking is a form of internet-based application that can be used as a gateway to the future of banking. In providing services, banks won’t to let down their customers because of internet banking applications are difficult to use, resulting in failure to find information or fail to conduct banking activities. Seeing the importance of application usability, a study of Mandiri Online application was conducted to find out the appropriatness of the application, identify usability issues, and construct recommendations for application improvement. This application was tested using the System Usability Scale (SUS) and heuristic evaluation approach with 40 respondents for the SUS and 5 evaluators with single-expert criteria for the heuristic evaluation. The result of testing the Mandiri Online application with the SUS instrument amounted to 79,6 which means this application was declared acceptable, included in grade B, and with a good rating. From this study it is also known that there are some major usability problems that must be corrected immediately and must be given high priority. In solving these problems requires several efforts, such as adding search feature to search the bank’s name, creating agency groups on multipayment menu, creating or adding usage guidelines or flowcharts for using Mandiri Online, and adding help feature to Mandiri Online.Keywords: Heuristic Evaluation; System Usability Scale; Usability
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Morales, Mery. "ESTUDIO DE LA USABILIDAD DE LA TECNOLOGIA DE INTERNET EN EL TURISMO RECEPTIVO EN LIMA-PERU." Revista Cientifica TECNIA 23, no. 1 (March 13, 2017): 41. http://dx.doi.org/10.21754/tecnia.v23i1.66.

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Estudios realizados en Ayacucho en el 2005, sobre las tecnologías de información aplicadas al sector turístico contemplan solo páginas web y correo electrónico. En este trabajo se centra el estudio en determinar la usabilidad del internet para captar turistas extranjeros y los problemas de su uso en las agencias mayoristas y minoristas. El estudio muestra que el nivel de usabilidad de la tecnología es la web, la cual es más informativo en ambos sectores, los servicios en línea solo registran pedidos, responden e-mail; sobre comercio electrónico las agencias mayoristas realizan muy poco canastas de pedidos y pago electrónico, en cambio la agencias minoristas realizan un mayor porcentaje de canasta de pedidos y pago electrónico; el personal de ambas agencias tienen un nivel de preparación muy adecuado, sobre el idioma más usado en las páginas web es el español; sobre los problemas de comercio electrónico que afectan el uso de las tecnologías son costos en las agencias mayoristas y procedimientos en las agencias minoristas. Palabras clave.-Internet, turismo receptivo, Usabilidad, Tecnologías de información y comunicaciones. ABSTRACTStudies done in Ayacucho in 2005, on information technologies applied to tourism websites and contemplate just email. This paper focuses on the study to determine the usability of the internet to attract foreign tourists and problems of its use in retail and wholesale agencies. The study shows that the level of usability of technology is: the web is more informative in both sectors, the services only register online orders, answer e-mail, e-commerce agencies made little baskets wholesale ordering and electronic payment instead the retail agencies perform a greater percentage of basket orders and electronic payments, staff from both agencies have a very adequate level of preparation on the most used language in web pages is Spanish on electronic commerce issues that affect the use of the technologies are cost wholesale agencies and retail agencies procedures. Keywords.-Internet, incoming tourism, Usability, Information and communications technologies.
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Fensterseifer, Thais Arnold, Thiago Krening, Fábio Gonçalves Teixeira, Tânia Koltermann Da Silva, and Régio Pierre Da Silva. "Histórias em quadrinhos no contexto dos dispositivos móveis: aspectos teóricos e análise de usabilidade | Comics in the context of mobile devices: theoretical aspects and usability analysis." InfoDesign - Revista Brasileira de Design da Informação 13, no. 1 (May 23, 2016): 22–38. http://dx.doi.org/10.51358/id.v13i1.436.

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Os meios de comunicação têm passado por mudanças estruturais com a convergência digital. Os modos de produção e de consumo têm sido afetados, e produtores e editoras buscam as melhores formas de se adaptar ao ambiente digital. Com as histórias em quadrinhos não é diferente, e essas passam por um momento de hibridização, em que recursos hipermidiáticos são incorporados à sua linguagem tradicional. No entanto, estudos sobre usabilidade em aplicativos do tipo ainda são raros. Este artigo tem como objetivo principal analisar a usabilidade do aplicativo Bottom of the Ninth para iPad, com base em heurísticas específicas para dispositivos móveis. Para tanto, realiza-se uma revisão bibliográfica sobre histórias em quadrinhos digitais e usabilidade. Este levantamento teórico pretende dar base à análise proposta, em que um usuário iniciante e um experiente realizam tarefas e os resultados são descritos para que melhorias possam ser sugeridas.AbstractMedia have been through major chances with digital convergence. The production and consumption have been affected, and producers and publishers seek the best ways to adapt to the digital environment. The situation with comics is the same, as they go through a hybridization moment, where hypermedia resources are incorporated to its traditional language. However, usability studies on these apps are still rare. This article aims to analyze the usability of the app Bottom of the Ninth for iPad. Therefore, a bibliographic research on digital comics and usability is made. This study aims to underpin the proposed analysis, in which an expert user and a novice user perform tasks and the results are described so that improvements can be suggested.
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Luna-García, Huizilopoztli, Ricardo Mendoza-González, and Francisco-Javier Álvarez-Rodríguez. "Design patterns to enhance accessibility and use of social applications for older adults." Comunicar 23, no. 45 (July 1, 2015): 85–94. http://dx.doi.org/10.3916/c45-2015-09.

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The aim of this paper is to present a non-exhaustive set of 36 design patterns for interactive social applications used by older adults. This proposal represents a reliable starting point for designers/developers to easily incorporate usability in interfaces for said technology promoting technology acceptance, use and adoption among older adults. The proposed patterns were based on previous efforts commonly presented as a design criteria and guidelines to describe usability issues in this kind of interfaces, reinforcing those alternatives by specifying related usability issues and providing solutions in a pattern-fashion useful for designers/developers. Pertinence of the patterns was analyzed through a usability study implementing «heuristic evaluation» technique (frequently used in Human-Computer Interaction to obtain users’ perception on a particular design). The study was conducted from two perspectives: the vantage point from experts, and the perception of a social group of older adults. The analysis revealed the proposed patterns are conducive to create well-designed interfaces able to provide a better user experience, encouraging a positive impact in the quality of life in older adults. El objetivo de este artículo fue proponer una colección no exhaustiva de 36 patrones para el diseño de interacciones en aplicaciones sociales para adultos mayores. La propuesta representa un punto de partida confiable para facilitar, a diseñadores/desarrolladores, la integración de usabilidad en las interfaces de estas tecnologías con el fin de fomentar su aceptación, uso y adopción entre los adultos mayores. Esta propuesta se basa en esfuerzos previos comúnmente expresados como criterios y guías de diseño para definir los posibles problemas de usabilidad en este tipo de interfaces, y se concentra en reforzar estos enfoques mediante la integración de una mayor descripción de tales anomalías y alternativas de solución bajo una estructura de patrones útil para los diseñadores/desarrolladores. Se realizó un estudio de usabilidad con la técnica «evaluación heurística» (comúnmente utilizada en interacción hombre-máquina para obtener la percepción de los usuarios sobre un diseño particular). El trabajo se llevó a cabo desde dos perspectivas: el punto de vista de expertos técnicos y la percepción de un grupo social de adultos mayores. Los resultados reflejaron que los patrones propuestos propician la creación de interfaces bien diseñadas capaces de ofrecer una mejor experiencia de uso y promueven un impacto positivo en la calidad de vida de los adultos mayores.
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Hermanto, Agus, Supangat Supangat, and Fridy Mandita. "Evaluasi Usabilitas Layanan Sistem Informasi Akademik Berdasarkan Kombinasi ServQual dan Webqual Studi Kasus : SIAKAD Politeknik XYZ." Journal of Information Systems Engineering and Business Intelligence 3, no. 1 (April 28, 2017): 33. http://dx.doi.org/10.20473/jisebi.3.1.33-39.

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Abstrak— Layanan sistem informasi akademik yang sudah digunakan beberapa tahun terakhir, pada dasarnya bertujuan untuk memberikan dukungan terpenuhinya kebutuhan proses akademik di kampus. Namun, seiring dengan berjalannya waktu, diperlukan evaluasi agar efektivitas dari penggunaan sistem tersebut dapat diketahui, sehingga sistem informasi akademik tersebut dapat terus dikembangkan atau ditingkatkan. Selama ini dalam mengembangkan layanan sistem informasi berbasis web kurang memperhatikan faktor usabilitas dari pengguna, padahal pengembangan website yang berkualitas membutuhkan desain kegunaan dan evaluasi dari keterpaduan interaksi manusia dan komputer, aspek kognitif, teknik psikologi dan perangkat lunak. Dalam penelitian ini, untuk mengukur kualitas layanan berbasis web menggunakan kombinasi metode ServQual dan WebQual dan dianalisis menggunakan SEM, yang secara efektif untuk menangani multikolinieritas (jika banyak variabel yang sangat berkorelasi), karena membuatnya lebih kuat dari faktor analisis dan regresi berganda dalam evaluasi usabilitas. Hasil pengukuran menggunakan SEM menunjukkan bahwa jika variabel subyektif (ServQual) dari indeks usabilitas ditingkatkan, maka variabel obyektif dari indeks usabilitas (WebQual) juga akan meningkat secara signifikan. Hasil penelitian ini menunjukkan bahwa aspek-aspek obyektif dan subjektif yang menjadi faktor penilaian usabilitas mendapatkan hasil yang baik dan memuaskan dari hampir semua responden dalam menggunakan layanan sistem informasi akademik kampus XYZ. Kata Kunci— Sistem Informasi, Structural Equation Modelling (SEM), Usabilitas, WebQual, ServQualAbstract— The Services of academic information systems already used last few years. Basically, its aim to support the fulfillment of the academic process on campus. However, over time, is needed in order to evaluate the effectiveness of the use of such systems can be known so that academic information system that can be developed or improved. During this time in developing a web-based information system services less attention on the reusability of the user, whereas the development of quality website design requires the use and evaluation of the integration of human and computer interaction, cognitive, psychological and software engineering. In this study, to measure the quality of web-based services using a combination of methods ServQual and WebQual and analyzed using SEM, which is effective to handle multicollinearity (if a lot of variables that are highly correlated), because it makes it more powerful than the factor analysis and regression in the evaluation usability. The measurement results using SEM showed that if a subjective variable (ServQual) on enhanced usability index, then the objective of the index variable reusability (WebQual) will also be increased significantly.The results of this study indicate that aspects of the objective and the subjective factor in the assessment of reusability get good results and satisfying of almost all respondents in using academic information system. Keywords— Structural Equation Modelling (SEM), Usability, WebQual, ServQual
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Sukadiana Putra, Indra, Ida Bagus Gede Manuaba, and Linawati . "Rancang Bangun Praktikum Instrumentasi Industri Menggunakan Augmented Reality." Majalah Ilmiah Teknologi Elektro 20, no. 1 (March 1, 2021): 29. http://dx.doi.org/10.24843/mite.2021.v20i01.p03.

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Teknologi Augmented Reality yang diterapkan dalam dunia Pendidikan dapat menciptakan proses pembelajaran menjadi lebih efektif serta lebih efisien. Penelitian ini membangun sebuah aplikasi augmented reality dengan melakukan penerapan metode marker based tracking yang kemudian diterapkan pada mata kuliah praktikum instrumentasi industri di Fakultas Teknologi Pertanian Universitas Udayana. Hal ini bertujuan agar pelaksanaan praktikum menjadi lebih efektif dan efisien. Aplikasi yang dihasilkan selanjutnya diuji menggunakan 2 pengujian yaitu pengujian usabilitas menggunakan metode Usability dengan skala Likert dan pengujian komparasi dengan penerapan metode Paired Sample T-test. Pengujian Usability bertujuan untuk mengetahui penilaian mengenai tingkat kegunaan dari aplikasi. Pada pengujian ini mendapatkan nilai usabilitas sebesar 73,5 dari skala 0-100. Hasil tersebut dapat diartikan bahwa aplikasi ini memiliki memiliki nilai usabilitas yang baik. Pengujian komparasi menggunakan metode Paired Sample T-test bertujuan untuk mendapatkan informasi sejauh mana perbandingan dari pemahaman setiap responden sebelum dan setelah adanya aplikasi augmented reality mata kuliah instrumentasi industri. Pada pengujian ini didapatkan nilai Sig. (2-tailed) sebesar 0,000 yang masih di bawah ambang batas dari syarat Paired Sample T-test yaitu 0,05. Sehingga penelitian ini menyimpulkan bahwa adanya perbedaan yang nyata diantara hasil sebelum dan setelah responden menggunakan aplikasi. Penelitian ini menyimpulkan bahwa secara fungsionalitas penggunaan aplikasi ini dapat dipertimbangkan untuk menggantikan kegiatan kunjungan mata kuliah praktikum instrumentasi industri agar pelaksanaan praktikum menjadi lebih efektif dan efisien.
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Oliveira, Felipe Francisco Ramos de, Marlon Marques Ferreira, and Alexandre Furst. "ESTUDO DA USABILIDADE NAS INTERFACES HOMEM-MÁQUINA." e-xacta 6, no. 2 (November 30, 2013): 93. http://dx.doi.org/10.18674/exacta.v6i2.1079.

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<p align="justify">Este artigo documenta e analisa o processo de evolução das principais interfaces homem-máquina, com enfoque na usabilidade, e as diferenças tecnológicas entre elas. A pesquisa desempenhada para elaboração deste documento procura, também, experimentar o desempenho das interfaces CLI (Command Line Interface), GUI (Graphical User Interface) e NUI (Natural User Interface) por meio de um experimento de usabilidade que aborde as três interfaces em um único objetivo e permita o recolhimento de dados para avaliação.</p><p align="justify">Abstract</p><p align="justify">This article documents and analyzes the evolution of the main man-machine interfaces, with a focus on usability and technological differences between them. The research carried out for the preparation of this document also seeks to experience the performance of interfaces CLI (Command Line Interface) GUI (Graphical User Interface) and NUI (Natural User Interface) through an experiment that addresses the usability of three interfaces on a single goal and allow the collection of data for evaluation.</p>
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Vargas Sierra, Chelo. "La evaluación de la usabilidad de un sistema de memoria de traducción." Quaderns de Filologia - Estudis Lingüístics 24, no. 24 (December 27, 2019): 119. http://dx.doi.org/10.7203/qf.24.16302.

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El uso de herramientas de traducción asistida por ordenador en las clases de traducción se ha convertido en una práctica común desde hace poco más de una década. Con todo, para los estudiantes actuales, los llamados “nativos digitales”, la experiencia de aprendizaje con este tipo de software está lejos de ser sencilla. Esto nos llevó a preguntarnos por las actitudes reales de los estudiantes respecto a la usabilidad de este tipo de software. Este trabajo presenta una evaluación de la usabilidad desde el punto de vista del usuario final de una memoria de traducción líder en el mercado. Más concretamente, el objetivo del estudio era evaluar la percepción de usabilidad de los estudiantes. Para ello, al final de dos cursos académicos, 95 estudiantes de último curso cumplimentaron el cuestionario Software Usability Measurement Inventory, que se considera un método de referencia para evaluar la usabilidad de un producto de software. Mide cinco escalas, esto es, Eficiencia, Afecto, Utilidad, Control y Aprendizaje. El análisis de los resultados obtenidos muestra que la opinión de los estudiantes sobre la usabilidad global de la herramienta evaluada está dentro de la media, pero no tanto con respecto a la escala Aprendizaje, que es la peor valorada. La única escala por encima de la media fue Afecto. Estos resultados muestran que se necesita hacer mayor énfasis en el diseño de la herramienta evaluada para que se adapte a las necesidades reales de sus usuarios y mejorar, de este modo, el conocimiento tecnológico de nuestros estudiantes de traducción.
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Henrique de Araújo, Valéria Oliveira, María Ester Gonzalez Campos, and Raquel Aparecida Abrahão Costa e Olivei. "Usabilidade: um estudo aplicado ao Visualizador da Infraestrutura de Dados Espaciais do Brasil (VINDE)." Revista Cartográfica, no. 95 (August 12, 2019): 43–61. http://dx.doi.org/10.35424/rcar.v0i95.275.

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La investigación presentada propone evaluar el Visualizador de Mapas de la Infra- estructura de Datos Espaciales (VINDE) según los parámetros de la usabilidad (eficacia, eficiencia y satisfacción). En la fase de estudio, planificación e implemen- tación (especificaciones de requerimientos, diseño y prototipo, desarrollo y perso- nalización), se realizó en un estudio específico a través de una prueba de usabilidad. A través de una metodología propia, se diseñó y aplicó una prueba de desempe- ño para ser realizada en un tiempo determinado. Además, se aplicó el cuestionario de evaluación subjetiva System Usability Scale (SUS), a un grupo de veinte geoes- pecialistas. Para validar esta metodología se realizó una prueba piloto y posterior- mente una prueba de usabilidad en VINDE. Los resultados y análisis evidencian que el visualizador no es fácilmente navegable ni para un grupo de expertos en geoinformación, y que varios puntos aún deben ser mejorados en relación a la orga- nización, nombres y estructuración de sus temas y capas, además de la necesidad de mejorar sus herramientas y el diseño de una forma general para que pueda atender de forma satisfactoria a sus usuarios.
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Pambudi, Ryo, and Florentina Yuni Arini. "Analisis dan Pengukuran Tingkat Ketergantungan (Usability) Penggunaan Website E-learning di Jurusan Ilmu Komputer Universitas Negeri Semarang." Techno.Com 17, no. 2 (May 21, 2018): 171–78. http://dx.doi.org/10.33633/tc.v17i2.1670.

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E-learning merupakan suatu jenis media untuk melakukan proses belajar mengajar secara mandiri yang memungkinkan tersampaikan bahan ajar ke mahasiswa melalui media jaringan komputer atau internet. E-learning semakin banyak digunakan oleh lembaga pendidikan karena mempermudah para pengguna untuk dapat mengakses dimanapun dan kapanpun tanpa adanya pembatasan ruang dan waktu sehingga mahasiswa dapat dengan leluasa memperoleh materi-materi kuliah yang ditempuh. Tetapi untuk e-learning yang berbasis web ini dirasa masih banyak yang kekurangan sehingga dirasa sangat sulit digunakan atau tidak menarik penggunanya dan tidak dipakai secara efektif dan efisien sebagaimana mestinya. Hal ini dikarenakan usability pada web tidak diperhatikan sehingga hubungan interaksi antara manusia yang merupakan salah satu faktor penting dalam sebuah sistem terabaikan. Usabilitas terdiri dari learnability (mudah dipelajari), efficiency (efisien), memorability (kemudahan dalam mengingat), errors (pencegahan kesalahan), dan satisfaction (kepuasan pengguna). Penelitian ini bertujuan untuk mengukur seberapa tinggi tingkat usabilitas yang telah ada pada sistem dan bagaimana respon pengguna terhadap web e-learning tersebut. Hasil penelitian adalah tingkat usability dari website e-learning sehingga dapat mengetahui kriteria apa saja yang belum diperbaiki sebagai dasar pengembangan user interface dari e-learning tersebut.
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Elmatsani, Huda M. "User Centered Design dan Evaluasi Iteratif pada Pengembangan Aplikasi DUPAK Perekayasa." InfoTekJar (Jurnal Nasional Informatika dan Teknologi Jaringan) 3, no. 2 (March 15, 2019): 96–102. http://dx.doi.org/10.30743/infotekjar.v3i2.1014.

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Web technology and internet networks have made web applications the main tool in daily activities. But developing applications with limited time often leads to neglecting the role of the user, which causes a lack of attention to aspects of usability, which results in the failure of the application to meet the needs and desires of the user. In this study we developed an application for submitting credit number determination proposals for engineering functional positions by combining Incremental Prototyping and User Centered Design methods. The results show that the application can meet the usability aspects so that it is easily understood and used in submitting and evaluating proposed credit numbers.Teknologi web dan jaringan internet telah menjadikan aplikasi web sebagai piranti utama dalam kegiatan sehari-hari. Namun pengembangan aplikasi dengan keterbatasan waktu seringkali mengabaikan peran pengguna, yang menyebabkan kurangnya perhatian pada aspek usabilitas sehingga berdampak pada kegagalan aplikasi memenuhi kebutuhan dan keinginan pengguna. Dalam penelitian ini dilakukan pengembangan aplikasi pengajuan usulan penetapan angka kredit (DUPAK) untuk jabatan fungsional perekayasa dengan menggabungkan metode Incremental Prototyping dan User Centered Design. Aplikasi yang dikembangkan terbukti dapat memenuhi aspek usabilitas sehingga dapat mudah dipahami dan digunakan dalam pengajuan dan penilaian usulan angka kredit.
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Clemente Mediavilla, Jorge, and Nuria Villagra García. "Nuevos desarrollos en el campus virtual UCM: estudio exploratorio sobre las plataformas e-learning en los estudios de comunicación audiovisual y publicidad / New developments in the virtual campus of the complutense university: an exploratory research..." Education in the Knowledge Society (EKS) 13, no. 1 (March 12, 2012): 395–411. http://dx.doi.org/10.14201/eks.8813.

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La investigación en la que se basa este artículo tiene como objetivo principal el estudio de las capacidades de la actual herramienta del Campus Virtual de la UCM, WebCT 4.0, frente a las que presenta Moodle, el nuevo entorno de trabajo de dicho Campus, realizando un análisis en profundidad de la accesibilidad y usabilidad, de las herramientas de comunicación y de evaluación integral, así como de las funcionalidades multimedia. La propuesta metodológica incluye técnicas tanto cualitativas como cuantitativas, planteándose un análisis exploratorio y descriptivo de las dos plataformas informáticas –a lo largo de tres fases consecutivas– que permita, en primer lugar, un estudio en profundidad de las herramientas utilizadas por el profesorado; en segundo lugar, la realización de un cuestionario orientado a conocer las valoraciones de los discentes acerca de la usabilidad, accesibilidad, así como de las herramientas de evaluación, comunicación y de gestión de contenidos; y por último, la puesta en marcha de un experimento en el aula con los alumnos, simulando un contexto real de clase. La usabilidad, la accesibilidad y las posibilidades de comunicación son más dinámicas en Moodle que en WebCT. Además, los alumnos demandan mayor participación mediante el uso de las redes sociales mayoritariamente extendidas. This paper analyzes the capabilities of the present tool UCM Virtual Campus, WebCT 4.0, versus Moodle, the new working environment of the Campus. We examine accessibility and usability, communication tools and comprehensive assessment, as well as multimedia functionality. The proposed methodology includes both qualitative and quantitative techniques. Over three consecutive phases this study analyzes the professor’s experience using these tools. We also developed a questionnaire that was completed by the students in order to evaluate these e-learning platforms. Finally, the third phase of the research consisted of an experiment conducted in the classroom with the students simulating a real class context. The usability, accessibility and the communication opportunities are more dynamic in WebCT than in Moodle. In addition, students demand a more participatory role by supplementing the use of social networks.
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Grossi, Luciane Mandia, Ivan Torres Pisa, and Heimar de Fátima Marin. "Oncoaudit: desenvolvimento e avaliação de aplicativo para enfermeiros auditores." Acta Paulista de Enfermagem 27, no. 2 (April 2014): 179–85. http://dx.doi.org/10.1590/1982-0194201400031.

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Objetivo: Desenvolver aplicativo de consulta de medicamentos quimioterápicos para sistema web e dispositivo móvel para auxiliar na auditoria em enfermagem de contas hospitalares e avaliar quanto a satisfação do usuário e usabilidade. Métodos: Pesquisa de produção tecnológica contendo desenvolvimento de aplicativo web e para tecnologia móvel. O produto foi avaliado quanto à satisfação por enfermeiros auditores utilizando o questionário System Usability Scale (SUS) e quanto à usabilidade pelas heurísticas de Nielsen, por profissionais de informática em saúde. Resultados: O aplicativo esta disponível no http://telemedicina6.unifesp.br/projeto/oncoaudit. O aplicativo móvel pode ser acessado em http://play.google.com/intl/pt-BR/about/index.html. A avaliação pelos enfermeiros indicou que o aplicativo web e móvel estão de acordo com as necessidades dos usuários. Na avaliação de usabilidade foram identificados 14 problemas no aplicativo móvel e oito no sistema web, gerando modificações am ambos. Conclusão: Os métodos escolhidos para desenvolvimento e avaliação mostraram-se satisfatórios para atingir os objetivos propostos.
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Benedik, Fabiana Nascimento, Mariseth Carvalho De Andrade, Lêda Lima Da Silva, Adilson Mendes de Figueiredo Júnior, and Anderson Bentes De Lima. "Desenvolvimento e validação de aplicativo móvel para cálculo de dose pediátrica na unidade de terapia intensiva pediátrica e urgência e emergência." Revista Eletrônica Acervo Saúde 13, no. 3 (March 6, 2021): e6498. http://dx.doi.org/10.25248/reas.e6498.2021.

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Objetivo: Desenvolver e validar um aplicativo para cálculo de dose pediátrica na unidade de terapia intensiva pediátrica e urgência e emergência. Métodos: Trata-se de um estudo metodológico, descritivo, aplicado na modalidade de produção tecnológica. Resultados: Dez médicos pediatras utilizaram o aplicativo e posteriormente o avaliaram, segundo os critérios de layout, usabilidade, percepção de utilidade, facilidade de uso e utilidade percebida pela tecnologia, mediante a utilização de um questionário impresso baseado no System Usability Scale - SUS (Escala de Usabilidade de Sistema) e na Technology Acceptance Model - TAM (Modelo de Aceitação de Tecnologia). No geral, o software obteve 88,1% de aprovação pelos juízes, com 90,0% de aprovação no quesito usabilidade e facilidade de aprendizagem, e 85,8% para Utilidade do aplicativo. Conclusão: O aplicativo móvel CALCULEPED mostrou-se como uma tecnologia útil, prático e bem aceito pelos médicos pediatras, facilitando o cálculo de dose pediátrica nos serviços de urgência, emergência e unidade de terapia intensiva.
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Dimas Setiawan, Suluh Langgeng Wicaksono, and Naufal Rafianto. "Evaluasi Usability e-Learning Moodle dan Google Classroom menggunakan SUS Quisionnare." JAMI: Jurnal Ahli Muda Indonesia 1, no. 1 (May 15, 2020): 55–64. http://dx.doi.org/10.46510/jami.v1i1.13.

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Abstrak Objektif. Evaluasi Usability E-Learning diperlukan guna melihat tingkat kepuasan pengguna terhadap Platform Moodle dan Google Classroom, sekaligus menentukan platform manakah yang lebih memenuhi aspek Usability. Material dan Metode. SUS Qestionnaire merupakan salah satu metode evaluasi yang digunakan untuk melihat usabilitas dari sebuah produk perangkat lunak., kuisioner ini disebarkan kepada responden mahasiswa aktif dari berbagai angkatan. Hasil. Berdasarkan hasil SUS Questionnaire Google calssroom memiliki SUS score 82,8, sedangkan Moodle (ELMA) memiliki SUS Score 40,8 Kesimpulan.Sehingga dapat dikatakan E-learning dengan platform Google calssroom dianggap lebih memenuhi unsur Usablity dari pada E-learning dengan platform Moodle (ELMA), tetapi tidak menutup kemungkinan untuk diperbaiki, dengan mengakomodasi seluruh masukan dari pengguna untuk menghasilkan E-learning yang dicintai pengguna. Abstrak Objective. Usability evaluation is needed to measure of user satisfaction from Moodle and Google Classroom, and determine whos better form both in Usability aspect. Material and Methods. SUS Questionnaire is one of the evaluation methods used to measure the level of usability from a software product. This questionnaire was distributed to respondents from various forces. Results. The SUS Questionnaire result was Google classroom has a SUS score of 82.8, and Moodle (ELMA) has a SUS Score of 40.8 Conclusion. The Google Classroom platform was considered to be better in Usability aspect than Moodle platform (ELMA), but it can be improved, by accommodating all suggestion from users.
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Rizal, Adhi, Dadang Yusup, and Apriade Voutama. "Evaluasi Faktor Manfaat Sistem Lingkungan Pembelajaran 3 Dimensi Berbasis Multi-User Virtual Reality (MuVR)." Jurnal Teknologi Informasi dan Ilmu Komputer 7, no. 5 (October 8, 2020): 895. http://dx.doi.org/10.25126/jtiik.2020752215.

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<p class="Abstrak">Usabilitas suatu teknologi dalam pembelajaran merupakan salah satu isu yang paling menonjol dalam bidang pendidikan. Salah satu teknologi pembelajaran yang sedang berkembang saat ini adalah sistem lingkungan pembelajaran 3 dimensi berbasis <em>Multi-user Virtual Reality</em> (MuVR). MuVR merupakan perpaduan antara teknologi <em>Virtual Reality</em> (VR) dengan dunia virtual 3 dimensi di dalamnya. Suatu teknologi pembelajaran dapat dikatakan berhasil diterapkan ketika aspek usabilitas yang merupakan kunci keberhasilan dapat tercapai. Berdasarkan hal ini, maka penelitian ini berupaya untuk melakukan evaluasi usabilitas terhadap sistem pembelajaran yang yang telah dikembangkan, yaitu 3D-MuVLR (3-<em>Dimensional Multi-user Virtual Learning Reality</em>). Sistem ini merupakan sistem pembelajaran yang memanfaatkan teknologi VR dengan jenis <em>semi-immersive</em>. Metode evaluasi usabilitas yang digunakan dalam penelitian ini mengadopsi 12 prinsip heuristik yang diusulkan oleh Sutcliffe. Evaluasi heuristik ini merupakan perpaduan antara aspek usabilitas dan keberadaan pengguna di dalam lingkungan virtual. Proses evaluasi dilakukan oleh tiga evaluator. Hasil evaluasi menunjukan bahwa secara keseluruhan 3D-MuVLR dapat merepresentasikan lingkungan pembelajaran dengan baik. Walaupun demikian terdapat beberapa permasalahan aspek desain terkait dengan minimnya petunjuk atau informasi di dalam sistem mengenai prosedur untuk masuk atau keluar sistem dan informasi mengenai cara melaksanakan kegiatan pembelajaran. Selain itu ketika proses evaluasi dilaksanakan, ditemukan juga gejala <em>cybersickness</em> yang dialami oleh evaluator. Namun durasi penggunaan sistem yang menyebabkan cybersickness berbeda-beda untuk setiap pengguna. Walaupun demikian durasi penggunaan sistem kurang dari sepuluh menit, evaluator sudah mulai merasakan gejala <em>cybersickness</em>, seperti pusing. Berdasarkan hal ini faktor yang dapat mempengaruhi munculnya gejala <em>cybersickness</em> adalah gerakan atau posisi kepala pengguna dan spesifikasi perangkat keras yang digunakan.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>Usability in learning technology is one of the most prominent issues in education. One of the emerging learning technologies is the 3-dimensional learning environment system based on Multi-user Virtual Reality (MuVR). It is a combination of VR with a 3-dimensional virtual world. The successful of learning technology implementation is when its usability can be achieved. Therefore, this study aims to evaluate the usability of learning system that we have developed, which is 3D-MuVLR (3-Dimensional Multi-user Virtual Learning Reality). Furthermore, it is a learning system that utilizes semi-immersive VR. We adopted a usability evalution method consisiting of 12 heuristic rules proposed by Sutcliffe. It is a combination of usability and user’s sense of presence in the virtual world. The evaluation process involved three evaluators. The results showed that 3D-MuVLR can represent the learning environment as in a real world. However, there were several design aspect problems identified related to the lack of instructions of information in the system regarding procedures on how to enter or quit system and the absence of information on how to participate in learning activities. In addition, when the evalution process was carried out, we also found that the symptoms of cybersicness was experienced by evaluators. But the duration while they were using the system until they starts to feel sick varies for every user. Overall, although the duration of using the system was less than ten minutes, evaluators began to feel the symptoms of cybercickness, such as dizzines. Based on this, we found that the head position or movement and hardware specification are factors that cause this.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p>
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Yusdani, Mohammad Pirli, Dutho Suh Utomo, and Lina Dianati Fathimahhayati. "ANALISIS USABILITAS SISTEM OPERASI WINDOWS 10 PADA PENGGUNA EXPERT DAN NOVICE." MATRIK (Jurnal Manajemen dan Teknik) 17, no. 1 (December 23, 2017): 16. http://dx.doi.org/10.30587/matrik.v17i1.158.

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ABSTRAK sistem operasi Windows 10 merupakan sistem operasi komputer pribadi yang dikembangkan oleh Microsoft. Windows 10sebagai pembaruan dari sistem sebelumnya perluditinjau kekurangan dan kelebihannya berdasarkan pengalaman pengguna, sehinggadapat diberikan usulan perbaikan pada sistem operasi Windows 10. Berdasarkan permasalahan tersebut, perlu dilakukan penelitian untuk mengetahui tingkat usabilitas sistem operasi Windows 10. Penelitian ini mengukur tingkat usabilitas Windows 10 jika digunakan oleh pengguna mahir (expert) dibandingkan dengan pengguna pemula (novice). Metode yang digunakan adalah dengan usability testing dan kuisioner SUS (System Usability Scale). Usability testing digunakan dengan cara mengukur waktu yang dibutukan untuk menyelesaikan suatu tugas. Selain itu diliat pula jumlah kesalahan yang dilakukan saat melaksanakan suatu tugas yang diberikan. Kuisioner SUS digunakan sebagai penunjang data hasil pengukuran guna melihat tingkat kepuasan pengguna. Tugas yang dilakukan masing-masing responden adalah manajemen desktop, manajemen software aplikasi pada system operasi, manajemen browser sistem operasi Windows 10, penggunaan DOS sistem operasi Windows 10, manajemen windows explorer, manajemen devices sistem operasi Windows 10, dan manajemen power sistem operasi Windows 10. Sampel yang digunakan sebanyak 40 responden yang dibagi 2 kelompok responden expert dan novice. Hasil penelitian menunjukkan rata-rata waktu pengerjaan tugas responden expert sebesar 178,8 detik, jumlah kesalahan sebanyak 37 buah, dan total skor kuesioner SUS sebesar 70,25.Sedangkan rata-rata waktu pengerjaan tugas responden novice adalah 210,65 detik, jumlah kesalahan sebanyak 63 buah, dan total skor kuesioner SUS adalah sebesar 57,875 yang dapat dikatakantidasepenuhnya dapat menerima kehadiran sistem operasi Windows 10. Berdasarkan hasil analisis, perlu dilakukan perbaikan pada menu pengaturan yang sulit ditemukan, kemudian sering terjadinya update otomatis, juga perbaikan pada kompabilitas terhadap hardware dan software yang lama agar dapat dijalankan pada sistem operasi Windows 10
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Souza, Andrea Silva, and Zuleica Camargo. "Análise da usabilidade na comunidade Leitores BR do aplicativo Amino." Texto Livre: Linguagem e Tecnologia 11, no. 2 (July 16, 2018): 318–40. http://dx.doi.org/10.17851/1983-3652.11.2.318-340.

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RESUMO: A fase tecnológica 3.0 reflete o tsunami de dados presentes na rede e, por isso, é importante um bom planejamento na organização das informações nas interfaces. Na literatura, os trabalhos sobre análise de redes sociais investigam o discurso dos enunciados, o comportamento dos membros e a aprendizagem a distância. Nesse contexto, o conceito de usabilidade, como um instrumento de avaliação da organização da informação no ambiente da navegação, foi detectado de forma escassa. Esta proposta é um estudo de caso que aborda a usabilidade como instrumento na avaliação da informação na comunidade Leitores BR do aplicativo Amino. O delineamento metodológico foi concebido em duas fases. A primeira consistiu na aplicação do roteiro de interpretação de redes por Kadushin (2012), versando sobre as categorias de qualidade, de natureza da conexão, de intensidade, de popularidade ou de centralidade, de nomeação de posições e relações na hierarquia e de observação de papéis. A segunda fase, consistiu na aplicação das diretrizes de boas práticas do Modelo de Acessibilidade em Governo Eletrônico (eMAG) nos dados obtidos no estágio anterior, versando sobre: o contexto e a navegação, a carga de informação, a autonomia, os erros, o desenho, a redação e a consistência e a familiaridade. Resultados revelam que há requisitos de usabilidade não contemplados na organização da interface, tais como: melhora da intuitividade e da poluição visual, aprimoramento da organização dos textos nas postagens do blog e da visualização dos comandos de busca e acesso ao perfil do usuário. PALAVRAS-CHAVE: usabilidade; informação, redes; comunidade; aplicativo. ABSTRACT: The 3.0 technological scenario reflects the tsunami of data on the Web and, in this panorama, it is important to consider how information is organized in the interface of social network. In literature review, the work on social network analysis investigates the production of discursive practices and enunciations, behavior of members and distance learning. A lack of application of usability was perceived, as a tool to evaluate the organization of information in the navigation environment. This proposal addresses usability as a tool for the evaluation of information in the Amino application BR Readers community. The methodological approach has two stages. The first one is the application of the network interpretation script by Kadushin (2012), that involves the following categories: quality, nature of connection, intensity, popularity or centrality, named positions and relationships, and observed roles. The second one is the application of the guidelines of good practices of the Electronic Government Accessibility Model (eMAG) and involves the following guidelines: context and navigation, level of information, autonomy, errors, design, writing and consistency and familiarity. Results reveal that there are some usability requirements not included in the organization of the interface, such as the lack of intuitiveness and visual pollution, the organization of texts in blog posts and obstacles to visualize search commands and access the user profile. KEYWORDS: usability; information; network; community; app.
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Borges, Angélica Pereira, Taímy Castrillon da Costa Faria, Rafaella Vila Moraes, Eveline do Amor Divino, Renata Cristina Teixeira Beltrame, and Áurea Christina de Paula Corrêa. "Avaliação da usabilidade de aplicativos móveis para gestantes com base no System Usability Scale (SUS)." Research, Society and Development 10, no. 12 (September 15, 2021): e118101220086. http://dx.doi.org/10.33448/rsd-v10i12.20086.

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Objetivo: Considerando que para um melhor uso e aproveitamento de aplicativos móveis de saúde, é necessário que suas interfaces consigam oferecer funcionalidades que permitam aos usuários realizarem suas tarefas com o mínimo possível de dificuldades em sua utilização, o presente artigo tem como objetivos descrever os aplicativos de saúde móvel sobre gravidez disponíveis para download em smartphones e avaliar a usabilidade com base no instrumento SUS. Método: Trata-se de um estudo transversal e descritivo que utilizou uma busca sistemática de aplicativos nas lojas virtuais Play Store e App Store entre os meses de agosto e setembro de 2020 e, atualizado em março de 2021. As buscas pelos aplicativos foram realizadas por 3 pesquisadoras independentes, de forma simultânea com padronização dos procedimentos. Para a coleta de dados, utilizou-se instrumento desenvolvido especificamente para este estudo. Quanto a avaliação da usabilidade, utilizou-se o instrumento SUS. Resultados: Foram identificados 1.360 aplicativos na loja virtual da Play Store e 1.103 na App Store e, após aplicação dos critérios de seleção, a amostra final foi composta por 56 aplicativos, que foram caracterizados e em seguida foi feita a distribuição de frequência quanto a classificação do questionário de usabilidade SUS. Considerações finais: Os aplicativos oferecem diversos conteúdos, de forma fragmentada e poucos apresentam a fonte das informações disponibilizadas. Quanto a avaliação da usabilidade, a maioria dos aplicativos apresentou uma performance adequada para o uso ao atender as exigências de usabilidade, uma vez que permite que o usuário realize as tarefas com o mínimo de dificuldades.
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Ritta, Ânderson dos Santos, Sandra Dutra Piovesan, and Marcelo da Silveira Siedler. "O uso da realidade virtual para ensino de astronomia." Revista de Estudos e Pesquisas sobre Ensino Tecnológico (EDUCITEC) 6 (June 5, 2020): e096420. http://dx.doi.org/10.31417/educitec.v5i11.964.

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A astronomia pode ser reconhecida como uma ciência interdisciplinar com grande potencial educacional. No entanto, determinados conteúdos abordados por esta área de conhecimento demandam a utilização de estruturas específicas de ensino para alcançar um melhor aprendizado. Nesse cenário, o uso de uma ferramenta computacional baseada em realidade virtual, por exemplo, contribui para otimizar o processo de ensino desse tipo de conteúdo. Este artigo apresenta o projeto, desenvolvimento e avaliação de um planetário virtual em ambiente imersivo. O objetivo é avaliar esta aplicação, tanto em termos de sua usabilidade quanto de experiência de uso. Esta pesquisa, metodologicamente caracterizada como quantitativa, coletou dados por meio da aplicação de questionários SUS (System Usability Scale) com os estudantes que utilizaram a aplicação desenvolvida. Os resultados alcançados mostram que a ferramenta teve uma excelente avaliação com relação a sua usabilidade.
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Pinho Feijó, Lorena, Edgar Marçal de Barros Filho, Erlane Brunno Cunha Ferreira, and Kristopherson Lustosa Augusto. "Desenvolvimento e Avaliação de um Aplicativo para Apoio ao Ensino de Psicopatologia." RENOTE 17, no. 3 (December 31, 2019): 244–52. http://dx.doi.org/10.22456/1679-1916.99477.

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As metodologias de ensino têm apresentado mudanças expressivas no decorrer do século XXI. Este estudo avaliou o impacto de um aplicativo contendo vídeos simulados de psicopatologia. Realizou-se um estudo caso-controle composto por acadêmicos de Medicina. Na avaliação comparativa, utilizou-se uma prova descritiva, além do System Usability Scale (SUS). A amostra era composta por 16 alunos do grupo caso, com acesso ao aplicativo, e 82 pessoas do grupo intervenção. O grupo caso obteve escore médio de 4,7, frente à nota média de 3,2 do grupo controle (p=0,00017). Os resultados dos dados avaliados pela escala SUS demonstram uma boa avaliação de usabilidade. Assim, a utilização do aplicativo apresentou repercussões positivas para o aprendizado, sendo um instrumento útil e de boa usabilidade a ser acrescentado às demais metodologias de ensino.
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Helmiawan, Muhammad, Yopi Akbar, and Yan Yan Sofian. "Evaluasi dan Uji Kualitas Website dengan Metode Webqual (Studi Kasus: STMIK Sumedang)." Journal of Information Technology 1, no. 1 (February 19, 2019): 1–4. http://dx.doi.org/10.47292/joint.v1i1.5.

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nformation and interaction in an information media is very important in delivering information to users. This information will be well received if there is continuous interaction, and it becomes an indicator of the quality of the information media. The research was conducted aimed at testing information media in the form of websites, especially the STMIK Sumedang website and evaluating the quality of the STMIK Sumedang web from user responses in the form of usability, information quality and interaction quality. This research uses WebQual 4.0 which is compiled based on three qualities, namely ease of use (usability), information quality (information quality) and quality of interaction (interaction quality). The results of this study are that the STMIK website is good enough but there are still procedures in the web menu that are not working. From this study it can be concluded the most influential in the quality of the web is the usability variable can be seen from the following results Y = - 7.174 + 0.479 X1 + 0.182 X2 + 0.060 X3, X1 = usabiliti, X2 = quality of information, X3 = quality of interaction.
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Setiawan, Dimas, and Suluh Langgeng Wicaksono. "Evaluasi Usability Google Classroom Menggunakan System Usability Scale." Walisongo Journal of Information Technology 2, no. 1 (June 17, 2020): 71. http://dx.doi.org/10.21580/wjit.2020.2.1.5792.

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Pandemi Covid-19 membuat pengguna E-learning di masa meningkat pesat, hal ini dikarenakan adanya kebijakan WFH (<em>work from home</em>) dari pemerintah sehingga seluruh proses kegiatan pembelajaran di kelas digantikan dengan model pembelajaran secara online, tak tekecuali di Universitas PGRI Madiun. Salah satu platform <em>E-Learning</em> yang banyak digunakan adalah <em>Google Classroom</em>, sebagai salah satu platform yang banyak digunakan tentunya perlu dilakukan evaluasi kepuasan agar terdapat perbaikan kedepannya. System Usability Scale merupakan salah satu metode evaluasi yang digunakan untuk melihat usabilitas dari sebuah produk perangkat lunak. Evaluasi Usability ini dilakukan kepada 10 responden pengguna Google clasrrom mahasiswa lintas angkatan, khususnya di program studi sistem informasi dan Teknik informatika UNIPMA. Berdasarkan hasil evaluasi <em>Usability</em> <em>E-learning</em> platform <em>Google calssroom </em>memiliki score 82,8 dan dianggap telah memenuhi unsur <em>Usablity</em>
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Solís, Abdel. "Estudio de la usabilidad de una nueva herramienta de evaluación cognitiva, el CogVal, en una muestra de panameños y españoles." Investigación y Pensamiento Crítico 5, no. 2 (June 9, 2017): 5–20. http://dx.doi.org/10.37387/ipc.v5i2.67.

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La población a nivel mundial está envejeciendo, y paralelo a dicho envejecimiento se encuentran todas las enfermedades que se asociadas a él, entre ellas los trastornos cognitivos. Actualmente hay una tendencia a aprovechar el aumento del uso de las TICs, y en este caso aplicado a la valoración de las capacidades cognitivas en el envejecimiento. El objetivo del presente estudio se centró en analizar la usabilidad de una aplicación de valoración cognitiva aplicado a una muestra de panameños y españoles quienes luego contestaron a un cuestionario de usabilidad y se analizó la relación entre la frecuencia de uso de TICs, edad y educación. Los resultados indican que la poca frecuencia de uso de las TICs puede estar asociado a opinión de la facilidad de uso de la aplicación, todas las demás variables no muestran asociación con la usabilidad del Cogval y ésta opinión no depende del país donde se aplique la prueba. Además hay una tendencia de las personas mayores por preferir las evaluaciones cognitivas informatizadas. Estos resultados indican que el Cogval, puede ser usado y entendido por la población panameña y permitirá continuar con el proceso de validación de dicha prueba. AbstractThe world´s population is growing older, and along with age come certain associated diseases, including cognitive disorders. Recently, ICTs have grown increasingly popular and widely used. This tendency has grown as a helpful tool to assess cognitive disorders and describing the aging brain. This study’s main goal is to analyze the use of a computer-based app (COGVAL) to evaluate cognitive processes with a Panamanian and Spanish population. Administering also a usability survey to further study any relationships between the frequency of ICT use, age, and literacy. Results have shown that low frequency use of ICTs may be related to participants describing the COGVAL app as an easy one to use. Other variables measured show no relation to the usability of the COGVAL app, this is regardless of the country of the participants. In addition, older people tend to prefer computer based assessments. These results suggest that the Panamanian population, also helping to facilitate the validation of this test, may easily use the COGVAL app.
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Konrad, Lisandra Maria, Cezar Grontowski Ribeiro, Camila Tomicki, and Tânia Rosane Bertoldo Benedetti. "Validação de tecnologia educacional para implementar um programa comunitário na saúde pública." Revista Brasileira de Atividade Física & Saúde 25 (December 10, 2020): 1–6. http://dx.doi.org/10.12820/rbafs.25e0155.

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O objetivo do estudo foi validar o treinamento on-line para implementar o Programa Vida Ativa Melhorando a Saúde “VAMOS”, versão 3.0, na Atenção Primária à Saúde. Participaram 48 profissionais (especialistas = 22; profissionais da saúde = 26) que utilizaram o Suitability Assessment of Materials – SAM para avaliar a adequação do material e o System Usability Scale – SUS para a usabilidade do treinamento. As análises incluíram o Índice de Validade de Conteúdo (IVC ≥ 0,75) e Coeficiente Kappa (k = ≥ 0,61). A adequação do material (SAM = 92,92 ± 4,60; 95,59 ± 4,59) e a usabilidade (SUS = 96,14 ± 5,83; 97,40 ± 3,24) apresentaram escores gerais altos para os dois grupos de avaliadores. O IVC (> 0,80) e a consistência interna (k = 0,60 a 0,77) mostraram percentuais de concordância entre 70 e 84%. Assim, o treinamento on-line foi validado para capacitar profissionais da saúde para implementação do Programa VAMOS.
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Rahmawati, Berty Dwi. "USABILITY TESTING PADA APLIKASI MOBILE JKN BPJS KESEHATAN MENGGUNAKAN DOMAIN SPECIFIC INSPECTION." J@ti Undip : Jurnal Teknik Industri 15, no. 1 (January 31, 2020): 46. http://dx.doi.org/10.14710/jati.15.1.46-51.

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Pertumbuhan Internet dan teknologi memungkinkan setiap orang mendapatkan setiap informasi secara praktis dan efisien. Badan Penyelenggara Jaminan Sosial Kesehatan atau biasa disebut BPJS Kesehatan merupakan Badan Hukum yang dibentuk untuk menyelenggarakan program jaminan sosial nasional dalam bidang kesehatan untuk seluruh rakyat Indonesia. Perkembangan pesat dalam variabel jumlah peserta terus ditunjukkan oleh BPJS kesehatan setelah 5 tahun beroperasi. Hal ini dapat tercapai karena tingkat kepercayaan masyarakat yang semakin tinggi terhadap layanannya. Indeks kepuasan peserta terus mengalami peningkatan dari 75% menjadi 78,6% pada tahun 2016. Seiring dengan peningkatan indeks kepuasan tersebut, pada tahun 2017 BPJS Kesehatan meluncurkan aplikasi Mobile JKN agar pesertanya dapat secara mudah melakukan pengunduhan data peserta BPJS. Teknologi ini perlu terus dievaluasi dengan metode evaluasi kegunaan untuk mengukur efisiensi, efektivitas, dan menilai kepuasan pengguna. Evaluasi kegunaan ini juga bertujuan untuk mengidentifikasi masalah usabilitas yang muncul dalam pecahan kecil system aplikasi mobile JKN. Metode usabilitas yang digunakan adalah Domain Specific Inspection. Hasil dari penelitian ini adalah nilai efisiensi sebesar >75% pada repetisi kelima. Atribut efektifitas bernilai 3,91 dari skala 5 dan atribut satisfaction bernilai 3,39. Abstract[Title: Usability Testing on BPJS Kesehatan Mobile JKN Application Using Domain Specific Inspection] The growth of Internet and related technology enables everyone to get every information needed in a practical and efficient manner. The Health Social Security Organizing Agency (BPJS Kesehatan) is a legal entity established to organize a national social program in the health sector for all Indonesian. Rapid development in number of participants continued to be shown by health BPJS after 5 years of the operation. This can be achieved due to public trust escalation. Participant satisfaction index continued to increase from 75% to 78.6% in 2016. Along with the increase in the satisfaction index, in 2017 BPJS Kesehatan launched the Mobile JKN application so that participants could easily download BPJS service and personal data. This technology needs to be continually evaluated using Usability Testing methods to measure efficiency, effectiveness, and user satisfaction. This usability evaluation also aims to identify usability problems that arise in a minor fraction of the JKN mobile application system. Method used in this study is Domain Specific Inspection. The results of this study are obtained as follow, efficiency value is higher than 75% after five repetition, effectiveness value achieve 3.91 of scale 5, and user satisfaction value achieve 3.39.Keywords: Application, BPJS Kesehatan; Domain Specific Inspection; Usability Testing
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García, Lucy, Angélica Pernett, and John Cano. "Exploratory study of usability for children in Colombia." Zona Próxima, no. 26 (January 15, 2017): 12–30. http://dx.doi.org/10.14482/zp.26.10198.

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Su, Jun-Ming, Yi-Ching Yang, Tzu-Nin Weng, Meng-Jhen Li, and Chi-Jane Wang. "A web-based serious game about self-protection for COVID-19 prevention: Development and usability testing." Comunicar 29, no. 69 (October 1, 2021): 91–111. http://dx.doi.org/10.3916/c69-2021-08.

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The number of new COVID-19 cases continues to rise rapidly in many countries despite vaccination. The best way to counter the spread of COVID-19 is self-protection. This study documents the development of a web-based serious game (WSG-COVID-19.SP) to promote effective learning strategies for self-protection against COVID-19 and to test the game’s content validity and usability. WSG-COVID-19.SP was developed using situated learning theory and diagnostic feedback mechanism. The game includes six situation storylines with 17 learning objectives. It uses a problem-solving approach to foster practices such as wearing masks, washing hands, and social distancing. Portfolio analysis was used to diagnose learning problems and report on the learning process. An overall summary index—the scale-level content validity index (S-CVI)—was used to evaluate content validity. Usability was tested through a website survey from 71 students from one university to gauge their technological acceptance and the game’s capability to promote future self-protection behaviors. The S-CVI was 0.81. Usability and acceptability were neither related to the users’ college major (whether it is information technology-related) nor to gender. Among the respondents, 84.5% agreed to continue with the self-protection practice as they were motivated by the real-time diagnostic function. The WSG-COVID-19.SP game system has adequate content validity and a high user satisfaction rating. Los casos de COVID-19 siguen aumentando rápidamente en muchos países a pesar de la vacunación. La mejor forma de combatirlo es la protección personal. En este estudio desarrollamos un juego serio de la web (WSG-COVID-19.SP) para promover las estrategias de aprendizaje para protegerse contra el COVID-19. También probamos la validez y usabilidad del sistema. WSG-COVID-19.SP fue desarrollado de acuerdo a la teoría situada de aprendizaje y retroalimentación diagnóstica. Contiene seis historias con 17 objetivos de aprendizaje. Se usa un enfoque de resolución de problemas para promover el uso de mascarillas, lavado de manos y distanciamiento social. Se usó el análisis de portafolio para identificar los problemas y el proceso de aprendizaje. El índice global de validez de contenido de la escala (S-CVI) fue utilizado para evaluar su eficacia. La usabilidad fue probada mediante una encuesta de web de 71 estudiantes de una universidad para evaluar su aceptación tecnológica y la capacidad del juego para promover la protección personal. El S-CVI era 0,81. La usabilidad y aceptabilidad no correspondían con la especialización del usuario (ya sea que esté relacionada con la tecnología de la información) ni con el género. Un 84,5% de los usuarios quería continuar la práctica porque estaban motivados por los resultados diagnósticos. WSG-COVID-19.SP exhibe un contenido válido y una alta satisfacción del usuario.
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Pachón Torres, Jorge Andrés. "Diseño participativo en la industria carrocera, una experiencia metodológica para diseñadores industriales." Revista Habitus: Semilleros de investigación, no. 3 (September 7, 2012): 102–8. http://dx.doi.org/10.19053/22158391.1790.

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El presente artículo surge de la experiencia del trabajo de grado titulado “Aplicación de una metodología de diseño participativo para el desarrollo de un puesto de trabajo en elsector carrocero”, realizado como semillero en el Grupo de Investigación Taller 11 de la Escuela de Diseño Industrial. Se partió de la participación en la línea de investigación en factores humanos y ambientales para el diseño, y del trabajo en contextos de terapia y rehabilitación con lineamientos de diseño centrado en el usuario, mediante la ejecuciónde proyectos de arquitectura que tuvieron como objetivo la obtención de productos con cualidades superiores de usabilidad. Esta perspectiva metodológica se evidencia comouna posibilidad de desarrollo para el diseño de productos en diferentes contextos con un componente social. Dicho método se aplicó en la empresa denominada Industrias Tecnicar Ltda.-especializada en la fabricación de carrocerías de transporte de pasajeros-, y trajo como resultado un aporte a la metodología de diseño participativo, en la que se presentanfases y actividades específicas para seguir los lineamientos de diseño participativo en cualquier tipo de contexto.Palabras claveDiseño participativo, usabilidad, procesos productivos. AbstractThis article comes from the experience of the work entitled “Application of a methodology of participatory design for the development of a job in the coachbuilding industry”, madein the Group of research Workshop 11 from the School of Industrial Design. We started with the execution of architectural projects that were aimed at obtaining products ofsuperior usability. This methodological perspective is evident as a possibility of development for the design of products in different contexts with a social component. This method was applied in the company called “Industries TecnicarLtda”, specializing in the manufacture of coach building for passengers transport, and it resulted in a contribution to the methodology of participatory design, which presents stages and specific activities to follow the guidelines of participatory design in any context. KeywordsParticipatory design, usability, productive processes
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., Riftika Rizawanti, I. Ketut Resika Arthana, S. T. ,M Kom ., and UNDIKSHA . "USABILITY TESTING PADA APLIKASI HOOKI ARISAN DENGAN MODEL PACMAD MENGGUNAKAN PENDEKATAN GQM." Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 8, no. 1 (February 27, 2019): 33. http://dx.doi.org/10.23887/karmapati.v8i1.16983.

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Hooki Arisan merupakan aplikasi mobile gratis yang menggabungkan fungsi arisan dan pesan instan dalam satu platform. Permasalahannya periode retensi pengguna untuk aplikasi mobile sangat rendah, hanya sekitar 10% pengguna yang ditemukan masih menggunakan aplikasi mobile yang sama setelah enam bulan pengunduhan. Untuk memenuhi tantangan tersebut, usability testing perlu dilakukan untuk verifikasi apakah aplikasi tersebut sudah mencapai tujuannya dan mendapat respon yang baik dari pengguna. Penelitian ini dilakukan untuk menguji aplikasi Hooki Arisan dengan model PACMAD (People At The Center of Mobile Application Development) dengan pendekatan GQM (Goal Question Metrics) pada tujuh atribut usabiliy yaitu efficiency, effectiveness, learnability, memorability, errors, satisfaction, dan cognitive load. Tujuan penelitian ini yaitu untuk mengetahui hasil usability testing dan rekomendasi perbaikan pada aplikasi Hooki Arisan. Setelah melakukan usability testing pada aplikasi Hooki Arisan dengan metode Performance Measurement, Retrospective Think Aloud (RTA), dan Kuesioner CSUQ dapat disimpulkan bahwa aplikasi Hooki Arisan mencakupi aspek Efficiency dengan tingkat kecepatan 0,001432422 tiap detiknya; Effectiveness 83%; Learnability 72,91667%. ; Memorability 82,932%.; Errors 22%; Satisfaction 73.15% dan juga memenuhi aspek Cognitive Load. Aplikasi Hooki Arisan mampu memenuhi kriteria usability sebuah aplikasi mobile karena dinilai telah mencakupi ke-tujuh variabel usability model PACMAD. Untuk menginkatkan tingkat usability aplikasi Hooki Arisan dalam penelitian ini dirancang rekomendasi halaman aplikasi Hooki Arisan dengan membuat wireframe, dimana dasar yang digunakan untuk mengembangkan rekomendasi hasil data usability testing yaitu performance measurement dan RTA.Kata Kunci : CSUQ, Hooki Arisan , PACMAD, Performance Measurement, RTA, Usability. Hooki Arisan is a free mobile application that combines social gathering and instant messaging functions on one platform. The problem is that the user retention period for mobile applications is very low, only about 10% of users found still use the same mobile application after six months of downloading. To meet these challenges, usability testing needs to be done to verify whether the application has reached its purpose and gets a good response from the user. This study was conducted to examine the application of Hooki Arisan with the PACMAD model (People At The Center of Mobile Application Development) with the GQM (Goal Question Metrics) approach on seven usability attributes, such as efficiency, effectiveness, learnability, memorability, errors, satisfaction, and cognitive load. The purpose of this study is to determine the results of usability testing and recommendations for improvements of Hooki Arisan application. After conducting usability testing on the Hooki Arisan application using the Performance Measurement, Retrospective Think Aloud (RTA) method, and the CSUQ Questionnaire it can be concluded that the Hooki Arisan application covers the Efficiency aspect with a speed level of 0.001432422 every second; Effectiveness 83%; Learnability 72,91667%. ; Memorability 82.932% .; Errors 22%; satisfaction 73.15% and also fulfill the Cognitive Load aspect. The Hooki Arisan application is able to meet the usability criteria of a mobile application because it is considered to have covered the seven usability variables of the PACMAD model. To improve the level of usability of the Hooki Arisan application in this study, we designed the recommendations of the Hooki Arisan application page by creating wireframe, where the basis used to develop the recommendations of the results of usability testing data was performance measurement and RTA.keyword : CSUQ, Hooki Arisan, PACMAD, Performance Measurement, RTA, Usability.
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Lima, Thamyla Maria de Sousa, Rodrigo de França de Sá Menezes, Alex Oliveira Barradas Filho, Allan Kardec Duailibe Barros, Davi Viana, Luis Jorge Enrique Rivero Cabrejos, and João Batista Bottentuit Junior. "Desenvolvimento e Aplicação de Jogos Sérios para o Ensino de Cinética Química." Research, Society and Development 9, no. 7 (May 4, 2020): e197973760. http://dx.doi.org/10.33448/rsd-v9i7.3760.

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A complexidade de caráter não-linear que representa o ato de ensinar não permite ao docente recorrer a uma única forma de abordar o processo de educação no ensino superior. Em outros termos, a sociedade contemporânea recheada de tecnologias de informações com o elevado grau de interatividade exige dos professores uma maior compreensão e busca por diferentes formas e mecanismos motivacionais para os alunos. Nesse contexto, o trabalha aborda o uso de jogos digitais como ferramenta de interação entre alunos e conteúdo de química cinética, como uma metodologia alternativa do processo de ensino e aprendizagem. Para tanto, durante o trabalho foi projetado e construído um tabuleiro interativo (Edutable), um software de gerenciamento lógico e um aplicativo móvel. Em seguida, com base no método de usabilidade, foram realizados estudos de sucesso de tarefa e experiência de usabilidade positiva. Os resultados das avaliações mostraram que, na percepção dos usuários, o jogo de tabuleiro cumpre com o caráter lúdico e educativo obtendo pontuação acima de 80% na escala SUS (System Usability Scale), modelo de avaliação aplicado no presente trabalho.
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39

Silva, Alan Rodrigues da, Geraldo Bezerra da Silva Junior, and Klébia Magalhães Pereira Castello Branco. "Estudo comparativo de aplicativos móveis disponíveis para pacientes transplantados renais." Revista de Saúde Digital e Tecnologias Educacionais 5, no. 3 (December 22, 2020): 01–15. http://dx.doi.org/10.36517/resdite.v5.n3.2020.a2.

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Objetivo: Avaliar os diferentes aplicativos disponíveis para pacientes que passaram por um transplante renal e propor melhorias a essas novas tecnologias. Métodos: Trata-se de uma pesquisa qualitativa, realizada a partir de uma revisão de aplicativos em smartphones usando a técnica benchmarking, pois esta é uma forma de estratégia que busca melhoria contínua, além de um importante elemento para aprimorar o mercado competitivo. Além disso, realizada avaliação de usabilidade e utilização da técnica SCAMPER. Resultados: Inicialmente, por meio da busca realizada com auxílio dos descritores, em inglês e português, foram identificados 943 aplicativos, sendo selecionados sete para o estudo. Quanto ao idioma, havia predomínio na língua inglesa (86%). No teste de usabilidade apenas três (42,9%) atingiram escore de corte de 68 pontos do System Usability Scale (SUS), dito como satisfatório. A técnica SCAMPER possibilitou a transparência entre as possíveis transformações e as modificações favoráveis e oportunas para as tecnologias móveis. Conclusão: Os resultados sugerem que é necessário desenvolver melhorias nos aplicativos já existentes, além de conceber ideias inovadoras para um protótipo destinado aos pacientes transplantados, resultando em ferramentas para melhor adesão farmacológica.
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40

Happ, Alan J. "Usability foresight: strategic usability planning." ACM SIGCHI Bulletin 26, no. 1 (January 1994): 17–21. http://dx.doi.org/10.1145/181526.181527.

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41

Monedero-Moya, Juan José, Daniel Cebrián-Robles, and Philip Desenne. "Usability and Satisfaction in Multimedia Annotation Tools for MOOCs." Comunicar 22, no. 44 (January 1, 2015): 55–62. http://dx.doi.org/10.3916/c44-2015-06.

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The worldwide boom in digital video may be one of the reasons behind the exponential growth of MOOCs. The evaluation of a MOOC requires a great degree of multimedia and collaborative interaction. Given that videos are one of the main elements in these courses, it would be interesting to work on innovations that would allow users to interact with multimedia and collaborative activities within the videos. This paper is part of a collaboration project whose main objective is «to design and develop multimedia annotation tools to improve user interaction with contents». This paper will discuss the assessment of two tools: Collaborative Annotation Tool (CaTool) and Open Video Annotation (OVA). The latter was developed by the aforementioned project and integrated into the edX MOOC. The project spanned two academic years (2012-2014) and the assessment tools were tested on different groups in the Faculty of Education, with responses from a total of 180 students. Data obtained from both tools were compared by using average contrasts. Results showed significant differences in favour of the second tool (OVA). The project concludes with a useful video annotation tool, whose design was approved by users, and which is also a quick and user-friendly instrument to evaluate any software or MOOC. A comprehensive review of video annotation tools was also carried out at the end of the project.El auge del vídeo digital a nivel mundial puede ser una de las causas del crecimiento exponencial de los MOOC. Las evaluaciones de los MOOC recomiendan una mayor interacción multimedia y colaborativa. Siendo los vídeos unos de los elementos destacados en estos cursos, será interesante trabajar en innovaciones que permitan una mayor capacidad a los usuarios para interactuar con anotaciones multimedia y colaborativas dentro de los vídeos. El presente artículo es parte del proyecto de colaboración, cuyo objetivo principal fue «El diseño y creación de herramientas de anotaciones multimedia para mejorar la interactividad de los usuarios con los contenidos». En este artículo mostraremos la evaluación de dos herramientas como fueron Collaborative Annotation Tool (CaTool) y Open Video Annotation (OVA) esta última desarrollada por el proyecto e integrada en el MOOC de edX. El proyecto abarcó dos cursos académicos (2012-14) y se aplicó un instrumento de evaluación en diferentes grupos de la Facultad de Educación a un total de 180 estudiantes. Se compararon los datos obtenidos entre ambas herramientas con contrastes de media, resultando diferencias significativas a favor de la segunda herramienta. Al concluir el proyecto se dispone de una herramienta de anotaciones de vídeo con diseño validado por los usuarios; además de un instrumento sencillo y rápido de aplicar para evaluar cualquier software y MOOC. Se realizó también una revisión amplia sobre herramientas de anotaciones de vídeos.
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Natan Paschoal, Leo, Mariane Regina Sponchiado Cassenote, Alex Vinícios Telocken, and Patricia Mariotto Mozzaquatro Chicon. "Integração de um jogo sério no ambiente Moodle: Uma estratégia de gamification no ensino de lógica para computação." Teknos revista científica 15, no. 2 (December 30, 2015): 18. http://dx.doi.org/10.25044/25392190.488.

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O presente artigo descreve a integração de um jogo de raciocínio lógico no Ambiente Virtual de Aprendizagem (AVA) Moodle (Modular Object-Oriented Dynamic Learning Environment). Tal experimento foi realizado por meio da inserção de um bloco no ambiente, objetivando proporcionar a utilização de jogos virtuais no ensino da disciplina de Lógica para Computação, caracterizando-se, assim, uma prática de gamification. Logo após a inserção do bloco, foi proposta a utilização do jogo desenvolvido aos acadêmicos matriculados na disciplina citada. Posteriormente foi aplicado o questionário SUS (System Usability Scale). A partir dos resultados tornaram-se evidentes as possibilidades e abrangências dessa integração por meio da usabilidade de software.
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43

Mittal, Sonam, and Reena Saini. "Process Life Cycle of Usability Engineering." International Journal of Scientific Research 2, no. 9 (June 1, 2012): 74–76. http://dx.doi.org/10.15373/22778179/sep2013/26.

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44

Majrashi, Khalid, and Margaret Hamilton. "A Cross-Platform Usability Measurement Model." Lecture Notes on Software Engineering 3, no. 2 (2015): 132–44. http://dx.doi.org/10.7763/lnse.2015.v3.179.

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Hedlefs Aguilar, María Isolde, Arturo De la Garza González, Martha Patricia Sánchez Miranda, and Andrea Abigail Garza Villegas. "Adaptación al español del Cuestionario de Usabilidad de Sistemas Informáticos CSUQ / Spanish language adaptation of the Computer Systems Usability Questionnaire CSUQ." RECI Revista Iberoamericana de las Ciencias Computacionales e Informática 4, no. 8 (January 14, 2016): 84. http://dx.doi.org/10.23913/reci.v4i8.35.

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Se adaptó el cuestionario CSUQ en una población mexicana donde se habla el español, con el propósito de que pudiera ser utilizado en investigaciones posteriores. Se aplicó el cuestionario CSUQ versión 3 a una muestra de 237 estudiantes de una universidad pública mexicana a través de Internet. Los resultados mostraron que el coeficiente de alfa de Cronbach fue de .96, que indica que el cuestionario tiene una muy buena confiabilidad. El análisis factorial manifestó la presencia de tres factores como se menciona en la literatura, los cuales fueron Calidad del Sistema, Calidad de la información y Calidad de la interfaz, cumpliendo así con la validez de constructo. El cuestionario quedó conformado por 13 ítems. Se concluye que el CSUQ adaptado al español cuenta con la adecuada validez y confiabilidad para ser utilizado como un instrumento apto para medir la usabilidad general de una plataforma.
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Monica, Țichindelean Beca, Cetină Iuliana, and Țichindelean Mihai. "Studying the User Experience in Online Banking Services: An Eye-Tracking Application." Studies in Business and Economics 14, no. 2 (August 1, 2019): 193–208. http://dx.doi.org/10.2478/sbe-2019-0034.

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Abstract Neuromarketing as research method contrbutes to understanding consumer behavior a step further than traditional marketing research. The aim of the current study is to explore the usability and cognitive understanding of banking services webpages. In this regard, the theoretical part of the article reviews the relevant literature related to neuromarketing as research method and the use of eye-tracker as research technique. Further on, a two-step research design was developed for studying the consumers’ attention and memory during and after viewing two Romanian banking services websites. The results showed that the way information is structured and presented on the webpages influence their usabiliy and cognitive understanding.
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47

Stewart, Tom. "Usability." Behaviour & Information Technology 28, no. 3 (May 2009): 199–200. http://dx.doi.org/10.1080/01449290902910292.

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48

Barfield, Lon. "Usability." Interactions 1, no. 4 (October 1994): 11–13. http://dx.doi.org/10.1145/194283.194290.

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49

Guarizo, Marília Amábile, and Gisele Maria Schwartz. "Usabilidade de Sites nos Contextos do Lazer, Turismo e Hospitalidade." LICERE - Revista do Programa de Pós-graduação Interdisciplinar em Estudos do Lazer 23, no. 2 (July 1, 2020): 369–92. http://dx.doi.org/10.35699/2447-6218.2020.24050.

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Este estudo, de natureza qualitativa, teve por objetivo apresentar uma revisão sistemática acerca da produção científica envolvendo as temáticas: usabilidade de sites e lazer, focalizando, especificamente, os âmbitos do turismo e da hospitalidade. A busca foi realizada nas seguintes bases de dados: IEEExplore, Engineering Village, Web of Science, Scopus, Sportdiscus and B-on. Como descritores, houve a combinação do termo “usability” com cada um dos seguintes termos: “tourism” e “hotel”. Os artigos apontados abrangeram o campo da indústria do agenciamento do turismo, sites de turismo oficiais de cidades e o campo da hospitalidade. Os dados foram analisados por meio da Técnica de Análise de conteúdo. Com base nos resultados, pode-se perceber a importância dos sites nesses contextos, sobretudo, como diferenciais de marketing para o setor, entretanto, evidenciou-se a necessidade de aprimoramento desses sites, para cumprirem adequadamente suas funções. Ressalta-se a relevância da usabilidade para a efetividade de um site e que esta deve estar presente desde o início de seu desenvolvimento. Esse campo de estudo carece de olhares mais incisivos sobre a investigação de sites relacionados ao contexto do lazer, originários de diferentes regiões do país.
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Brockmann, R. John. "Not post-usability, just different usability." ACM SIGDOC Asterisk Journal of Computer Documentation 19, no. 1 (March 1995): 29–33. http://dx.doi.org/10.1145/203586.203593.

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