To see the other types of publications on this topic, follow the link: Usability guidelines.

Dissertations / Theses on the topic 'Usability guidelines'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 dissertations / theses for your research on the topic 'Usability guidelines.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.

1

Pärsson, David. "Guidelines for Web Application Usability." Thesis, Linköping University, Department of Computer and Information Science, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-56996.

Full text
Abstract:

More people are connecting to the Internet, by using computers and other devices. At the same time web applications are replacing locally installed applications. This makes web application usability an interesting and important subject.

The aim of this thesis was to find a set of usability recommendations and guidelines specifically suited for web-based applications. The guidelines were derived both from studies on how web applications and regular web sites should be designed, usability studies for locally installed applications as well as more general usability and interaction design guidelines.

A prototype was created based on the list of guidelines. The prototype was then evaluated from a usability perspective, using heuristic evaluation with Nielsen’s 10 usability heuristics, to test the validity of the guidelines.

The results of the evaluation says that while the list of guidelines can be used to help creating usable web applications, following the guidelines is not alone a mean of getting rid of all usability problems.

APA, Harvard, Vancouver, ISO, and other styles
2

Alkhawajah, Amirah. "Guidelines for Remote Usability Testing of Children's Interactive Products." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525711014013404.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Mark, Emil. "Usability : Through the use of guidelines and user participation." Thesis, Högskolan Väst, Institutionen för ingenjörsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-4910.

Full text
Abstract:
The Department of Engineering Science at University West in Trollhättan was in need of a new system for scheduling personnel, as the existing system is based upon an Excel-file and is hard to work with and does not provide an easy way for the users to collaborate.The purpose of this study was to examine how existing principles and guidelines regarding interface design can be used to create a new web based system with a high usability. The purpose is also to examine how participatory design affects the design process and outcome.To create a system with a high grade of usability, a number of existing rules and guidelines regarding usability and a number of subjects regarding interaction design, were used by the development team as tools.Even though the study showed that usability guidelines can be a valuable tool and provide a good foundation it is important to emphasize the use of other techniques. For example the use of participatory design, which in the study was found to be of great value to the development team.
Institutionen för ingenjörsvetenskap vid Högskolan Väst i Trollhättan var i behov av ett nytt tjänsteplaneringssystem då det nuvarande system som är Excel-baserat är svårt att arbeta med och ej erbjuder något effektivt sätt för användarna att samarbeta.Syftet med studien var att studera hur de principer och riktlinjer som finns gällande interaktionsdesign kan användas för att skapa ett nytt webbaserat system. Syftet var också att undersöka hur deltagande design påverkar design processen och dess resultat.För att skapa ett system med en hög grad användarbarhet har ett antal regler och riktlinjer som berör användarbarhet och ett antal begrepp inom interaktionsdesign använts av utvecklingslaget som verktyg.Även om studien visar att användning av användarbarhetsriktlinjer kan vara ett värdefullt verktyg och erbjuda en god grund är det viktigt att använda fler tekniker. Till exempel användandet av deltagande design, som i studien har funnits vara av stort värde för utvecklingslaget.
APA, Harvard, Vancouver, ISO, and other styles
4

Klotins, Eriks. "Usability and user experience : measurement model." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4722.

Full text
Abstract:
Software quality is one of success factors in software development. Usability and user experience (U&UX) as a part of software quality is becoming more and more important. Although, there has been successful attempts to formalize specific parts of U&UX there is still a need for a systematic framework of U&UX evaluation. This thesis is aimed to study the state of the art in U&UX evaluation in order to develop a single framework that comprises existing knowledge on the topic. Furthermore, the U&UX evaluation framework is aimed to support product development in industry and provide a versatile guide for U&UX practitioners. The study is based on reference based systematic review. The literature review covers both scientific publications and industrial grade papers. The papers to be reviewed were selected by their relevance to the study goals and credibility of the source. The result of this is three layer U&UX evaluation framework. First layer of the Model features breakdown structure of usability and user experience. Total number of usability and context of use attributes is 217. Second layer of the model contains guidelines of how to perform usability evaluation. Third layer features validation strategies and guidelines on how to expand the Model. In order to enable practical use of the Model both static and dynamic validation should take place. There are many models in place attempting to formalize U&UX evaluation. However, most of them focuses on particular branch of usability or are too broad to be applied practically without adaption. Furthermore, there are many resources offering practical usability and user experience checklists or guidelines. However, most of them lack connection with industry standards such as ISO/IEC 9126. The Model presented in this thesis attempts to fill the gap between high level industry standards and cook book style U&UX guidelines.
APA, Harvard, Vancouver, ISO, and other styles
5

Andersson, Stina. "Development and Implementation of User Experience Interaction Guidelines." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-189940.

Full text
Abstract:
The importance in finding components that may result in won market advantages for an organization has increased in the latest decade, as a result of the increasing competition across a range of industries. One factor that has been shown leading to efficient products and benefits in terms of time- and resource savings has been an implementation of user experience interaction guidelines, UXIG. These are guidelines with the purpose to improve the products within an organization out of a holistic perspective and increase the interaction between the product and its user, in a positive way. This study has been conducted at GE Healthcare Life Sciences, in Uppsala, focusing at chromatography. The purpose of this study was to investigate how to create and implement UXIG at this, large, international organization – with a heterogeneous product portfolio. In order to come up with recommendations in these questions a benchmarking study, interviews and a questionnaire was made. The purpose with the interviews and questionnaire was to find out how other organizations and their employers had been acting and thinking when reasoning about these questions whereas the benchmarking study consisted of a comparison of famous UXIGs. The result of this study shows that e.g. preparation, an overall clarity from the creators/management, a strong communication channel between the management, creators of the UXIG, its users and the users of the systems, how they are matching to the organization, their availability and structure, are important components in order to create/ develop UXIG in a successful way.
APA, Harvard, Vancouver, ISO, and other styles
6

Nawaz, Sohail. "RESEARCH BASEED STATE-OF-THE-ART WEBSITE DESIGN USABILITY GUIDELINES." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17321.

Full text
Abstract:
Introduction of web technology have turned the current world into a global village and web design becomes a huge challenge to develop a website in a better way. To develop a user friendly interface and easy access environment of webpage is the key issue of usability in this field. Improved and user friendly interface of a web site is becoming more popular. There are so many mistakes being committed when a designer develops end users interface of a web site. The main purpose of usability in this field is to provide a user friendly, easy access environment. This paper reveals a guideline for usability of the website design.Most of the designer or developer thinks about their websites outlooks rather than thinking about users’ concern. If it becomes difficult to use their website, people won’t revisit their site. So if designers want to have a successful website, they have to ensure that their design fulfills the users’ requirement. The purpose of this paper is to indicate the existing common usability issues which are being overlooked by the designers and developers, and to provide some possible solutions to reduce these usability problems. It also suggests some simple but effective tips and techniques as well as some guidelines for website design that could be helpful for designer and developer if they keep these in mind during designing a website. The results of the paper specify that there should be the interest to designers and developers who are concerned about improvement of usability and more accessibility of their websites by users.In this thesis, I am committed to create the understanding on the aspects of usability principles suitable to make a user interface more acceptable to the users. This understanding will surely be a pilot project for upcoming future researches on the development of interface design.
Program: Magisterutbildning i informatik
APA, Harvard, Vancouver, ISO, and other styles
7

Häkkilä, J. (Jonna). "Usability with context-aware mobile applications:case studies and design guidelines." Doctoral thesis, University of Oulu, 2006. http://urn.fi/urn:isbn:9514283236.

Full text
Abstract:
Abstract Context-awareness, a state where the device is aware of the situation in which it is used, is a technology which has gained an increasing amount of attention in recent years. A context-aware device can infer the use condition, and adapt its behavior according to the circumstances. Mobile handheld devices, which have been highly adopted by large user groups, especially in the form of mobile phones, constitute an interesting platform for context-awareness. They are used in different kinds of situations, where the preferences of users may vary, and where different features are prioritized. While the increasing complexity and growing number of features set challenges to intuitive and easy use of devices, context-awareness may offer solutions to more efficient use of mobile applications and services. This thesis investigates the interaction issues with context-aware mobile devices. The research has been exploratory including several separate case studies, where interaction and usability matters have been charted. These studies consider topics such as location-awareness, user-defined settings of context-aware applications, and information sharing and privacy. In addition to these case studies, the author has sough to draw a bigger picture on interaction and usability issues with context-aware mobile devices, and incorporated the findings to a more general framework. Through presenting the case studies it is concluded that context-awareness can improve the usability of mobile devices, but careful design in the application development phase must be emphasized. The usability risks identified through case studies relate to numerous themes, such as diminished user control, increased number of interruptions, information overflow, users' subjective understanding of context attributes and privacy threat. As context-aware technology employs greater risks, e.g. due to the uncertain nature of context recognition, the user-centric design practices and testing in the authentic environment of the context-aware applications should be stressed. The author proposes design guidelines, which have been developed based on the findings from distinct case studies. The design guidelines aim to offer tangible help to application designers, who may not be acquaint with the special characteristics of context-awareness, and intend to prevent potential usability problems identified through the individual studies. Moreover, an evaluation for the design guidelines and their iteration to the presented form is demonstrated.
APA, Harvard, Vancouver, ISO, and other styles
8

Jøssund, Laila. "Towards Handheld Mobile Devices in the Hospital : Suggestions for Usability Guidelines." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9304.

Full text
Abstract:

The project behind this thesis empirically explored the possibility of mobile handheld devices and use situations of the hospital arena by building prototypes and have them evaluated by real users in realistic settings. The main aspects of discussion are: what characterizes work that is suitable in this context; how well does the technology support the user’s work ―input of data, output of data, navigation, ease of handling, and general usability of device; and what the ideal mobile device in a hospital would be.

APA, Harvard, Vancouver, ISO, and other styles
9

Benaida, M. "Developing Arabic usability guidelines for e-learning websites in higher education." Thesis, University of Salford, 2014. http://usir.salford.ac.uk/31988/.

Full text
Abstract:
Despite the widespread availability of e-learning websites in the Arab world, the link between Arabic culture, Arabic language and the usability of e-learning websites has been researched very little. Moreover, the Arab world lacks usability guidelines to support the creation of effective Arabic e-learning websites. Poor usability often means poor user interaction and hence reduced user acceptance and satisfaction. This research undertakes an experiment with 50 Arab participants to investigate their judgement of an Arabic and English e-learning website. The participants completed seven e-learning tasks and completed an e-learning, evaluation, usability, and aesthetics questionnaire. The participants gave their feedback on the positive and negative features of each e-learning website following the experiment. This experiment was followed by a case study and fuzzy set theory analysis to validate the results. The findings are summarised in nine Arabic usability guidelines. This thesis contributes to the body of knowledge in various ways. Firstly, it establishes the differences between Arabic and English languages and their effects on usability. Secondly, it identifies the design elements and barriers that affect the usability of Arabic websites. Thirdly, it produces nine usability guidelines for improving the usability of Arabic e-learning websites. In particular, these guidelines suggest using appropriate images and contents, which respect cultural and religious values, by using blue as a main colour, 12/13-point font size and Arabic Traditional font type, and that the written content should be written by an native Arabic-speaking writer. These guidelines contribute towards creating e-learning systems that have high learnability and high efficiency. However, aesthetics may not have a strong influence on the judgement of Arab users.
APA, Harvard, Vancouver, ISO, and other styles
10

Kulkarni, Rucha. "Mitigating Security Issues While Improving Usability." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin153907988305034.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

Borok, Kathi Keaton. "Clinical practice guidelines for emerging ultrasound applications drafting for validity and usability." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4540.

Full text
Abstract:
Clinical practice guidelines (CPGs) are viewed by many people with interests in health care as valuable tools for reducing practice variations that undermine patient outcomes and increase medical costs. However, guidelines themselves vary in quality. Assessment tools generally base quality measures on strength of guidelines' evidence base, but particularly for newly emerging applications of ultrasound, standards for measuring guideline quality are controversial. The validity of a guideline is considered likely when strong research-based evidence supports its recommendations, but for newer medical procedures such as emerging ultrasound applications, available evidence is sparse. Existing assessment tools must be modified if they are effectively to measure the validity of these guidelines built on immature evidence. Focusing on ways document drafting affects CPG validity, this study rated six guidelines using the Appraisal of Guidelines Research and Evaluation (AGREE) tool which was customized according to categories of guideline purposes and their differing features of validity. Fine-tuning AGREE in this way may create a more consistent, informative method of evaluating guidelines for emerging applications, and standards established in such an instrument may be useful as a template during the guideline development process. Results from my analyses illuminate several common omissions that weakened documents. Most guidelines did not describe an updating procedure or identify areas for future research, but results also highlighted some highly effective techniques for building validity. Notable examples include providing full credentials for expert drafters, and embedding statement references directly in the text.; From the results of the analysis, I conclude that, although the adapted assessment tool I used needs additional adjustment, it may refine analysis of guidelines for emerging ultrasound guidelines and conversely serve as a useful tool during their development process.
ID: 029050071; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (M.A.)--University of Central Florida, 2010.; Includes bibliographical references (p. 102-105).
M.A.
Masters
Department of English
Arts and Humanities
APA, Harvard, Vancouver, ISO, and other styles
12

Arora, Aniket. "Concurrent consideration of product usability and functionality: Development of integrated design guidelines." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1289944199.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Martinsson, Josefine. "The effects of platform navigation guidelines on the usability of smartphone applications." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-217113.

Full text
Abstract:
As mobile devices become a larger part of modern society, understanding how they differ from desktop devices and how to design for them is becoming more relevant. Apple and Google have themselves published guidelines for how applications should be designed on iOS and Android, the two major operating systems on mobile devices today. But the opinions on how important guidelines are for providing users with the best experience possible differ, both in scientific writing and among industry professionals. This study focuses on platform guidelines for navigation, researching the question: What effect does platform guidelines for navigation have on the usability of a smartphone application? To investigate this a usability experiment is conducted. The independent variable manipulated is type of navigation, which adheres or does not adhere to platform guidelines, and the dependent variable measured is usability in terms of effectiveness, efficiency and user satisfaction. The results from this experiment indicate no significant differences between the navigation types in terms of effectiveness nor efficiency. Differences found in user satisfaction cannot be linked to guidelines for navigation. Although familiarity can be identified as a major factor in why users were satisfied with navigation, what users considered familiar differed. Thus the results of this study bring into question whether the platform guidelines function as conventions and cannot confirm any major effects of platform navigation guidelines on the usability of a smartphone application.
Mobila enheter blir en allt större del av det moderna samhället, i och med detta blir det även allt mer relevant att förstå hur de skiljer sig från mer traditionella enheter och hur man bör designa för dem. Apple och Google har själva publicerat riktlinjer för hur mobilapplikationer kan utformas på iOS och Android, de två största operativsystemen på mobila enheter idag. Men åsikterna om hur viktiga dessa riktlinjerna är att följa för att ge användarna den bästa möjliga upplevelsen varierar, både i vetenskapligt skrivande och bland branschfolk. Denna studie fokuserar på plattformsriktlinjer för navigation och undersöker frågan: Vilken effekt har plattformsriktlinjer för navigation på användbarheten hos en mobilapplikation? För att undersöka detta utförs ett användbarhetsexperiment. Den oberoende variabel som manipuleras är typ av navigation, som följer eller inte följer plattformsriktlinjerna, och den beroende variabeln som mäts är användbarhet när det gäller effektivitet och användarnöjdhet. Resultaten från detta experiment visar inga signifikanta skillnader mellan navigationstyperna vad gäller effektivitet. Skillnader observerade i användarnöjdhet kan inte kopplas till plattformsriktlinjerna för navigation. Även om vana kan identifieras som en viktig faktor i varför användarna var nöjda med viss navigation så varierade vad användarna var vana vid på ett sätt som inte var kopplat till platformsriktlinjerna. Resultatet av denna studie ifrågasätter huruvida plattformsriktlinjerna fungerar som konventioner och kan inte bekräfta några större effekter av plattformsnavigationsriktlinjer på användbarheten hos en mobilapplikation.
APA, Harvard, Vancouver, ISO, and other styles
14

Ahlkvist, Linda. "Perceptions of usability - a comparisonof the expert's perception with the end user's perception for improving navigations guidelines." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20856.

Full text
Abstract:
Användbarhet är ett centralt begrepp i webbutveckling vid utvecklandet avtillgängliga och användbara webbsidor. Användbarhet strävar efter effektivitet ochtillfredställelse. Webbsidans användare ska kunna utföra ärende utan ansträngningeller större tidsåtgång för att slutligen känna en tillfredställelse med sig själv ochdet framgångsrikt utförda ärendet.I detta examensarbete kommer användbarhet på world wide web behandlas ur tvåinfallsvinklar, experters uppfattning respektive vardaglig användares uppfattning påbegreppet. Arbetet ämnar lyfta fram tolkningar för begreppet användbarhet och hurstort värde det har vid webbutveckling, i synnerhet en global navigations värde somverktyg för orientering på en webbsida.Frågeställningen besvaras genom en analys och likhetsgranskning först mellanmålgrupperna, sedan mot tidigare studier i sektion 5.Examensarbetet kommer främst baseras på en tidigare studie som även denifrågasätter riktlinjer för användbarhet i en intervjustudie med utvecklare inomwebbutveckling.Genom intervjuer kommer vardagliga användare och experters tolkningar jämförasmot tidigare studier och forskning för att betona det värde som användbarhet harför en välutvecklad och funktionellt framgångsrik webbsida med fokus på globalnavigation. Resultatet av undersökningen ämnar styrka eller sänka hypotesen omatt satta riktlinjer för användbarhet behöver uppdateras och korrigeras efteraktuella uppfattningar hos så väl experter så väl som vardagliga användare idag.Det finns idag ingen känd forskning inom ämnet där användarens tolkning avanvändbarhet involveras vilket öppnar nya möjligheter till att förbättra existeranderiktlinjer ytterligare.Resultatet av studien visar att målgruppernas uppfattningar kompletterar varandramen tolkas på olika sätt. Medan experter, målgrupp 1, definierar användbarhet someffektivt, tillförståeligt och tillgängligt beskriver användarna, målgrupp 2, begreppetsom något enkelt och något som finns lättillgängligt och brett. Studiens främsta ochmest användbara resultat är att målgrupp 1 utvecklar efter normer framförriktlinjer, och målgrupp 2 vill ha produkter byggda på standarder och normer.
Usability is a central and common concept in the process of developing a usableand easily understood website for world wide web’s users. Usability strives förefficiency and satisfaction, the website’s users should be able to perform their taskswith minimum effort and within a reasonable time limit.This bachelor thesis will review the need of usability and how experts and usersinterprete the concept. How can the different interpretations of usability affect theneed of usability online on the world wide web, and how important is a navigationdesigned with usability in mind?This thesis will be based on a former study within the subject usability, aninterview study that is questioning the guidelines of usability today.The understandings on usability will be determined through interviews with eightinterviewees, four experts and four users. The examination aims to strength orlower the hypotes “Existing guidelines for usability needs an update andreformulation to fit the understandings from experts and users of world wide webtoday.”There is no earlier studies on the matter where users are asked to define usability,it is more common to ask users what they think of the usability on a specificproduct.The results of this study shows that the two audiences understandings completeseach other but are interpreted differently. Audience 1, the experts, defines usabilityas something efficient and easily learnable, while audience 2, the end-users, definesthe concept as something simple that is easily accessible and widely spreadthroughout the world wide web. The most interesting result of the study is theresults that shows how the experts develop with norms and standards in mindinstead of guidelines and the end-users wants products built on standards thatthey recognize.
APA, Harvard, Vancouver, ISO, and other styles
15

Bhattacharya, Paromita. "A Case Study of the Effects of a Web Interface Redesign Based on Usability Guidelines." Digital Commons @ East Tennessee State University, 2011. https://dc.etsu.edu/etd/1320.

Full text
Abstract:
Usability guidelines for user interface (UI) design formulated by Nielsen and other authorities were used to redesign the web interface for a web based distance education course. The website's original UI, as judged by a group of web design professionals, violated standard guidelines for usability, readability, learnability, consistency, efficiency of use and flexibility. The original and redesigned UIs were tested using thinking aloud testing, a user satisfaction survey, and usability inspection. The results of user testing and heuristic evaluation suggest that the use of these guidelines in website redesign had a positive impact on user performance. A more conclusive result would have required a larger sample size and a redesigned testing protocol that varied the order in which participants worked with the old and redesigned interfaces.
APA, Harvard, Vancouver, ISO, and other styles
16

Johansson, Eric. "Adapting the web : Analysis of guidelines for responsive design." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17996.

Full text
Abstract:
Smartphone usage is higher than ever and the number is steadily increasing, but not all websites on the Internet are adapted for use on smartphones. This study set out to find common and proven guidelines from the current scientific literature and create a guide on how to best adapt a desktop website to be optimized for use on smartphones. Areas of research were usability, readability and energy saving. A literature review of the body of data on the subject was reviewed and the result was put in a list of guidelines. The guidelines were used to compare the desktop version versus the smartphone version on 5 frequently visited websites.    The result was summarized with a score for each website and their respective solution for displaying components on small screens was noted. A prototype website was constructed in two versions: one responsive and one unresponsive. The prototype website’s different versions were then tested by a group of testers. The result of the tests concluded that the guidelines raised user satisfaction and readability. Sufficient energy saving metrics could not be extracted in the way design and usability was tested and had to be excluded from the testing.    The list of guidelines showed that there are solutions for solving readability, usability issues  and energy-saving issues on smartphones. The testing concluded that there was an increase in text readability and usability of the website when the guidelines were implemented. Further testing of energy saving must be conducted to test the validity of the remaining untested  guidelines.
APA, Harvard, Vancouver, ISO, and other styles
17

Martin, Cortney V. "Usability of Pictorial Assembly Instructions for Young Children." Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/26237.

Full text
Abstract:
This human factors research demonstrated the importance of instruction design on assembly performance and self-efficacy in young children. The mixed-method usability study evaluated the effect of gender, age, toy, and experience on assembly performance, frequency and duration of instruction looks, subjective evaluations, and usability problems. A total of twenty-four boys and girls, six- and nine-year-olds, assembled K'NEX, LEGO, BIONICLE, and Lincoln Log toys using the accompanying pictorial assembly instructions. Other research objectives included recommending key usability measures for instruction designers, developing a model of assembly self-efficacy, and evaluating traditional usability methods for use with children. Not surprisingly, quantitative results revealed that the older children assembled the toys more quickly and accurately with fewer usability problems. Six-year-old girls had the highest rate of mistakes. The nine-year-olds required fewer instruction looks of shorter duration than the six-year-olds. With few exceptions, toy comparisons were similar across subjective and objective measures. Thirty-two instruction design usability problems were described and illustrated and resulted in twenty-seven design recommendations. For example, more than half of the children omitted components added to the main assembly in the presence of a subassembly construction suggesting that the subassembly should be in a separate frame. Principal components analysis of all quantitative measures revealed four key components for the usability testing of pictorial assembly instructions: performance, satisfaction, difficulty, and previous experience. A qualitative analysis of the think-aloud data and observations, using Grounded Theory, produced a model of assembly self-efficacy from child users’ psychosocial and cognitive perspectives that affirmed the importance of user-centered instruction design. Girls exhibited lower self-efficacy and a greater tendency toward internal attributions, which was exacerbated by assembly of a boy-oriented toy. Six-year-old children were more affected by excess extraneous cognitive load and inaccurate information, such as color mismatches between the instructions and object. Adaptations of traditional usability methods and instruments were effective with children. They included video training for thinking aloud, visual-analog rating scales, and pictorial ranking instruments. A small head-mounted camera provided an economic means for gathering gross instruction encoding times and for better understanding the user's perspective.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
18

Johansson, Sara, and Inka Frolov. "An Adaptable Usability Checklist for MOOCs : A usability evaluation instrument for Massive Open Online Courses." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90330.

Full text
Abstract:
The purpose of this study was to develop a list of usability guidelines, i.e. a usability checklist, which can assist in evaluating the usability of Massive Open Online Courses (MOOCs) user interfaces. Interviews were conducted to help understand their context of use and to find design focus points for the evaluation of MOOCs interface. These design focus points were then inspected for usability issues with Jakob Nielsen’s usability inspection method - heuristic evaluation - using author’s own set of 10 usability heuristics. The study reveals two main findings. Firstly, the context of use of MOOCs differs from a regular university course in the manner of how users perceive and approach them. And secondly, the usability checklist has to be adaptable and up-to-date in order to support the constant change of context of use of MOOCs. The combination of both findings is what makes this study not just another checklist, but a valid contribution to the understanding of MOOCs and the research field in HCI.
APA, Harvard, Vancouver, ISO, and other styles
19

Vinagre, Pedro Diogo Guerra. "UsaGame – A new methodology to support user- centered design of touchscreen game applications." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/9917.

Full text
Abstract:
Dissertação para Obtenção do Grau de Mestre em Engenharia e Gestão Industrial
Touchscreen mobile devices growth resulted in an explosion of the mobile applications. Focusing on touch mobile game applications this study aims to fulfill a research gap, creating appropriate usability guidelines for these applications. Concerns about usability, touch technologies, mobile devices and game testing, provided the background needs for this study. Initial game application tests allowed for the creation and implementation of such proposed usability guidelines into a support checklist (UsaGame), designed to help applications developers. An evaluation test was performed with 20 users in order to assess the validity of the proposed guidelines. Results from the test of the two builds from the same game application allowed comparisons that led to the assessment of the importance of some of the guidelines implemented into the application. Results suggested a usability improvement on the game application implemented with the guidelines. Furthermore results allowed commenting on all proposed usability guidelines.
APA, Harvard, Vancouver, ISO, and other styles
20

Övermark, Timo. "Assessment of Coverage and Effect of Web Content Accessibility Guidelines 2.1." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-233808.

Full text
Abstract:
The Web Content Accessibility Guidelines (WCAG) are an important resource for making the web more accessible for people with disabil- ities. They are used as a source of information for web content cre- ators, but also in standards as a basis for legislation when measuring whether a website is accessible or not. The guidelines have been criti- cized for poor coverage when studying real-life accessibility, especially for people with cognitive impairments. A newly released version of the guidelines, WCAG 2.1 aims to improve accessibility but has not been studied yet. This study evaluates the coverage of WCAG guidelines by con- ducting a user study and comparing the results with WCAG evalu- ation to find out if the problems found by users would be fixed by conforming to the guidelines. 3 websites were evaluated with a total of 6 users from 3 different disability groups. Same sites were evaluated with WCAG 2.0 and 2.1. The results show none of the site passed the WCAG evaluation. The users found 40 issues, of which 32,5% would be fixed if conform- ing to WCAG criteria. Most of the issues not covered by WCAG were related to understandability and readability of the content and the user interface. The blind group found the biggest number of issues, but al- most half of the issues would be fixed by WCAG, compared to only 13% for people with cognitive impairments. Despite the fact that all critical issues were covered by WCAG, the amount of serious issues not covered reveals that WCAG as a sole measure for accessibility is not enough to guarantee equal access to the web.
Riktlinjerna för tillgängligt webbinnehåll (WCAG) är en viktig resurs för att göra webbsidor mer tillgängliga för personer med funktionsnedsättningar. Riktlinjerna används som informationskälla av webbinnehållsskapare, men också i standarder som grund för lagstiftning när man mäter om en webbplats är tillgänglig. Riktlinjerna har kritiserats för att dom inte är tillräckligt omfattande när man studerar tillgänglighet med användare, särskilt med personer med kognitiva funktionsnedsättningar. En nyligen släppt version av riktlinjerna, WCAG 2.1, syftar till att förbättra tillgängligheten men har ännu inte studerats. Syftet med detta forskningsprojekt är att utvärdera om riktlinjerna ger en tillräcklig nivå av tillgänglighet for en webbplats genom att utföra en användarstudie och jämföra resultaten med WCAG riktlinjerna för att ta reda på om problemen som användarna upptäckte skulle lösas genom att följa riktlinjerna. 3 webbplatser testades med totalt 6canvändare från 3 olika funktionshindergrupper. Webbplatser granskades också med WCAG 2.0 och 2.1. Resultaten visar att ingen av webbplatserna uppfyllde alla kriterier i WCAG. Användarna hittade 40 problem, varav 32,5% skulle undvikas om webbplatserna uppfyllde WCAG-kriterierna. De flesta av de problem som inte omfattas av WCAG gällde förståelse och läsbarhet av innehållet och olika element på sidan. Blinda gruppen fann det största antalet problem, men nästan hälften av problemen skulle undvikas genom att följa WCAG, jämfört med endast 13% för personer med kognitiva funktionsnedsättningar. Alla kritiska problem omfattades av WCAG, men största delen av allvarliga problem stod kvar, som visar att WCAG räcker inte som den enda sätt at mäta tillgänglighet.
APA, Harvard, Vancouver, ISO, and other styles
21

Gabbard, Joseph L. "Usability Engineering of Text Drawing Styles in Augmented Reality User Interfaces." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/29093.

Full text
Abstract:
In the coming years, augmented reality, mobile computing, and related technologies have the potential to completely redefine how we interact with and use computers. No longer will we be bound to desktops and laptops, nor will we be bound to monitors, two-dimensional (2D) screens, and graphical user interface (GUI) backgrounds. Instead we will employ wearable systems to move about and augmented reality displays to overlay 2D and three-dimensional (3D) graphics onto the real world. When the computer graphics and user interface communities evolved from text-based user interfaces to 2D GUIs, many in the field noted the need for “new analyses and metrics“ [Shneiderman et al., 1995]; the same is equally true today as we shift from 2D GUI-based user interfaces and environments, to 3D, stereoscopic virtual (VR) and augmented reality (AR) environments. As we rush to advance the state of technology of AR and its capabilities, we need to advance the processes by which these environments are designed, built, and evaluated. Along these lines, this dissertation provides insight into the processes and products of AR usability evaluation. Despite the fact that this technology fundamentally changes the way we visualize, use, and interact with information, very little HCI work in general, and user-centered design and evaluation in particular, have been done to date specifically in AR [Swan & Gabbard, 2005]. While traditional HCI methods can be successfully applied in AR to determine what information should be presented to the user [Gabbard, 2002], these approaches do not tell us, and what, to date, has not been researched, is how information should be presented to the user. A difficulty in producing effective AR user interfaces (UIs) in outdoor AR settings lies in the wide range of environmental conditions that may be present, and specifically large-scale fluctuations in natural lighting and wide variations in likely backgrounds or objects in the scene. In many cases, a carefully designed AR user interface may be easily legible under some lighting and background conditions, and minutes later be totally illegible in others. Since lighting and background conditions may vary from minute to minute in dynamic AR usage contexts, there is a need for basic research to understand the relationship between real-world backgrounds and objects and associated augmenting text drawing styles. This research identifies characteristics of AR text drawing styles that affect legibility on common real-world backgrounds. We present the concept of active text drawing styles that adapt in real-time to changes in the real-world backgrounds. We also present lessons learned on applying traditional usability engineering techniques to outdoor AR application development and propose a modified usability engineering process to support user interface design of novel technologies such as AR. Results of this research provide the following scientific contributions to the field of AR: Empirical evidence regarding effectiveness of various text drawing styles in affording legibility to outdoor AR users. Empirical evidence that real-world backgrounds have an effect on the legibility of text drawing styles. Guidelines to aid AR user interface designers in choosing among various text drawing styles and characteristics of drawing styles produced by the pilot and user-based studies described in this dissertation. Candidate drawing style algorithms to support an active, real-time, AR display system, where sensors interpret real-world backgrounds to determine appropriate values for display drawing style characteristics. Lessons learned on applying traditional usability engineering processes to outdoor AR. A modified usability engineering process to assist developers in identifying effective UI designs vis-à-vis user-based studies.
Ph. D.
APA, Harvard, Vancouver, ISO, and other styles
22

Dersche, Klara Maria, and Philip Nord. "Usability Issues within Technical Data Management Systems." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-44622.

Full text
Abstract:
The purpose of this thesis is to explore and study the usability issues within Technical Data Management Systems (TDMS). The research has been conducted as a single case study at the gardening and landscape maintenance company Husqvarna. The inductive research led to conducting 10 interviews, 2 expert focus groups and a observational study. An artefact was produced during the research to emulate a potential system. During the research, the researchers identified ten heuristic usability issues within TDMS. Fur- thermore the functional and non-functional needs of Husqvarna have been identified. The artefact was created, based on existing usability guidelines, addressing the usability issues and the needs of Husqvarna. The artefact was used to answer if the applied guidelines have solved the identified usability issues. The conclusion was set, that the applied guidelines had solved the identified issues. With the research being conducted with a single case study, the result may lack generalisability. Future researchers are encouraged to conduct a multiple case study to further identify issues within the research area.
APA, Harvard, Vancouver, ISO, and other styles
23

Fledderus, Tom. "Creating a usable web GIS for non-expert users : Identifying usability guidelines and implementing these in design." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-297832.

Full text
Abstract:
Geographical Information Systems (GIS) are a set of tools for users to present, explore and analyze geographical data. Most of the users are considered professionals in using a GIS in their work domain. With GIS becoming more and more available on the internet, known as web GIS, the number of potential non-expert users also grows. Usability issues arise when the user is not in focus during the development of a web GIS. This study consists of two parts. Using a literature review I have categorized a number of usability issues from earlier research into two main groups which act as guidelines for the second part of this study. These guidelines were applied in a user centered design process consisting of contextual inquiries, semi structured interviews and observations, which focused on getting to learn about the user and their tasks. These methods were part of a case study conducted within a citizen science project, where people voluntarily report observations about species. Based on these results, different design hypotheses were created and evaluated through conducting iterative tests which resulted in a final design hypothesis.
APA, Harvard, Vancouver, ISO, and other styles
24

Phiriyapokanon, Tanid. "Is a big button interfaceenough for elderly users? : Towards user interface guidelines for elderly users." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-12247.

Full text
Abstract:
In the world today, the portion of aging people grows continuously. Due to successfulof healthcare services, people are living longer and the number of newborn isdecreasing. This can imply that the population of young and working people isdecreasing in many countries. This leads to the mean value incrementing of the meanworld population’s age value in the whole world. It has become more and moreimportant to consideration human factors of elderly people in many businesses.Software companies have to consider design of software concerning of usability forageing people. Currently, most of the software is designed to support younger users.To support elderly users, we have to consider more on age-related differences. Thisthesis presents a literature survey, and related theories used in designing graphic userinterface for ageing people. Besides, criteria for designing software for older users arealso discussed and suggested as guidelines for future studies and development. Thepurpose is to improve older users’ potential in using information technologies, and topotentially allow older users to gain more benefit from using of computer software.A case study for software design for elderly users was implemented to verifysuggested guideline and gain deeper design understanding. The elderly volunteerswere involved in design evaluation process. The results from case study have showneffectiveness of the design guideline approach.
APA, Harvard, Vancouver, ISO, and other styles
25

Burns-Johnson, Toshiba L. "Are Government Websites Achieving Universal Accessibility?: An Analysis of State Department of Health and Human Services’ Websites." Thesis, School of Information and Library Science, 2007. http://hdl.handle.net/1901/417.

Full text
Abstract:
Research reports that the search for health information is the fourth most popular activity being done on the web (Pew Internet & American Life Project, 2004). However, for disabled persons, barriers experienced when interfacing with the Internet may cause healthcare websites to be inaccessible to them. This study explores the level of accessibility of healthcare websites and the relationship between accessibility and usability by determining how compliant state department of health and human services websites are with accessibility and usability guidelines. A content analysis of each state’s department of health and human services website was conducted. Results revealed that state department of health and human services websites are not very compliant with accessibility guidelines, are somewhat compliant with usability guidelines, and overall are not very accessible. The findings also indicate that there is a significant moderate relationship between accessibility and usability which suggests that the two concepts are interconnected.
APA, Harvard, Vancouver, ISO, and other styles
26

Raward, Roslyn, and n/a. "A study of best practice design guidelines and the development of a usability analysis tool for the evaluation of Australian academic library web sites." University of Canberra. Information Management and Tourism, 2002. http://erl.canberra.edu.au./public/adt-AUC20050629.133643.

Full text
Abstract:
The library profession is now heavily involved in providing access to information through library web sites and it is a challenge to design a web site that has reliable content and a user interface that is intuitive to those who use it. As web accessibility and usability are major issues in the design of library Web sites, this paper suggests that the design will be most successful when a usability analysis tool is used throughout the design and redesign of academic library web sites. The research drew on the literature of Human-computer Interaction and usability engineering examining best practice usability and accessibility design guidelines. It identified those guidelines that were relevant to academic library web sites. In order to establish the extent to which Australian academic library web sites met usability guidelines a usability analysis tool was developed and used to evaluate a randomly selected sample of web sites. The web sites were categorised under higher education institutional archetypes as suggested by DETYA (1998) and the results were discussed in light of these groups. The research found that there was no correlation of the usability of the web sites between the archetypes. In fact the pattern of usability was randomly distributed across all institutions, with the best and worst results appearing in each archetypical category. The study concluded that the web has provided a whole new start for all institutions and after examining the results, it suggested that the design of early web sites was not based on the size or the past history of the institution that it belonged to, but rather reflected those factors, already established in the literature, that faced library web managers at that time, when designing the library web page.
APA, Harvard, Vancouver, ISO, and other styles
27

Cechin, Valesca Amaro. "Diretrizes de projeto para o desenvolvimento de livros digitais interativos." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2014. http://hdl.handle.net/10183/109205.

Full text
Abstract:
Com o crescente aumento do número de dispositivos móveis no mercado, surge a possibilidade dos usuários carregarem consigo diversos livros em formato digital. Estes livros, originalmente desenvolvidos para outros formatos, apresentam vícios, e em alguns casos falhas, que prejudicam e confundem o usuário. Por este motivo surgem os livros digitais interativos, que nada mais são do que livros projetados especificamente para estes dispositivos móveis. Mas junto com estes produtos surgem dúvidas a respeito de quais embasamentos devem ser utilizados. Neste contexto, a presente pesquisa analisa se os conhecimentos relacionados a experiência do usuário, ao design de interação, ao design de informação, e ao design de interface, vinculados as bases teóricas utilizadas para o desenvolvimento de livros impressos, jornais/revistas digitais e aplicativos, podem orientar o processo de projeto e desenvolvimento de livros digitais interativos. O resultado desta analise permite realizar um levantamento, e consequentemente criar um guia de diretrizes que servirá como embasamento para o futuros desenvolvimento de livros digitais interativos.
The increasing number of mobile devices on the market, arises the possibility for users to carry several books in a digital format. These books, originally developed for other formats, have addictions, and in some cases failures, that hinder and confuse the user. In this scenario arise the interactive digital books, which are nothing more than books designed specifically for these mobile devices. But along with these products new doubts show up. In this context, the present study examines whether the knowledge related to the user experience, the interaction design, the information design, and interface design, tied the theoretical bases used for the development of printed books, newspapers / magazines and digital applications can guide the process of design and development of interactive digital books. The result of this analysis allows to conduct this work, and thus create guidelines that will serve as basis for the future development of interactive digital books.
APA, Harvard, Vancouver, ISO, and other styles
28

Järvensivu, Tarja, and Henrik Nilsson. "Användbarhet – En fallstudie av ett point-of-sale system." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3976.

Full text
Abstract:
Problem: Our opinion is that it is important to consider about usability in system development. In this thesis we will focus on usability in point-of-sale systems. The point-of-sale system we base this thesis on is Extenda Retail. Our case study is performed on Ica Kvantum in Bromölla, which implemented Extenda Retail about two years ago. Purpose: The purpose of this thesis is to figure out what important factors there are to consider, in usability aspects, when developing point-of-sale systems, with focus on the cashier. We also wish to find out the cashiers opinions about the Extenda Retail system. Method: The information gathered for this thesis consists of literature and interviews. All the information has been studied and analyzed. Result: We have reached the conclusion that the end users consider Extenda Retail to be a good point-of-sale system in usability aspects. It also shows that the guidelines we have chosen, with minor modifications, supports development of point-of-sale systems.
APA, Harvard, Vancouver, ISO, and other styles
29

Skogby, Steinholtz Jakob. "An initial step towards design guidelines for invoice management in CRM." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414730.

Full text
Abstract:
The purpose of this study is to address uncertainty for the implementation of functionality concerning invoice management in the context of the customer relationship management (CRM) system Salesforce by providing design guidelines. It is a qualitative research project that follows a user-centered design (UCD) approach. Seven themes covering perceived difficulties were identified from a diverse set of stakeholders. The themes were analysed in a workshop where two Salesforce developers used their expert judgment to address the themes with liable design suggestions. This was followed by a heuristic evaluation session where an external Salesforce developer evaluated compressed versions of the design suggestions, leading to a concluding proposal of guidelines: 1) Comprehensive error handling and feedback, 2) Modular architecture, 3) Clarify systems relationship and provide detailed information, 4) Group similar functionality according to user role and provide direct feedback, 5) Understand user needs and utilize data graphics 6) Provide transparency for errors when possible, and 7) Provide traceable documentation based on functionality and workflows.
APA, Harvard, Vancouver, ISO, and other styles
30

Larsson, Ingrid. "Interface Design – a User-Centered Design Process : A qualitative study how to improve the Usability of a web-based consumer tool that measuring the quality of streamed videos." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169644.

Full text
Abstract:
The purpose of this examination is to study how to create a user-friendly interface to a new non-released website. The research has been done in collaboration with the research institute Acreo and a project named Streamingkollen; a consumer tool that aims to improve the customer’s quality of experience (QoE) of streamed videos by measuring the video streaming quality.     In this study the focus has consequently been placed on the users of the service, in order to optimize their experience of the website and the interface.    In order to achieve a high level of usability, a user centered design process has been used. A user analysis, a heuristic evaluation and user tests on prototypes have been used as methods in the design process and the development of the interface.    The result from the user tests shows that the major reason why the user disliked, felt frustrated or couldn’t manage the service was when the design of the site was not consistent and minimal, when words, phrases and concepts on the site were not familiar and communicated in the same language as the users and when they lacked informative feedback of the operations made on the site.    The user-centered development in the study gave good results; many of the potential usability problems were identified and avoided.
APA, Harvard, Vancouver, ISO, and other styles
31

Mooney, Aaron Michael. "Usability Evaluation of Notebook Computers and Cellular Telephones Among Users with Visual and Upper Extremity Disabilities." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/33962.

Full text
Abstract:
Information appliances such as notebook computers and cellular telephones are becoming integral to the lives of many. These devices facilitate a variety of communication tasks, and are used for employment, education, and entertainment. Those with disabilities, however, have limited access to these devices, due in part to product designs that do not consider their special needs. A usability evaluation can help identify the needs and difficulties those with disabilities have when using a product and universal design principles can then be applied to enhance accessibility and usability. This study addresses the usability of two of the most common information appliances - notebook computers and cellular telephones. The usability of notebook computers was evaluated using a remote ethnographic method where participants recorded usability-related critical incidents. Participants included those with a wide range of abilities, such as legal blindness, total blindness, and upper extremity physical disabilities. Objective and subjective measures were used to determine the effects of several specific design parameters for cellular telephones. The notebook computer study revealed that participants have difficulty with non-standard keyboard layouts, the use of isometric pointing devices, case latches, and inadequate system feedback. User performance and ratings in the cellular telephone study were the best with the 12 mm lateral pitch and 0.7 mm key height, while the fewest task failures were committed using the 0.5 mm keystroke. Participants also preferred telephone models with large , and keys located in prominent locations, and 22-point and 36-point display fonts. These results were used to generate product-specific design guidelines that can be used to design notebook computers and cellular telephones that are more usable and accessible for users with visual and upper extremity physical disabilities. Universal design implications are also discussed.
Master of Science
APA, Harvard, Vancouver, ISO, and other styles
32

Hayakawa, Hajime. "International Usability, Design Guidelines and Effectiveness of a World Wide Web-Based Instructional Program for High School Students in a Cross-Culture Learning Environment." NSUWorks, 1999. http://nsuworks.nova.edu/gscis_etd/574.

Full text
Abstract:
The recent growth of the Internet and the World Wide Web (WWW) has resulted in a vast array of on-line courseware and educational Web sites. Unfortunately, as a large percentage of this information is written in English, non-English speakers are unable to access it. Information written in other languages is likewise unavailable to many native English speakers. Therefore, in order to maximize the usefulness of educational material on the Web, it is necessary to design and implement cross-cultural, bilingual or multilingual Web sites and instructional programs. This study was designed to contribute to the area of bilingual learning on the Web. The researcher developed and evaluated three types of mathematics courseware: an English-only version, a Japanese-only version, and a bilingual version. While both the bilingual and English-only courseware enabled Japanese students with a basic knowledge of English to learn both quadratic equations and mathematical terms in English, the research found that the bilingual version was the most effective courseware for learning both mathematics and English simultaneously. Formative and summative evaluations were conducted in order to improve the program and determine the effectiveness of the bilingual courseware. As the courseware was implemented and evaluated, design guidelines were generated and the issue of courseware usability was explored.
APA, Harvard, Vancouver, ISO, and other styles
33

Falk, Joakim. "Usability guided development of a participant database system." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-146269.

Full text
Abstract:
This project consisted of the development of a web based participant database system to replace a spreadsheet based one for the project “Vi Ses! Språkvänner i Linköping” and the evaluation of it. The design and implementation was done iteratively using a collection of usability guidelines as well as the results of a set of user tests. User tests were also used for the evaluation of the web database system. The task during the user tests was participant matching and the main measurement taken was task completion time. The project resulted in a web database system that could fully replace the spreadsheet database system. The evaluation tests showed that this system was both faster to match participants in as well as less error prone.
Detta projekt bestod av utvecklingen och evalueringen av ett webbaserat databassystem för deltagare. Den skulle ersätta ett existerande Excel-baserat databassystem för projektet “Vi Ses! Språkvänner i Linköping”. Designen och implementationen gjordes iterativt med hjälp av användbarhetsriktlinjer och resultat från användartester. Användartester användes även för evalueringen av webbdatabassystemet. Uppgiften i användartesterna var deltagarmatchning och det huvudsakliga mätvärdet var hur lång tid uppgiften tog. Projektet resulterade i ett webbaserat databassystem som helt kunde ersätta det Excel-baserade systemet. Evalueringstesterna visade att systemet var både snabbare och mindre felbenäget att matcha deltagare i.
APA, Harvard, Vancouver, ISO, and other styles
34

Farokhian, Suzana. "Human-computer interaction using eye-gaze : Formation of user interface design guidelines from a cognitive science perspective." Thesis, Södertörns högskola, Medieteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38506.

Full text
Abstract:
Motor and communication disabilities are common conditions that may implicate restrictions in daily life. With development of eye tracking technology, a solution referred to as eye-gaze interaction has been generated to support people with their limiting conditions to solve communication and computer access issues. By using eye tracking technology, which calculates the user’s eye-gaze location on a computer screen, user’s are able to control computers with their eyes as an input. This interaction method is quite unique and complex since the eyes serves both as an input and output source. Usability aspects revolving human information processing are therefore important to consider when designing user interfaces. In collaboration with Tobii AB, the study evaluated two separate eye-gaze interaction systems for controlling computers. 7 participants conducted user tests, one for each application, and answered interview questions during the tests regarding their usability experience. Based on the collected data,17 design guidelines was established with a purpose to enhance usability for eye-gaze interaction systems.
APA, Harvard, Vancouver, ISO, and other styles
35

Nik, Ahmad Nik Siti Hanifah. "An empirical study of multisection virtual 3D healthcare learning environments : investigation into the effect of multisection incorporation on the usability of online 3D virtual healthcare learning environments and the production of empirically derived guidelines for designing the learning environments." Thesis, University of Bradford, 2012. http://hdl.handle.net/10454/5704.

Full text
Abstract:
The thesis investigated the use of combination of sections using learning steps in the development of courseware presentation in the 3D Virtual Worlds platform. The technical objective of the study is to present the design of multisection strategy in developing healthcare course in 3D Virtual World online environment. The main aim of this study is to know the effects of multisection [objective, tutorial (with or without video), quiz and test] sections incorporation in an online 3D Virtual World towards the usability. The empirical research described in this thesis comprised three experimental phases. In the first phase, an initial experiment was carried out with 21 users to explore the usability and learning performance of courseware created using 3D the Virtual World platform of Second Life. The second experiment phase involved an experiment conducted with 30 users to investigate their perception, satisfaction and performance of the role of each main section involved in Virtual World courseware. In the third phase, a total of 30 users experimentally examined a unique approach to the use of video segment added in the Tutorial section of the OTQT framework. The overall obtained results demonstrated the usefulness of the tested multisection to enhance the development of healthcare course in an online learning of 3D Virtual World program. These results in three experiments provided a set of unique and empirically derived guidelines for the design and the use of three multisection frameworks to generate more usable courseware in the 3D Virtual Worlds of an online learning interface. For example, when designing avatars as animated virtual lecturers in e-learning interfaces, specific facial expression and body gestures should be incorporated due to its positive influence in enhancing learners' attitude towards the learning process.
APA, Harvard, Vancouver, ISO, and other styles
36

Alseid, Marwan N. K. "Multimodal interactive e-learning : an empirical study : an experimental study that investigates the effect of multimodal metaphors on the usability of e-learning interfaces and the production of empirically derived guidelines for the use of these metaphors in the software engineering process." Thesis, University of Bradford, 2009. http://hdl.handle.net/10454/4246.

Full text
Abstract:
This thesis investigated the use of novel combinations of multimodal metaphors in the presentation of learning information to evaluate the effect of these combinations on the usability of e-learning interfaces and on the users' learning performance. The empirical research described in this thesis comprised three experimental phases. In the first phase, an initial experiment was carried out with 30 users to explore and compare the usability and learning performance of facially animated expressive avatars with earcons and speech, and text with graphics metaphors. The second experimental phase involved an experiment conducted with 48 users to investigate their perception of avatar's facial expressions and body gestures when presented in both the absence and presence of interactive e-learning context. In addition, the experiment aimed at evaluating the role that an avatar could play as virtual lecturer in e-learning interfaces by comparing the usability and learning performance of three different modes of interaction: speaking facially expressive virtual lecturer, speaking facially expressive full-body animated virtual lecturer, and two speaking facially expressive virtual lecturers. In the third phase, a total of 24 users experimentally examined a novel approach for the use of earcons and auditory icons in e-learning interfaces to support an animated facially expressive avatar with body gestures during the presentation of the learning material. The obtained results demonstrated the usefulness of the tested metaphors to enhance e-learning usability and to enable users to attain better learning performance. These results provided a set of empirically derived innovative guidelines for the design and use of these metaphors to generate more usable e-learning interfaces. For example, when designing avatars as animated virtual lecturers in e-learning interfaces, specific facial expression and body gestures should be incorporated due to its positive influence in enhancing learners' attitude towards the learning process.
APA, Harvard, Vancouver, ISO, and other styles
37

Banhos, Vângela Tatiana Madalena. "Usabilidade na recuperação da informação : um enfoque no catálogo Athena /." Marília : [s.n.], 2008. http://hdl.handle.net/11449/93648.

Full text
Abstract:
Orientador: Edberto Ferneda
Banca: Silvana Aparecida Borsetti Gregório Vidotti
Banca: Guilherme Ataíde Dias
Resumo: A pesquisa realiza um estudo acerca de um catálogo específico, o Athena, considerado um sistema de recuperação de informação estruturado e organizado. Nesse ambiente se tem como objetivo avaliar um conjunto de diretrizes de usabilidade e aplicá-las em sistemas de recuperação de informação na Web, levando em consideração aspectos relativos não só à usabilidade de sua interface, mas também à sua eficiência no processo de recuperação. O estudo se caracteriza como exploratório e descritivo-analítico. Para tanto, procurou-se inicialmente revisar a literatura nacional e internacional sobre recuperação de informação e usabilidade, em várias fontes informacionais, impressas e eletrônicas, como embasamento teórico do trabalho. Em segunda etapa, foi realizada uma análise heurística, e por último foram realizados testes de usabilidade com usuários em que se aplicaram dois procedimentos: um questionário semi-estruturado e um instrumento de observação. Após as análises quantitativa e qualitativa dos dados, o teste com os usuários possibilitou verificar o modo como eles interagem com a interface do Catálogo Athena e as formas de busca que costumam realizar em outras ferramentas disponíveis na Web. Também foi possível validar alguns apontamentos feitos na análise heurística, pois a maioria dos participantes da pesquisa revelou não ter qualquer experiência na utilização do Catálogo Athena. Verifica-se, nesta pesquisa, a importância de se aplicar os testes com usuários em ambientes de recuperação de informação, considerando-os como parte fundamental no desenvolvimento de qualquer sistema.
Abstract: The research conducts a study about a specific catalog, the Athena, considered a system of retrieval of information structured and organized. In this environment you have to evaluate a set of guidelines for usability and apply them in systems for retrieval of information on the Web, taking into account aspects relating not only to the usability of its interface, but also its efficiency in the recovery process. The study is characterized as exploratory and descriptive and analytical. Thus, it was initially to review the national and international literature on recovery of information and usability in various informational sources, printed and electronic, as the theoretical work. In the second stage, was a heuristic analysis, and finally usability tests were carried out with users that were applied in two procedures: a semi-structured questionnaire and an instrument of observation. After the analysis of quantitative and qualitative data, the test allows users to determine how they interact with the interface of the Athena Catalog and the forms of search that usually take place in other tools available on the Web was also possible to validate some notes made in heuristic analysis, because the majority of the research has shown to have no experience in the use of Athena Catalog. This research shows the importance of applying the tests with users in environments of retrieval of information, considering them a vital part in the development of any system.
Mestre
APA, Harvard, Vancouver, ISO, and other styles
38

Xastre, Leandro Alonso. "TV digital brasileira: diretrizes para o desenvolvimento de interfaces adequadas ao usu?rio final." Pontif?cia Universidade Cat?lica de Campinas, 2009. http://tede.bibliotecadigital.puc-campinas.edu.br:8080/jspui/handle/tede/514.

Full text
Abstract:
Made available in DSpace on 2016-04-04T18:31:29Z (GMT). No. of bitstreams: 1 Leandro Alonso Xastre.pdf: 3076171 bytes, checksum: c816675a15270f0b8ec847d10f0b791b (MD5) Previous issue date: 2009-12-14
Having been established the Brazilian System pattern of Terrestrial Digital Television the existence of an important gap is observed referring the final interface close to the user for not having, up to now, a standardized interface presented by the middleware to the Human-being improving the interactivity and usability requirements for the Digital Television applications. Considering applications with larger interaction, with interactive interface and good usability encouragement, bring a positive meaningful contribution for the approval and following success of this new technology before the Brazilian society users. This paper intends instructions stamping to meditate and to favor these necessary interface characteristics to the high interaction between the users and the Digital TV applications. In addition to proposing, this study evaluates qualitatively the guidelines, through a field test conducted through source interviews with potential and different users. This study allowed to verify the proposed guidelines are pertinent and necessary for the middleware interface and for the applications, furthermore, as a result, developers for Digital TV to search the interactive applications that will find in it references that will make your applications being accepted by users.
Tendo sido estabelecido o padr?o do Sistema Brasileiro de Televis?o Digital Terrestre observa-se a exist?ncia de uma lacuna importante no que concerne ? interface final junto ao usu?rio por n?o existir, at? o momento, uma padroniza??o para a interface apresentada pelo middleware ao Ser Humano que favore?a a interatividade e usabilidade exigida para as aplica??es de Televis?o Digital. Considerando que aplica??es com maior intera??o, com interface interativa e bom favorecimento ? usabilidade, trazem uma contribui??o significativamente positiva para a aceita??o e conseq?ente sucesso desta nova tecnologia perante os usu?rios da sociedade brasileira. Este trabalho prop?e diretrizes que visam contemplar e favorecer estas caracter?sticas de interface necess?rias ? alta intera??o entre os usu?rios e as aplica??es de TV Digital, al?m de propor diretrizes, este trabalho as avalia de forma qualitativa, por meio de um teste de campo realizando entrevistas com poss?veis e distintos usu?rios. Este estudo permitiu constatar que as diretrizes propostas s?o pertinentes e necess?rias para a interface do middleware e das aplica??es, e, portanto, os desenvolvedores de aplica??o e/ou de interfaces das aplica??es para TV Digital ao buscar interatividade nas aplica??es podem encontrar nele referenciais que possam fazer com que suas aplica??es sejam bem aceitas pelos usu?rios.
APA, Harvard, Vancouver, ISO, and other styles
39

Swenning, Leyser Egil, and August Järpemo. "Konsekvenser av bristande användbarhet i ett säkerhetsklassat it-system." Thesis, Högskolan Kristianstad, Avdelningen för design, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-21934.

Full text
Abstract:
Det finns mycket forskning om designriktlinjer för att öka användbarheten i säkra it-system samt att problem med användbarheten kan ge problem i it-system. Men forskningen om vilka faktiska konsekvenser som kan uppstå av hur användbarhet implementerats i säkra it-system, är begränsad. Syftet med studien är att fylla denna kunskapslucka och genomfördes som en fallstudie som baserar sig på kvalitativa intervjuer med sju deltagare. Deltagarna intervjuades gällande deras användning av it-systemet PRIO, deras svar analyserades sedan för att hitta teman. Dessa teman användes som grund när vi arbetade genom resultatet. Vi hittade att PRIO har bristande användbarhet och hittade konsekvenser på grund av detta: brist på information och brist på enkelhet i it-systemet som leder till handhavandefel, dålig prestanda som leder till långa uppstartstider som i sin tur leder till säkerhetsrisker tack vare den mänskliga faktorn, samt att driftstörningar leder till att it-systemet inte går att använda.
There is a lot of research on design guidelines to increase the usability of secure IT systems and that problems with usability can cause problems in IT systems. However, research on the actual consequences that can arise from how usability has been implemented in secure IT systems is limited. The purpose of the study is to fill this gap of knowledge and the study was conducted as a case study based on qualitative interviews with seven participants. The participants were interviewed about their use of the IT system PRIO, their responses were then analyzed to find themes. These themes were used as a basis when we worked through the results. We found that PRIO has a lack of usability and found consequences because of this: lack of information and lack of simplicity in the IT system leading to handling errors, poor performance leading to long start-up times which in turn leads to security risks due to the human factor, and that operational disruptions leads to the IT system not being able to be used.

APA, Harvard, Vancouver, ISO, and other styles
40

Dannecker, Lars. "Visualisierung von Service-Frontends in einem Werkzeug zur präsentationsorientierten Komposition annotierter Dienste." Master's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-25352.

Full text
Abstract:
Das Ziel des ServFace Projektes ist es Endnutzern ohne umfangreiche IT-Kenntnisse das einfache Erstellen von servicebasierten Anwendungen zu ermöglichen. Dazu wird ein Kompositions- werkzeug mit dem Namen “ServFace Builder“ verwendet. Das Werkzeug erlaubt es Endnutzern, interaktive Anwendungen durch die Komposition von Service-Operationen zu erstellen. Dafür ist eine grafische Repräsentation der Service-Operationen durch UI-Fragmente notwendig. Die UI-Fragmente werden im ServFace-Umfeld als Frontends bezeichnet. In der vorliegenden Arbeit wird ein Konzept zur automatischen Visualisierung dieser Frontends vorgestellt. Um das Ergebnis der Visualisierung zu verbessern, nutzt der Visualisierungsprozess neben der Service-Beschreibung weitere Informationen in Form von Annotationen und Gestaltungsempfehlungen. Konkret werden die folgenden Aspekte in dieser Arbeit beschrieben: • Visualisierung von Frontends zur Repräsentation von Service-Operationen auf Basis von Service-Beschreibungen, Annotationen, Plattformspezifikationen und Gestaltungsempfehlungen unter der Maßgabe der Gebrauchstauglichkeit und Nutzbarkeit. • Integration der Frontends in die jeweils aktuelle Instanzen des gegebenen Anwendungsmodells. • Technische Umsetzung und Evaluation der entwickelten Konzepte
The aim of the ServFace Project is to enable users with limited IT skills to easily create service-based applications. In order to do so, a tool called "ServFace Builder" has been developed. This tool allows users to build a composite application by combining several service operations. An important part of the ServFace Builder is the graphical representation of those service operations through user interfaces. This thesis describes an approach to automatically generate user interfaces for service operations. To enhance the graphical representation, the user interface generation process of the ServFace Builder comprises annotations and design recommendations next to the common service descriptions to enhance the result of the generation process. This thesis discusses: • Graphical representation of service operations on the basis of service descriptions, annotations, plattform specifications and design recommendations. • Integration of the graphical representation into the actual instance of the given application model. • Implementation and evaluation of the presented concepts
APA, Harvard, Vancouver, ISO, and other styles
41

Banhos, Vângela Tatiana Madalena [UNESP]. "Usabilidade na recuperação da informação: um enfoque no catálogo Athena." Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/93648.

Full text
Abstract:
Made available in DSpace on 2014-06-11T19:26:43Z (GMT). No. of bitstreams: 0 Previous issue date: 2008-12-18Bitstream added on 2014-06-13T20:55:10Z : No. of bitstreams: 1 banhos_vtm_me_mar.pdf: 1422928 bytes, checksum: 977a0ea15880193aa3d5bf45c8985f1a (MD5)
Universidade Estadual Paulista (UNESP)
A pesquisa realiza um estudo acerca de um catálogo específico, o Athena, considerado um sistema de recuperação de informação estruturado e organizado. Nesse ambiente se tem como objetivo avaliar um conjunto de diretrizes de usabilidade e aplicá-las em sistemas de recuperação de informação na Web, levando em consideração aspectos relativos não só à usabilidade de sua interface, mas também à sua eficiência no processo de recuperação. O estudo se caracteriza como exploratório e descritivo-analítico. Para tanto, procurou-se inicialmente revisar a literatura nacional e internacional sobre recuperação de informação e usabilidade, em várias fontes informacionais, impressas e eletrônicas, como embasamento teórico do trabalho. Em segunda etapa, foi realizada uma análise heurística, e por último foram realizados testes de usabilidade com usuários em que se aplicaram dois procedimentos: um questionário semi-estruturado e um instrumento de observação. Após as análises quantitativa e qualitativa dos dados, o teste com os usuários possibilitou verificar o modo como eles interagem com a interface do Catálogo Athena e as formas de busca que costumam realizar em outras ferramentas disponíveis na Web. Também foi possível validar alguns apontamentos feitos na análise heurística, pois a maioria dos participantes da pesquisa revelou não ter qualquer experiência na utilização do Catálogo Athena. Verifica-se, nesta pesquisa, a importância de se aplicar os testes com usuários em ambientes de recuperação de informação, considerando-os como parte fundamental no desenvolvimento de qualquer sistema.
The research conducts a study about a specific catalog, the Athena, considered a system of retrieval of information structured and organized. In this environment you have to evaluate a set of guidelines for usability and apply them in systems for retrieval of information on the Web, taking into account aspects relating not only to the usability of its interface, but also its efficiency in the recovery process. The study is characterized as exploratory and descriptive and analytical. Thus, it was initially to review the national and international literature on recovery of information and usability in various informational sources, printed and electronic, as the theoretical work. In the second stage, was a heuristic analysis, and finally usability tests were carried out with users that were applied in two procedures: a semi-structured questionnaire and an instrument of observation. After the analysis of quantitative and qualitative data, the test allows users to determine how they interact with the interface of the Athena Catalog and the forms of search that usually take place in other tools available on the Web was also possible to validate some notes made in heuristic analysis, because the majority of the research has shown to have no experience in the use of Athena Catalog. This research shows the importance of applying the tests with users in environments of retrieval of information, considering them a vital part in the development of any system.
APA, Harvard, Vancouver, ISO, and other styles
42

Levandowski, Oscar, Nathalie Lindqvist, and Emelie Medin. "Senioranpassade gränssnitt : en studie i e-hälsa och mobilapplikationer." Thesis, Högskolan i Borås, Akademin för bibliotek, information, pedagogik och IT, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-12605.

Full text
Abstract:
E-hälsa blir allt mer relevant i och med att IT utvecklas i samhället, och kan hjälpa sjukvården att bli effektivare. Det finns stora svårigheter för läkare att få en samlad hälsobild över patientens läkemedelsanvändning, vilket gör att läkaren har svårt att fatta beslut rörande patientens medicinering. Dessa problem grundar sig i den bristfälliga informationsöverföringen mellan vårdinstanser. Ehälsomyndigheten har tagit sig ann denna utmaning genom att skapa en plattform som ska göra det enklare för patienten att hantera all sin hälsoinformation. Till denna plattform kan utvecklare utveckla mobilapplikationer med fokus på hälsa. Vilket kan skapa nya utmaningar då de ska anpassas för att alla ska kunna använda dem. En grupp som vanligen kan känna sig utanför är seniorer och speciellt de över 75 år. Seniorer kan inte alltid använda sig av de applikationer som finns tillgängliga i samma utsträckning, då de oftast är utformade efter en mer generell användare. Studien har undersökt vilka brister det finns i de generella designprinciperna och riktlinjer riktade till seniorer och hur dessa behöver anpassas för att få ett mer användbart gränssnitt. Studien utformade en prototyp utifrån etablerade designprinciper som adresserar problemet med läkemedelsuppföljning och utförde sedan användbarhetstester av denna prototyp. Seniorer fick interagera med prototypen under observationer, där fokuset låg i att finna vilka svårigheter som kan finnas med gränssnittet. Svårigheterna respondenterna upplevde analyserades och genererade rekommendationer på förändringar som till viss del implementerades i prototypen innan studien utförde sitt andra användbarhetstest. Resultatet visar att de etablerade designprinciperna till stor del kan följas vid utformandet av gränssnitt för seniorer men det finns behov av att prioritera vissa principer framför andra samt att dra vissa principer till sin spets vilket redogörs för i slutet av denna studie.
E-health is becoming more and more relevant in society since IT is growing, which can help the health care to be more effective. Doctors have big problems to get a collected health view of the patient’s drug usage, which makes it hard for doctors to prescribe new drugs to the patient. These problems are based on the lack of information transfer between health care agencies. The department of E-health (Ehälsomyndigheten) are creating a platform to take on this problem. This platform will make it easier for patients to handle their health information. System developers can develop mobile applications, focused on health, to this platform. Applications need to be customized so that everyone can use them, but are usually designed for the general user. Seniors, especially those over 75 years of age, can’t always make use of the applications to the same extent which can make them feel left out. This study has investigated what flaws there are to the general design principles and guidelines for the senior citizens. And how the design principles should be customized to make a more useful interface. The study developed a prototype from established design principles that addresses the problem with drug monitoring. The prototype was tested in usability tests where seniors interacted with the application during observations. The focus was to find what difficulties the seniors had interacting with the interface. The findings of the test were analyzed and generated recommendations on changes that were partially implemented in the prototype before the study conducted its second usability test. The results show that the established design principles can be followed for the most part, in the design of interfaces for seniors, but there is a need to prioritize certain principles over others. The results also indicate that some design principles need to be intensified for the senior citizens to find the interface useful. The thesis is written in Swedish.Keywords:
APA, Harvard, Vancouver, ISO, and other styles
43

Karlsson, Viktor. "Concept of Interactive Video in Job Application : A qualitative research that tests the concept of interactive video and job seekers’ ability creating interactive video resumes." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89377.

Full text
Abstract:
Interactive video seems to currently be an unpopular field of research. Video resumes however is an increasing trend when applying for jobs and sending out resumes. During this thesis, employers finds interactive video as a new, fun and exciting way of interacting with a resume that simplifies the recruitment process. Also, job seekers find creating interactive video as resumes as an extra nudge in to a company and a better way of marketing themselves for employers. However, conflict occurs between employers and job seekers regarding an interactive video resume. As it simplifies the recruitment process, job seekers have to put down more work when creating an interactive video resume while applying for a job. It is shown in this thesis that there are factors that should be investigated, for instance a platform aimed at interactive video resumes seems not have been developed yet as well as what interactive features an interactive video resume should contain. Job seekers find it difficult if creating such resumes took too long, being unaware of how to display interactive visual elements and which aspects to talk about while recording themselves. This thesis explores the possibility of employers and former recruitment personnel using an interactive video resume as well as job seekers’ ability of creating an interactive video. The main aims of this thesis are to find guidelines of what an interactive video resume mainly should contain and what job seekers thinks of creating and using an interactive video when applying for jobs.
APA, Harvard, Vancouver, ISO, and other styles
44

Molnar, Tamas. "Improved usability of electronic government services for the ageing population." Doctoral thesis, Humboldt-Universität zu Berlin, Mathematisch-Naturwissenschaftliche Fakultät II, 2014. http://dx.doi.org/10.18452/16928.

Full text
Abstract:
Die Fragestellung dieser Arbeit ist ob derzeit angebotene e-Government Systeme von älteren Nutzern angenommen werden und wie solche aufgebaut werden müssen, damit diese Nutzergruppe solche Systeme als eine nützliche Alternative zu Behördengängen annimmt. In unserer Forschung haben wir erforscht wie solche Anwendungen, welche von der Verwaltung für die gesamte Bevölkerung angeboten werden, aufgebaut werden sollten, damit diese von der gesamten Bevölkerung erfolgreich genutzt werde können. Zur Beantwortung dieser Fragestellung wurde eine dreistufige Forschung durchgeführt, welche an das ISO 9241-210 Entwicklungsmodell angelehnt ist. Die Forschung wurde parallel in Deutschland und Ungarn in Kooperation mit dem Fraunhofer FOKUS, dem Bundesministerium des Innern, der Bundesdruckerei und der Corvinus Universität Budapest durchgeführt. In der ersten Phase wurden die Erwartungen und Vorkenntnisse der Zielgruppe erforscht um die Eckpunkte und Prämissen festlegen zu können. Diese Erkenntnisse ermöglichten in der zweiten Phase die fundierte Auswahl einer Anwendung, welche als Basis für Nutzertests genutzt werden konnte. Die Testanwendung war das AusweisApp des elektronischen Personalausweises. Bei diesen Tests wurden die Nutzerfehler erfasst und die Akzeptanz durch die ASQ Methode gemessen. Anhand der gewonnen Erkenntnisse konnte die Guideline IGUAN entwickelt werden, welche eine standardisierte Herangehensweise zur Akzeptanzsteigerung darstellt. Dieses Konzept beinhaltet neben den speziellen, an ältere Nutzer angepassten Anforderungen, einem Kriterienkatalog, sowie die Abbildung der Prozesse wodurch eine Erhöhung der Akzeptanz für Ältere ermöglicht wird. In der dritten Phase der Forschung konnte die Guideline durch eine iterative Prototypentwicklung evaluiert und geprüft werden. Wir konnten beweisen, dass Verbesserungen beim Interface e-Government Anwendungen an die alternde Gesellschaft näher bringen, die Motivation erhöhen und das Nutzerempfinden nachhaltig verbessern.
Our research focuses on the question of acceptance of current e-government systems by elderly users. It describes how such systems should be designed and offered for this user group in order to provide an acceptable alternative to offline processes. In order to answer our research question, the research was structured into three phases along the development model of the ISO 9241-210. This enabled to identify not only the main factors of acceptance, but also the expectations of elderly users. Our research was conducted in parallel in Germany and Hungary in cooperation with the Fraunhofer FOKUS, the Federal Ministry of Interior, the Bundesdruckerei and the Corvinus University Budapest. The first phase of our research provided results about the expectations and previous experience of the users with e-government systems. This set the premises for the next phases of our research and provided us with information about the theoretical acceptance of systems by the age group. The results made it possible to select an application in the second phase, which was used as a model in the remaining phases. The selected application was the AusweisApp of the electronic ID card. The test measured the encountered errors and the acceptance of the system with the ASQ method. The obtain results allowed us to develop a generalised solution, the IGUAN guideline. This guideline makes a standardised approach to the usability improvement process possible. It contains the special requirements of elderly users, and a catalogue of criteria, which helps to develop an application in line with the set requirements. The third phase of our research was used a proof of concept for the IGUAN. The guideline was evaluated and tested with an iterative prototyping. We could therefore demonstrate that improvements in the interface make e-government application possible which are perceived useful and easy to use by elderly users. These improvements will measurably increase the user motivation and experience.
APA, Harvard, Vancouver, ISO, and other styles
45

Bräne, Arvid. "User Experience Design for Children : Developing and Testing a UX Framework." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-125935.

Full text
Abstract:
Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, personas, prototyping, and more. The results created are primarily user experience guidelines packaged in a Theoretical Framework, user testing conclusions, along with suggestions on improving the current Lego Star Wars: Force Builders application, a few in the form of prototypes.
APA, Harvard, Vancouver, ISO, and other styles
46

Abduljalel, Viyan. "Improving post-productionfeedback process." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-173961.

Full text
Abstract:
The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.
APA, Harvard, Vancouver, ISO, and other styles
47

Yu-ChenChin and 金雨辰. "Usability Guidelines for Designing Crowdsourcing Disaster Response Platforms." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/76002039295567256308.

Full text
Abstract:
碩士
國立成功大學
創意產業設計研究所
104
Natural disasters are now occurring more frequently, resulting in greater loss and damage. Both governments and international organizations worldwide are therefore working to develop more effective ways to deal with this issue. One approach is to adopt crowdsourcing. Although it has brought great changes to crisis response, the existing platforms seldom consider the user experience since some are built immediately after disasters while others are not designed for this use. In addition, as yet there are no related design guidelines. This research thus examines current problems with leveraging crowdsourcing in this context, and provides a set of usability guidelines for designing better crowdsourcing disaster response platforms. This research has four main parts. Firstly, in-depth interviews and affinity diagrams were conducted to collect and analyze existing problems. Secondly, in order to develop the guidelines, a set of related guidelines were gathered and consolidated with the findings from the previous phase. Thirdly, two prototype platforms were built, based on the features recognized from an existing platform. While Prototype A followed the guidelines, Prototype B did not. Usability tests were then adopted to evaluate the effects of the proposed guidelines. The final guidelines were revised on the basis of the obtained insights and assessed with heuristic evaluation. The results showed that the guidelines proved to be useful. The users of Prototype B faced more difficulties while the users of Prototype A completed the tasks faster and more smoothly. In addition, the responses obtained with Prototype A were also more accurate and the feedback from the users of Prototype B mostly corresponded with the guidelines. Overall, this study makes the following, two contributions: the identification of current problems with regard to leveraging crowdsourcing in crisis response, and a set of fifteen usability guidelines for designing crowdsourcing disaster response platforms. The outcomes are expected to help governments and relief agencies to learn more about the current situation and problems of crowdsourcing disaster response, and to help developers build such platforms faster and ensure that they can provide a good user experience.
APA, Harvard, Vancouver, ISO, and other styles
48

Wang, Yu Ching, and 王郁青. "The Study of Job Web Site Usability Design Guidelines." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/74448708986847525963.

Full text
APA, Harvard, Vancouver, ISO, and other styles
49

Iannuzzi, Mario. "Usability of Paper-based Industrial Operating Procedures." Thesis, 2014. http://hdl.handle.net/1807/65554.

Full text
Abstract:
Procedures are standardized lists of instructions that designate the safe and accepted way of accomplishing a task. This study intended to develop and compare the usability of paper-based industrial operating procedures. Two procedures at a plant were redesigned with evidence-based guidelines and human factors input. 16 operators of varying experience were asked to read through and assess the new and old procedures. The new procedures were rated significantly or moderately better than their predecessors for efficiency, effectiveness, and subjective satisfaction. On average, inexperienced operators reported fewer inaccuracies, more confusion, and higher workload ratings than their experienced counterparts, regardless of procedure type or area. For satisfaction, experienced and inexperienced operators reported similar ratings across both procedure types and areas. Future studies should attempt to discern which particular change in the procedures contributed the most to increased usability, and whether operator experience significantly correlates with usability ratings.
APA, Harvard, Vancouver, ISO, and other styles
50

lee, jia-hau, and 李家豪. "A Study of Usability Design Guidelines of Web Site Bookstores." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/24574455239997688369.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography