Dissertations / Theses on the topic 'Usability Testing and Evaluation'

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1

Capra, Miranda Galadriel. "Usability Problem Description and the Evaluator Effect in Usability Testing." Diss., Virginia Tech, 2006. http://hdl.handle.net/10919/26477.

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Previous usability evaluation method (UEM) comparison studies have noted an evaluator effect on problem detection in heuristic evaluation, with evaluators differing in problems found and problem severity judgments. There have been few studies of the evaluator effect in usability testing (UT), task-based testing with end-users. UEM comparison studies focus on counting usability problems detected, but we also need to assess the content of usability problem descriptions (UPDs) to more fully measure evaluation effectiveness. The goals of this research were to develop UPD guidelines, explore the evaluator effect in UT, and evaluate the usefulness of the guidelines for grading UPD content.

Ten guidelines for writing UPDs were developed by consulting usability practitioners through two questionnaires and a card sort. These guidelines are (briefly): be clear and avoid jargon, describe problem severity, provide backing data, describe problem causes, describe user actions, provide a solution, consider politics and diplomacy, be professional and scientific, describe your methodology, and help the reader sympathize with the user. A fourth study compared usability reports collected from 44 evaluators, both practitioners and graduate students, watching the same 10-minute UT session recording. Three judges measured problem detection for each evaluator and graded the reports for following 6 of the UPD guidelines.

There was support for existence of an evaluator effect, even when watching pre-recorded sessions, with low to moderate individual thoroughness of problem detection across all/severe problems (22%/34%), reliability of problem detection (37%/50%) and reliability of severity judgments (57% for severe ratings). Practitioners received higher grades averaged across the 6 guidelines than students did, suggesting that the guidelines may be useful for grading reports. The grades for the guidelines were not correlated with thoroughness, suggesting that the guideline grades complement measures of problem detection.

A simulation of evaluators working in groups found a 34% increase in severe problems found by adding a second evaluator. The simulation also found that thoroughness of individual evaluators would have been overestimated if the study had included a small number of evaluators. The final recommendations are to use multiple evaluators in UT, and to assess both problem detection and description when measuring evaluation effectiveness.
Ph. D.

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Bjelkenstedt, Alf. "Web-Based Drawing Tool in GWT with Usability Testing and Usability Evaluation." Thesis, Linköpings universitet, Programvara och system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-104975.

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On behalf of Inspectera HK AB in Norrköping a web-based drawing tool has been developed in Java, mainlywith the library Google Web Toolkit (GWT). The purpose of this tool is to facilitate both the staff's at Inspecteraand their client's work with different types of drawings such as blueprints for pest control, fire protection andespecially drawings of the company's e-service of self-checks. Besides developing the drawing tool usabilitytesting and a usability evaluation has been performed.
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Oz, Saba. "Usability Testing Of A Family Medicine Information System." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614716/index.pdf.

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Healthcare is an important part of life in most societies that attract a significant amount of public investment. Primary healthcare is a fundamental branch of the healthcare system where patients and doctors initially meet. Family Medicine Information Systems are developed in an effort to ease the daily work of family doctors with the help of information technology. Such systems are generally used for handling critical tasks such as managing health records of patients, monitoring pregnancy and keeping track of children&rsquo
s vaccination. Like any medical information technology, the usability of such systems is a vital concern for enabling efficient and effective primary healthcare operations. Family Medicine is a recently established practice in Turkey and there are a number of systems in service to aid the daily work of family doctors. However, none of these systems have been subjected to a systematic usability analysis. In this study, a usability analysis of a popular Family Medicine Information System used in Turkey is conducted. By combining several usability evaluation techniques, the study identified several important usability issues and provided recommendations for further improving the system. The main usability issue observed in the system was the overall complexity of the information presented at the main interface that often confused and misled the users. In order to address this problem, it is suggested that features related to the most frequent family medicine operations should be placed on the main screen, whereas remaining features should be organized under auxiliary pages with clear navigation aids.
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Fayyaz, Muhammad-Hamid, and Usman Idrees. "Usability Testing & Evaluation of Chores in GNU/Linux for Novice." Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5100.

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A challenging issue of GNU/Linux: usability has been studied in this report. Usability is considered as one of the core component in any system software. System software should be efficient, effective and satisfying for users. Different studies on usability issue have been conducted in different distros but there is no specific study on Ubuntu 8.10. Ubuntu 8.10 is considered for usability evaluation of GNU/Linux system software and a multi-phased research approach is adopted. Participants (students) from different disciplines and level are taken to conduct the usability test. The system software is evaluated on the basis of usability test results and user’s opinion. An interview is designed and conducted to validate the tested findings of the system. GNU/Linux is serving the whole community as being used by different distros. The current set of interface guidelines and default softwares used by Ubuntu does not provide efficiency, effectiveness and satisfaction for novice users. It is very important aspect that software should have uniformity and complete control in applications. There is need to improve or redesign the default softwares for better usability in terms of interface, message windows, bugs and help etc for novice users.
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Lennerup, Anna. "Att mäta användbarhet på webbplatser : En fall studie där två metoder för användbarhet jämförs." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26317.

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The aim with this thesis is to investigate two different methods used to test usability on web-sites to determine the advantages and disadvantages of two methods and compare the results. The two selected methods are the think aloud method and asynchronous remote method. Re-mote usability testing has existed for more than ten years but the possibilities with this meth-od needs to be explored more. To achieve the purpose of this thesis a case study was conducted on an e-commerce site and for the online remote usability testing software was used. The results of this study show that think aloud usability testing encounter more issues with the website than the remote usability testing.
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6

Neveryd, Malin. "Integrating Usability Evaluation in an Agile Development Process." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102922.

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Medius is a software company which provides IT-solutions that streamlines and automates business processes. The purpose with this thesis was to investigate the possibility to integrate usability evaluation in the development process of Medius software MediusFlow. How such integration would be done, and which usability evaluation methods could be used. To be able to provide a suggestion, a prestudy was conducted, this in order to get a good overview of Medius as a company as well as the development process of MediusFlow. With the prestudy as a basis, the main study was conducted, and four different usability evaluation methods were chosen. In this study, the four chosen methods were Cognitive Walkthrough, Coaching Method, Consistency Inspection and Question-Asking protocol. These usability evaluation methods were carried out, evaluated and analyzed.  Based on the studies and the literature, a suggestion regarding integration of usability evaluations was made.  The result from this case study was presented as a process chart, where the different phases in Medius software development process are matched together with suiting usability evaluation methods. The relevant phases and their suggested methods: Preparation phase - Cognitive Walkthrough and Coaching Method in combination with Thinking-Aloud and Interviews Hardening phase - Coaching Method in combination with Thinking-Aloud and Interviews, as well as Consistency Inspection Maintenance - Field observation This result is a part of the overall work towards a more user-centered design of the software.
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Selvaraj, Prakaash V. "Comparative Study of Synchronous Remote and Traditional In-Lab Usability Evaluation Methods." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/9939.

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Traditional in lab usability evaluation has been used as the 'standard' evaluation method for evaluating and improving usability of software user interfaces (Andre, Williges, & Hartson, 2000). However, traditional in lab evaluation has its drawbacks such as availability of representative end users, high cost of testing and lack of true representation of a user's actual work environment. To counteract these issues various alternative and less expensive usability evaluation methods (UEMs) have been developed over the past decade. One such UEM is the Remote Usability Evaluation method. Remote evaluation is a relatively new area and lacks empirical data to support the approach. The need for empirical support was addressed in this study. The overall purpose of this study was to determine the differences in the effectiveness of the two evaluation types, the remote evaluation approach (SREM) and the traditional evaluation approach, in collecting usability data. This study also compared the effectiveness between the two methods based on user type, usability novice users and usability experienced users. Finally, the hypothesis that users, in general, will prefer the remote evaluation approach of reporting to the traditional in-lab evaluation approach was also tested. Results indicated that, in general, the synchronous remote approach is at least as effective as the traditional in lab usability evaluation approach in collecting usability data across all user types. However, when user type was taken into consideration, it was found that there was a significant difference in the high severity negative critical incident data collected between the two approaches for the novice user group. The traditional approach collected significantly more high severity negative critical incident data than the remote approach. Additionally, results indicate that users tend to be more willing to participate in the same approach as the one they participated previously. Recommendations for usability evaluators for conducting the SREM approach and areas for future research are identified in the study.
Master of Science
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Eidaroos, Abdulhadi M. "Multidimensional evaluation approach for an e-government website : a case study of e-government in Saudi Arabia." Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/9173.

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This study investigates the refinement of an evaluation framework for e-Government websites. The aim of the research was to determine how an existing evaluation framework, which recommends the use of multiple usability techniques, could be used to obtain usability data that would indicate how to improve e-Government websites and satisfy users' needs. The framework describes how common techniques, such as heuristic testing and user testing, can be used with the emerging discipline of web analytics to provide a comprehensive and detailed view of users' interactions on e-Government websites. The original framework was refined in the light of the findings and the refined framework should facilitate the improvement of e-Government websites depending on users' demands and interactions. The work involved implementing the original multi-dimensional framework in e-Government websites in Saudi Arabia. A case study method was used over two implementations. In the former implementation, the evaluation methods consisted of heuristic evaluation followed by usability testing then web analytic tools. However, in the later implementation, refinements to the evaluation framework were proposed and the order of methods was amended: web analytics was used first, followed by heuristic evaluation then usability testing. The framework recommends specific usability methods for evaluating specific issues. The conclusions of this study illustrate the potential benefits of using a multidimensional evaluation framework for e-Government websites and it was found that each usability method had its own particular benefits and limitations. The research concludes by illustrating the potential usefulness of the designed evaluation framework in raising awareness of usability methods for evaluating e-Government websites in Saudi Arabia.
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Демська, А. І., В. В. Євсєєв, Т. А. Колесникова, and В. П. Ткаченко. "Methods and means of evaluation usability of human-machine interface." Thesis, Kaunas University of Applied Science, 2019. http://openarchive.nure.ua/handle/document/9241.

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For a achieving the real usability goal, the designer’s activity demands a additional toolkit for the quality evaluation of graphical and multimedia products, including quality from psychological and ergonomic standpoint. In this paper, an analysis of modern methods for assessing the effectiveness of websites was conducted and research development in the field of promotion of web-resources on the Internet was generalized. The methods of obtaining data for the quantitative assessment of visual perception, which can be used in the development of both information technology and personal identification technologies, are explored. It is revealed that with the use of cognitive technologies that take into account the peculiarities of person's visual perception of graphic information, it is possible to create effective tools and methods for the development of technological modules and completed application information systems. As a result of the work, an algorithm for improving the efficiency of UI web-systems was developed.
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Macko, J. Steven T. "Remote evaluation, a comparison of attended and unattended usability testing via the internet." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape15/PQDD_0012/MQ32368.pdf.

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11

Hasan, Layla. "Usability evaluation framework for e-commerce websites in developing countries." Thesis, Loughborough University, 2009. https://dspace.lboro.ac.uk/2134/5647.

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The importance of evaluating the usability of e-commerce websites is well recognised and this area has attracted research attention for more than a decade. Nearly all the studies that evaluated the usability of e-commerce websites employed either user-based (i.e. user testing) or evaluator-based (i.e. heuristic evaluation) usability evaluation methods; but no research has employed softwarebased (i.e. Google Analytics software) in the evaluation of such sites. Furthermore, the studies which employed user testing and/or heuristic evaluation methods in the evaluation of the usability of e-commerce websites did not offer detail about the benefits and drawbacks of these methods with respect to the identification of specific types of usability problems. This research developed a methodological framework for the usability evaluation of e-commerce websites which involved user testing and heuristic evaluation methods together with Google Analytics software. The framework was developed by comparing the benefits and drawbacks of these methods in terms of the specific areas of usability problems that they could or could not identify on ecommerce websites. The framework involves Google Analytics software as a preliminary step to provide a quick, easy and cheap indication of general potential usability problem areas on an e-commerce website and its specific pages. Then, the framework enables evaluators to choose other methods to provide in-depth detail about specific iv problems on the site. For instance, the framework suggests that user testing is good for identifying specific major usability problems related to four areas: navigation, design, the purchasing process and accessibility and customer service, while the heuristic evaluation is good for identifying a large number of specific minor usability problems related to eight areas including: navigation, internal search, the site architecture, the content, the design, accessibility and customer service, inconsistency and missing capabilities. The framework also suggests that the heuristic evaluation is good at identifying major security and privacy problems. The framework was developed based on an extensive evaluation of the effectiveness of the three methods in identifying specific usability problems in three case studies (e-commerce websites) in Jordan. This highlighted the usefulness of the methods and therefore helps e-commerce retailers to determine the usability method that best matches their needs. The framework was tested and the results indicated the usefulness of the suggested framework in raising awareness of usability and usability evaluation methods among e-commerce retailers in Jordan. This will help them address usability in the design of their websites, thus helping them to survive, grow and achieve success.
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Alam, Tariq, and Muhammad Ali. "The Challenge of Usability Evaluation of Online Social Networks with a Focus on Facebook." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-6142.

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In today’s era online social networks are getting extensive popularity among internet users. People are using online social networks for different purposes like sharing information, chatting with friends, family and planning to hang out. It is then no surprise that online social network should be easy to use and easily understandable. Previously many researchers have evaluated different online social networks but there is no such study which addresses usability concerns about online social network with a focus on Facebook on an academic level (using students as subjects). The main rationale behind this study is to find out efficiency of different usability testing techniques from social network’s point of view, with a focus on Facebook, and issues related to usability. To conduct this research, we have adopted the combination of both qualitative and quantitative approach. Graduate students from BTH have participated in usability tests. Our findings are that although think aloud is more efficient then remote testing, but this difference is not very significant. We found from survey that different usability issues are in Facebook profile, media, Picture Tagging, Chatting etc.
We have identified different usability issues in Facebook such as issues in media, chatting, facebook profile, changing profile name etc. Here we can say that although think aloud protocol is more efficient then remote testing but this difference is not very significant. We have also suggested some extension in usability testing techniques. If participants of usability test do not verbalize while interacting with the system and keep their focus on performing the test. After completion of each task participants can express their thoughts and opinions what they did. Furthermore we sent our founded results to developer for validation purpose. Developers replied that the results of this research are satisfactory.
Tariq Alam Address: Folkparksvagen 18:19, 37240 Ronneby, Sweden E-mail: chochoswati@hotmail.com, Muhammad Ali Address: Folkparksvagen 18:19, 37240 Ronneby, Sweden E-mail: alijpjgujrat@yahoo.com
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Jetter, Hans-Christian. "Usability-Evaluation im Rahmen von INVISIP." [S.l. : s.n.], 2003. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB10761286.

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Ogolla, Juliana Anyango. "Usability Evaluation: Tasks Susceptible to Concurrent Think-Aloud Protocol." Thesis, Linköpings universitet, MDALAB - Human Computer Interfaces, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71590.

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Think-aloud protocol is a usability testing method whereby the participant running the usability test on an interface, thinks aloud as a way of giving feedback of the task he/she is performing on the given interface. It is one of the most researched on usability testing methods. It has attracted both praises and criticisms based on the effects it has on the participants or the tests at hand. A recently done study that used simple tasks, aimed at finding out the difference between using think-aloud protocol and not using think-aloud protocol. The study concluded that no notable differences were evident on the number of fixations and the amount of screen areas viewed when using think-aloud protocol and when not using think-aloud protocol.As an extension and follow-up of the recently done study, this study focused on finding the type of tasks that the concurrent think-aloud protocol has effects on. The tasks were chosen based on the information scent concept and eye-tracking methodology was used in collecting the necessary results.The study that involved twenty participants, resulted to some effects of the concurrent think-aloud protocol being noted on the low-scent tasks but not on high-scent tasks. It therefore goes ahead to conclude the tasks onto which concurrent think-aloud protocol would be more effective and the tasks that would be executed more effectively through other usability testing methods other than concurrent think-aloud protocol.
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Clark, Laura L. "Design and Testing of a Quick-Connect Wheelchair Power Add-On Unit." Diss., Virginia Tech, 1997. http://hdl.handle.net/10919/30289.

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A quick-connect wheelchair power add-on unit (PAU) has been developed at the Human Factors Engineering Center of Virginia Tech. The objective of the new invention is to provide an inexpensive, highly portable product which can quickly convert a manual wheelchair into a power-operated wheelchair. This dissertation details the three year research and design effort to develop the new wheelchair PAU. Results are presented from a series of evaluations conducted to identify performance and user-interaction characteristics of the PAU. Interpretation of the results provides a prioritized list of identified design deficiencies along with wheelchair expert and design team suggestions for the next generation of design alterations. The three evaluations conducted with the second generation PAU prototype include a series of wheelchair expert interviews, a PAU performance evaluation, and a usability evaluation which utilized wheelchair operators as subjects. Also included in the dissertation is an explanation of the need for a new PAU, a description of the most recent design iteration, a literature review containing information about the history of wheelchairs, the condition of the current PAU market, and an analysis of wheelchair PAU consumers. The new invention was conceived and patented by Dr. John G. Casali of the Industrial and Systems Engineering (ISE) Department at Virginia Tech. This research was supported jointly by Southwestern Applied Technologies, L. C., of Roanoke, Virginia and Virginia's Center for Innovative Technology in Herndon, Virginia.
Ph. D.
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Van, der Linde P. L. "A comparative study of three ICT network programs using usability testing." Thesis, [Bloemfontein?] : Central University of Technology, Free State, 2013. http://hdl.handle.net/11462/186.

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Thesis (M. Tech. (Information Technology)) -- Central University of technology, Free State, 2013
This study compared the usability of three Information and Communication Technology (ICT) network programs in a learning environment. The researcher wanted to establish which program was most adequate from a usability perspective among second-year Information Technology (IT) students at the Central University of Technology (CUT), Free State. The Software Usability Measurement Inventory (SUMI) testing technique can measure software quality from a user perspective. The technique is supported by an extensive reference database to measure a software product’s quality in use and is embedded in an effective analysis and reporting tool called SUMI scorer (SUMISCO). SUMI was applied in a controlled laboratory environment where second-year IT students of the CUT, utilized SUMI as part of their networking subject, System Software 1 (SPG1), to evaluate each of the three ICT network programs. The results, strengths and weaknesses, as well as usability improvements, as identified by SUMISCO, are discussed to determine the best ICT network program from a usability perspective according to SPG1 students.
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Lynch, Kyle R. "Weighted Heuristic Evaluation and Usability Testing of Ohio Area Agency on Aging Websites for Older Adults." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1300996609.

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Elgin, Peter D. "Validating the User-Centered Hybrid Assessment Tool (User-CHAT) : a comparative usability evaluation." Diss., Manhattan, Kan. : Kansas State University, 2007. http://hdl.handle.net/2097/256.

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Lutonda, Egide. "Development of Test Method for Evaluation of Interactive Media : A comparison between two different test methods." Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-84776.

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This study addresses a usability testing method and the development of a new testing procedure that includes eye-tracking. By correcting errors within the system before it reaches the end-user contributes to satisfied customers, high quality, and a useful system. Testing is all-important in identifying errors in the test procedure to be sure to capture issues in the system being tested. The aim of the thesis is to analyze and examine the testing methods used in the company and present how the development of a new testing method should be suitable for the company. The traditional testing method is compared with a new testing method that includes eye-tracking. The empirical material was generated by usability testing. Other methods such as background questionnaire, observation, interview, review thinking-aloud, and pilot test were also used. In the conclusion of the study, it was found that the traditional testing method met the criteria of how a usability test should be conducted. Another conclusion was that the new testing method helps to clearly see and identify usability problems that may be present in a system.
Denna studie behandlar en testmetod för användbarhet och vikten av att ta fram en ny utvecklad testmetod med hjälp av eye-tracking. Genom att korrigera fel inom systemet innan det når fram till slutanvändaren bidrar nöjda kunder, hög kvalitet och ett användbart system. Syftet med uppsatsen är att analysera och utreda testmetoder som används i företaget samt kartlägga hur utvecklingen av en ny testmetod ska vara passande till verksamheten. Detta jämför jag med den nuvarande testmetoden med implementering av eye-tracking. Uppsatsens undersökningsfrågor är således: Hur kan företagets nuvarande testmetod förbättras? Hur lätt är det för företaget att använda den nya testmetoden? Är den nya testmetoden mer användbar för företaget jämfört med deras nuvarande metod? Det empiriska materialet har framställts genom användbarhetstester. Även andra metoder, såsom bakgrundsenkät, observation, intervju, retrospektiv granskning och pilottest har använts. I studiens slutsats har det framkommit att den nuvarande testmetoden uppnår kriterier på hur en användbarhetstest ska genomföras. Ytterligare slutsats har varit att den nya testmetoden bidrar med att tydligt se och identifiera användbarhetsproblem som kan finnas i ett system.
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Maalouf, George Ludwig. "Evaluation of performance testing tools: Performance Center and BlazeMeter." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-235769.

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The need for performance testing is growing, and many companies are moving toward automated performance testing. Telia uses HP Performance Center for performance testing and wants to explore the market for new performance testing tools. The study compares two performance testing tools: HP Performance Center and BlazeMeter.The study is based on several criteria, which are cost, usability, functionality, efficiency and agile performance testing. The report contains information about the literature review that led to the creation of the framework and interview questions. The purpose of the report is to inform the reader about which tool has better usability, functionality, efficiency and costs and which tool can be used in agile performance testing.
Behovet för prestandatestning växer och många företag går också mot automatiserad prestandatestning. Telia använder i dagsläge Performance Center för prestandatestning, de vill utforska marknaden för nya prestanda testverktyg. Studien går ut från att utvärdera två perstanda testverktyg som är BlazeMeter och HP Performance Center. Studien mellan BlazeMeter och Performance Center byggs på flera kriterier som är kostnad, användbarhet, funktionalitet, effektivitet och agil prestanda testning. Rapporten innehåller information om litteraturstudien, hur ramverket skapas och intervju frågorna som baseras på ramverket. Syftet med rapporten är att ge läsaren information om vilket verktyg som har bättre användbarhet, funktionalitet, effektivitet och verktyget som kan användas i agil prestanda testning.
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Royar, Sazdar Rocan. "Evaluating usability aspects of a school photo mobile application." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3371.

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Context. The market for mobile applications is expanding rapidly. Companies that have web-based applications are required to supply their costumerswith mobile applications to not fall behind and lose their costumers. Portinga web-based application to a mobile platform is not only about decreasing thesize of the web-pages’ content. To succeed in porting a web-based applicationto a mobile platform the usability of the application must remain the sameand possibly be improved, otherwise the consequence is that users becomefrustrated and leave the mobile application. Objectives. The objectives of this thesis is to investigate how to structureand display the features of a school photo web-based application to a mobileapplication, and keep the usability. Methods. A literature study has been done to find guidelines for designingmobile applications. Three mobile application prototypes have been devel-oped. The prototypes have been tested with usability tests in a laboratoryexperiment to find usability problems if such exists, and to identify the mostusable alternative. The usability tests have been done with the target groupof the mobile application. Results. The most usable prototype was identified. Also, a list of recommen-dations are compiled from the experiment (such as, provide help text underthe icons to clarify the content of the icon), and specific improvements thatcan be done to the most usable prototype is also compiled. Conclusions. As a conclusion, the used guidelines and usability heuristicssupported the design of the prototypes and helped to get user-friendly inter-faces. Prototype III obtained the best results in the usability tests. The resultsalso showed that the Prototype III can be further improved. It has also beenfound that related applications such as Instagram, can be helpful in order toget usable and user-friendly interfaces.
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McCraw, Jenny. "Stories of the American South: A Usability Study of Learning Objects." Thesis, School of Information and Library Science, 2007. http://hdl.handle.net/1901/396.

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This study presents the results of a usability test of reusable learning objects currently in development in the Instructional Services Department of the UNC-Chapel Hill University Library. The learning objects are Web-based learning modules that are part of a new project, Stories of the American South, and they aim to make digital primary source material more accessible by breaking it into manageable units and providing contextual information. Seven undergraduate students viewed three prototypes, each focused on a unique theme related to the history of the American South. The results suggested that the learning objects are generally usable in design and function, and participants’ responses to design and content were positive. Several changes are suggested to optimize the usability of the learning object prototypes, and further usability testing with other audiences is recommended.
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Johansson, Vikström Emma. "Heuristic Evaluation of Network Management Systems - Using Axis Communications’ Network Management System Music in Creation of Usability Heuristics." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20555.

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Hantering av nätverk är en utmaning för dagens företag.Nätverkshanteringssystem är ofta komplexa och felbenägna, vilket gör demtröttsamma och svåra att arbeta med för nätverksansvariga. Tidigare forskningvisar att dessa system oftast inte är särskilt användbara, med den förmodadeanledningen att mer fokus läggs på funktionalitet än användbarhet då säkerhetär en så viktig del av nätverkshantering. Dock kommer ett system som inte byggsefter användbarhets- och user experience-kriterier att generera fel även omfunktionaliteten är korrekt byggd. Tidigare forskning visar också att det finns enavsaknad av effektiva användbarhetstester specifikt för nätverkshantering.I den här studien skapas ett set heuristiker (riktlinjer för användbarhet),skräddarsytt för nätverkshantering. Dessa heuristiker kan sedan användas ianvändbarhetstester för nätverkshanteringssystem. Studien är genomförd isamarbete med Axis Communications AB. Deras nätverkshanteringssystem”Music” används som en hjälp för att hitta och validera lämpliga heuristiker, ochheuristikerna används också för att testa Musics användbarhet. En systematisklitteraturstudie och användarintervjuer på Axis används för att upptäcka viktigaaspekter inom nätverkshantering. Setet med heuristiker skapas sedan genomatt sätta upp ett start-set med klassiska heuristiker och modifiera dessa utifrånde tidigare upptäckta viktiga aspekterna. Heuristikerna valideras sedan genomatt använda dem i användbarhetstester av Music. Valideringen visar att de nyaheuristikerna är mer effektiva vad gäller att hitta problem i ettnätverkshanteringssystem än ett klassiskt set av användbarhets-heuristiker(Nielsens heuristiker). Utöver setet med heuristiker resulterar studien också irekommendationer på förbättringar av Musics användbarhet, mock-ups med ettnytt designförslag för Musics GUI och generella rekommendationer för företagmed nätverkshanteringssystem.
Network management is a challenge for today’s enterprises. Networkmanagement systems are usually complex and error prone, making themtedious and difficult to work with for network managers. Related work show thatthese systems are often not very usable, the reason probably being that morefocus is put on functionality rather than usability since security is a veryimportant aspect of network management. However, a system not builtaccording to usability and user experience guidelines will generate errors eventhough the functionality is correctly built. Related work also show that there isa lack of efficient usability testing methods specifically for network management.In this study, a set of heuristics (usability guidelines), tailor-made for networkmanagement, is being created. These heuristics can then be used in usabilitytesting of network management systems. The study is conducted incollaboration with Axis Communications AB. Their network management system“Music” is used as a help in finding and validating appropriate heuristics, andthe heuristics are also used for testing the usability of Music. A systematicliterature review and user interviews at Axis are used to learn important aspectsof network management systems. The heuristic set is then created by setting upa starting set of classical heuristics and modifying it according to previouslyfound network management aspects. These heuristics are then validated byusing them in usability tests of Music. The validation proves the new set ofheuristics to be more effective in finding issues for a network managementsystem than a classical set of usability heuristics (namely Nielsen’s heuristics).Besides the set of heuristics, the study also results in recommendations ofimprovements on the usability of Music, mock-ups proposing a new design forMusic’s GUI and general recommendations for enterprises with networkmanagement systems.
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Kastman, Pål. "Development of a 3D viewer for showing of house models in a web browser : A usability evaluation of navigation techniques." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-177362.

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The architectural industry today struggles with how to best show their models to interested suitors opposite the construction industry which have the advantage of the fact that they can build physical models of houses which they can then show. This is where BIM comes into the picture. By extracting the graphics fromthese models and visualising them in a web browser this studyhas by creating a viewer with different navigation techniques sought to find out which techniques where most efficient for navigating models in the viewer. This was done with the help of user tests which results show that when it comes to projections, users were more efficient with perspective projection than orthogonal projections, however, user interviews show that users could still find a use for orthographic projection as it was better for displaying floor plans. Egocentric perspective were more efficient than allocentric perspective, but most users preferred egocentric perspective inside the models and allocentric projection outside of it. As for clipping objects and using clip planes, it is a closer race as users completed the task faster with clip plane but to a greater extent with culling of objects. However, most users wanted to use both technologies at the same time so that they could complement each other.
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Shen, Da. "Comparative Evaluation of Repurposing and Optimized Approaches in Web Application Design." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367927533.

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Jenkins, Lillie Ruth. "Designing systems that make sense what designers say about their communication with users during the usability testing cycle /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086193345.

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Thesis (Ph. D.)--Ohio State University, 2004.
Title from first page of PDF file. Document formatted into pages; contains xi, 170 p.; also includes graphics. Includes abstract and vita. Advisor: Brenda Dervin, Communication Graduate Program. Includes bibliographical references (p. 135-144).
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Morrall, Andrew J. "A usability study of a language centre web site." Thesis, Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25474108.

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Källgren, Robert. "Implementing and evaluating an unconventional design of an electronic health record system." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-420657.

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As the digitisation of healthcare progresses, there are still problems in terms of usability. With the goal of exploring solutions to these, an email inspired design for an electronic health record system was implemented using modern web technologies. The implementation was then evaluated in a series of usability tests conducted with five orthopaedic surgeons. Participants were asked to perform small tasks on a mocked data set, and the sessions were concluded with debriefing interviews. The focus was on the areas that are new in this design. The results suggest that the general design works, and no critical flaws were identified at this stage. Most of the issues that were found are likely to be solved with more training and experience, but there is still room for improvement. Participants had positive reactions overall, and plenty of feedback was collected regarding areas of improvement and feature suggestions. Due to the limitations of the test, the findings mostly relate to the intuitiveness of the design. To draw stronger conclusions regarding the viability of the design in a real environment, further testing with more data, realistic test tasks and more prerequisite training is necessary.
Digitiseringen inom sjukvården ökar, men det finns fortfarande problem när det kommer till användbarheten av de digitala system som finns på marknaden. Med målet att utforska lösningar på dessa problem implementerades i detta arbete en e-post-inspirerad gränssnittsdesign för ett digitalt journalsystem med hjälp av moderna webb-teknologier. Implementationen utvärderades genom användartester där fem ortopediska kirurger deltog. Deltagarna ombads använda gränssnittet för att utföra små testuppgifter med påhittad patientdata, och sessionerna avslutades med intervjufrågor. Fokuset var på de delar som är nya i den här designen jämfört med redan existerande system. Resultatet visar att det generella upplägget fungerar, och inga kritiska brister upptäcktes i detta stadie. De flesta av problemen som uppdagades kan troligen lösas genom att användarna ges möjlighet till mer träning och får mer erfarenhet, men det finns fortfarande förbättringutrymme. Deltagarna hade positiva reaktioner i allmänhet, och många förslag kring förbättringsområden och önskemål kring utökad funktionalitet samlades upp. På grund av användartestets begränsningar belyser resultaten i detta test mest vilka delar av gränssnittet som är intuitiva eller ej, medan det som är mer intressant för den här typen av dagligen använda system egentligen är huruvida de är effektiva att använda i det dagliga arbetet. För att kunna dra säkrare slutsatser kring om den här designen skulle fungera i riktiga arbetssituationer behövs mer testning med större mängder patientdata, mer realistiska testuppgifter och mer tid för deltagarna att lära sig systemet i förväg.
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Barret, Beverley, and n/a. "Users and an online catalogue : an evaluation of the OPAC at the Dixson Library, University of New England." University of Canberra. Information, Language & Culture Studies, 1989. http://erl.canberra.edu.au./public/adt-AUC20060607.162838.

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This thesis reports on a study undertaken at the Dixson Library, University of New England. The purpose of the study was to develop an understanding of users of online public access catalogues (OPACs). The understanding gained from the study will assist in the development of improvements to the Library's OPAC, and increase user ability to access information from the OPAC. The study replicated the user questionnaire of the Online Patron Access Project, sponsored by the Council on Library Resources (CLR) in 1981/83. The questionnaire was modified slightly to suit conditions at the Dixson Library. The study addressed nine research questions relating to the users, their reactions, attitudes, experiences and problems. The user task and their suggestions for improvement were also addressed. The study formally tested three propositions between the variables user task, success and attitudes in relation to OPAC users. The findings show the analysis of the responses for the population as a whole, and, where relevant, for eight groups of student respondents based on their academic affiliation. The student population was of particular importance because of the preponderance of external students at the University of New England. The differences in the findings between the groups of students were discussed, and where possible, explained. The three formal propositions were tested by carrying out Chi square tests for the values of each variable. Nine significant relationships were found. Comparisons were made between the Dixson Library findings and those of the CLR study. Recommendations and conclusions were drawn from the study, including areas for further research.
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Jansson, Ove. "Instrumenteffekt inom användbarhetstestning : Mätinstrumentets påverkan på ett systems användbarhet." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-93993.

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Fältet för användbarhetstestning är fullt av metoder, men av någon anledning är det en väldig brist på studier som jämför metoderna mot varandra och kontrollerar om dessa metoder, som utger sig för att generera samma typ av data, faktiskt är likvärdiga. Denna studie jämförde två användbarhetstestningsmetoder vid namn SUS och PSSUQ. Först jämfördes metodernas metamedelvärde med varandra för att se om det fanns signifikanta skillnader mellan metodernas rådata och sedan utökades analysen till att jämföra metodernas resultat med den normativa mall som respektive metod ger tillgång till. Dessa två olika jämförelser gjordes ett flertal gånger med olika antal försöksdeltagare vid varje iteration. Resultatet av studien visade att inga statistiskt signifikanta skillnader fanns mellan metodernas metavärde (värden transformerade till en skala mellan 0 och 100) och att inga statistiskt signifikanta skillnader hittades mellan dessa två mätinstrument då deras resultat jämfördes mot de normativa mallar som metoderna ger tillgång till, men även om inga statistiskt signifikanta skillnader hittades visar resultatet på en viss skillnad i hur ett system uppfattas beroende på vilken metod som används, vilket innebär att liknande studier borde genomföras.
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Linder, Johan. "How to Develop a Help System for a Communication App." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120537.

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This study aimed to develop a help system for a communication app, identify usability issues regarding that help system and develop redesigns to improve it. The focus was to maximize perceived usefulness and minimize perceived annoyance of the help system. During the study two design proposals were developed and two user tests, which used low-fidelity prototypes. were performed to evaluate the design proposals. The first design proposal was evaluated in the first user test, thereafter an iteration of that design was developed based on the usability issues found in the user test. This iteration of the design was the second design proposal which were evaluated in the second user tests. Both design proposals and data from both user tests were analysed to- gether which resulted in seven recommendation that aimed to maximize perceived usefulness and minimize perceived annoyance when developing a help system for a communication app. Due to a lack of generalizability these recommendations should however be used with caution since they are mainly applicable to the system evaluated in this study. They can however be used as an inspi- ration and a starting point for someone designing a help system for an other communication app.
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Ågren, Emy. "Utveckling av IT- Systemet Mina Vårdkontakter." Thesis, Mittuniversitetet, Institutionen för naturvetenskap, teknik och matematik (-2012), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-20516.

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Vårt samhälle har genomgått stora förändringar då det rör sig teknik. Många områden i dagens samhälle blev digitaliserade och Vården, vår hälsa blev inte ett undantag. Landstinget tillhandahåller ett IT- system eller e- tjänst, som möjliggör patienten att boka/ omboka tid, förnya recept, beställa sina patientjournaler och med mera. E- tjänsten Mina Vårdkontakter (MVK) skapades för drygt 10 år sedan. Tjänsten vänder sig till alla medborgare, oavsett dator- och Internetanvändningserfarenhet, kön och ålder. Eftersom alla medborgare inte är lika vana IT- användare och därför ett sådant system bör vara så användarvänlig som möjligt. Detta arbete syftar på att hitta brister i MVK och hitta förslag på förbättringar utifrån användbarhetsprinciper. Metoder som användes i detta arbete är kombination av kvalitativ och kvantitativ metod. Därför utvärderade jag e- tjänsten MVK, genom att genomföra ett antal användbarhetstester. Testpersoner i detta arbete var både män och kvinnor i olika åldrar, har olika erfarenhet av dator- och Internetanvändning. Mina testfrågade fick ett antal enkla uppgifter, som jag ansåg kan ha några brister. Det svåraste av alla uppgifter var att Hitta MVK på lg.se webbsida. Men det var inte heller lätt att hitta hjälp på MVK. Den bästa tjänsten av alla som finns på MVK var att avboka/ omboka tiden och förnya recept- funktionen. Med hjälp av Time- on- task observerade jag också att oerfarna personer tar alltid längre tid att utföra vissa uppgifter jämfört med experten och med erfarna testpersoner. Och det är just för dem man ska förbättra e- tjänsten för att det skulle vara så enkelt som möjligt att använda e- tjänsten och personer skulle trivas med systemet. Efter genomfört arbete identifierades förslag på förbättringar av e- tjänsten, samt man kunde ge förslag på framtida forskning. Framtid forskning kan vara en ny utvärdering av bara en grupp oerfarna användare i olika åldrar. Man kan också undersöka hur den grafiska designen ser ut och hur det går att navigera i MVK. Eller så kan man göra en ny utvärdering efter den planerade uppdateringen av MVK som skulle ske om drygt en månad, enligt MVK- utvecklare.
Our society has undergone significant changes as new techniques came into our lives. Many areas of today’s society have digitalized in very short period and even healthcare sector is not exception. The County Council (Landstinget) provides an IT- system or e- service (MVK), which allows patients to book/ cancel appointments, renew prescriptions, order Patient Medical Records and much more. E- service was created just over 10 years ago. The service is aimed to all citizens, regardless of Computer- and Internet experience, gender and age. Since not all citizens are experienced in usage of IT, such system should be as easier and as user friendly as possible. This work is aimed to find weaknesses in MVK and find suggestions for improvement based on usability principles. Methods used in this work the combination of qualitative and quantitative methods. Therefore, I evaluated the service MVK, by implementing a number of usability tests. Test persons in this work were both men and women of different ages and different Computer- and Internet experiences. Test persons got a number of simple tasks, in which I felt we might find some faults. The most difficult of all was to find MVK on lg.se website. But it was not easy either to find Help on MVK. The best service of all available on MVK is to cancel/ reschedule the appointment and renew- prescription function. By using Time- on- task, I observed that inexperienced computer and internet users take longer time to perform certain tasks, compared with the expert and with other test takers. And that is right for them we should improve the system so that it would be easy for them to use it. In this work I could identify suggestions to improve the e- service, and could give suggestions to future research. Future research may be a reassessment of just a group of inexperienced users of different ages. We can also examine how the graphic design looks like and how it is to navigate on MVK. Or we can also re- evaluate e- service after the planned updates of MVK that would be carried out in a month, according to MVK developers.
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Sundström, Emil. "Shared Augmented Reality : Developing a Multiplayer AR Mobile Game to Study Playability." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-75952.

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The purpose of this study has been to investigate if the Pervasive GameFlow Model is suitable for evaluating Player Experience in Augmented Reality games. The work has described a definition of Augmented Reality, how it generally operates and reviewed common challenges when developing Augmented Reality applications. A prototype game has been developed, based on a previous concept of merging board games with computer games using Augmented Reality. After development, the game has been tested with a method based on the Pervasive GameFlow Model. Results showed the model to be suitable for future tests and evaluations, but did not produce data for evolving the game design. Generating such data would require execution of additional testing methods.
Syftet med denna studie har varit att undersöka om Pervasive GameFlow Modellen är lämplig för att utvärdera spelarupplevelse i Augmented Reality-spel. Arbetet har beskrivit en definition av Augmented Reality, hur det generellt fungerar och granskat vanliga utmaningar vid utveckling av Augmented Reality-applikationer. Ett prototypspel har utvecklats, baserat på ett tidigare koncept för att slå samman brädspel med datorspel med hjälp av Augmented Reality. Efter utveckling har spelet testats med en metod baserad på Pervasive GameFlow Modellen. Resultat visade att modellen var lämplig för framtida tester och utvärderingar, men producerade inte data för att utveckla speldesignen. Generering av sådan data skulle kräva utförande av ytterligare testmetoder.
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Laochaiyapruek, Pruek. "Investing in Celebrities: A Study of the Use of Profiles as Representations of Investment Securities." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-210896.

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Walter is a new Swedish investment service website that uses famous people to represent investment securities. It differs from other websites that typically do not use human as investment options. Previous research exhibits that some users use professional financial advisers that they know as trusted sources; that incorporated information relates to user's investing and information seeking behaviour; and that usability of a website can affect perceived trustworthiness, ease of use, and ease of understandability. Therefore, this study aims to investigate how the profiles of famous people affect the decision making process in long-term investment service website and what information should be incorporated with the profiles. Heuristic evaluation, user testing with think aloud protocol, and interview are used to collect data from both usability experts and end users. Avanza website is used as an example of other websites to compare with Walter. The results show that the profiles can gain participants' interest and the participants tend to be positive towards them. They perceive the profiles as investment options and consider financial information together with their personalities. Additionally, financial information is still necessary for investment and it affects the perception of ease of use, trustworthiness, and understandability of the website. When comparing, Walter seems to be easier to use because of the lower amount of information, but Avanza seems to be more trustworthy because of the higher amount of information and the traditional look. The high amount of information affects the perceived understandability both positively and negatively depending on an individual. Lastly, half of the participants prefer to use Avanza due to the usability issues in Walter.
Walter är en ny svensk investeringstjänst på webben som använder kända personer för att representera värdepapper för investeringar. Den skiljer sig från andra webbplatser som vanligtvis inte använder människor som investeringsalternativ. Tidigare forskning visar att vissa användare använder professionella finansiella rådgivare som de känner till som betrodda källor; den inkorporerade informationen avser användarens investerings- och informationssökande beteende; och att användbarheten hos en webbplats kan påverkaupplevd trovärdighet, användarvänlighet och enkel förståelse. Därför syftar denna studie till att undersöka hur kända personers profiler påverkar beslutsprocessen på lång sikt i en sådan investeringstjänst, samt vilken information som ska införlivas med profilerna. Heuristisk utvärdering, användartest med tänka-högt protokoll och intervju används för att samla in data från både användbarhetsexperter och slutanvändare. Webbplatsen Avanza används som ett exempel på andra webbplatser att jämföra med Walter. Resultaten visaratt profilerna kan få deltagarnas intresse och deltagarna tenderar att vara positiva mot dem. De uppfattar profilerna som investeringsalternativ och överväger finansiell information tillsammans med deras personligheter. Dessutom är finansiell information fortfarande nödvändig för investeringar och det påverkar uppfattningen om användarvänlighet, tillförlitlighet och förståelse för webbplatsen. Vid jämförelse verkar Walter vara lättare att använda på grund av att mindre information visas, men Avanza verkar vara mer pålitligpå grund av att mer informationen visas i samband med det mer traditionella utseendet. Den höga mängden information påverkar den uppfattade förståelsen både positivt och negativt beroende på en individ. Slutligen föredrar hälften av deltagarna att använda Avanza på grund av användbarhetsfrågorna i Walter.
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Franzén, Johanna. "Att öka användbarheten på en webbplats : Utvärdering och test av ett makeup-företags webbplats i anpassning till deras målgrupp med tänkbara förbättringsförslag." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-30565.

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Viva la Diva är ett Svenskt makeup-varumärke som nyligen har lanserat sin nya webbplats. Denna webbplats har inte blivit testad på deras slutanvändare eller målgrupp. Genom att använda en heuristisk utvärdering och 12 Think aloud-tester har flera användbarhetsproblem upptäckts där designen behöver förbättringar. Senare i rapporten presenteras några förbättringsförslag om hur användarupplevelsen kan förbättras på webbplatsen, men också hur problemen som jag fann under utvärderingen och Think aloud-testerna kan lösas. Jag tillhandahåller också för Viva la Diva ett designförslag för en av deras sidor som inte är helt färdig i designen. Detta arbete ger insikt i hur man kan använda en heuristisk utvärdering och Think aloudtester för att upptäcka användbarhetsproblem på webbplatser.
Viva la Diva is a Swedish makeup-brand that has recently launched their new website. This website has not been tested with their end-users or target users. By using a heuristic evaluation and 12 Think aloud-tests several user problems have been discovered where the design needs improvements. Later in the article I present some suggestions on how to improve the user experience on the website, as well as fix the problems that I found during the evaluation and Think aloud-tests. I also provide Viva la Diva with a design suggestion for one of their pages that is not completely finished in the design. This work provides insights on how to use a heuristic evaluation and Think aloud-tests to discover usability problems on websites.
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Christiansen, Amelie. "Sharing is caring : Designing and evaluating an application for collaborative consumption." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167379.

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This study was conducted to explore the design of an application in the collaborative consumption area. To explore this, different factors that motivate users to participate in collaborative consumption were investigated. From these factors, User Experience (UX)-attributes were generated as a starting point for the researcher to create concepts and design a digital prototype. The usability of the prototype and whether the UX-attributes had been achieved were later evaluated. On the basis of the usability and interview results, the intent to use the application was explored. Five participants took part in the usability test. This test included measuring task success, user expectation measure and a SUS-questionnaire, after which an interview was conducted to explore the achievement of these attributes. The interviews were analyzed using the thematic analysis method, and the results showed that the UX-attributes that were chosen were sufficient in generating a concept for collaborative  consumption that could communicate these important factors. The results from the usability tests show that the design has well above acceptable usability, and although the interview results show that the UX-attributes were fulfilled in varying degrees, they were all fulfilled. Furthermore, by examining the usability and interview results an intent to use the application was discovered.
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Larsson, Rickard. "A user centric approach for evaluating and enhancing the usability of a complex real-time web user interface." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188680.

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As the technologies evolve, more complex products such as real-time web applications are made. These applications introduce new usability challenges and interaction design opportunities. The purpose of this work was to evaluate and enhance the usability of a complex real-time web user interface using a User-centered design approach. Another aim was to investigate how to adapt the current usability research methods, guidelines and principles to today's modern technology, such as real-time web applications. The research was carried out for the Stockholm based start-up Challengermode AB that is currently developing a competitive gaming platform with a focus in automatic tournaments. The research method consisted of a user and system analysis, usability testing and a creative design workshop. The research results were used in combination with current user interface design guidelines and principles to improve and design new features to the current user interface. The results show that the User-centered design approach in combination with Participatory design was a successful way of evaluating and improving the usability of the Challengermode real-time web user interface. The current usability research and design guidelines are applicable to modern technology, but in order to evaluate the Challengermode real-time web user interface, and other applications with similar functionality in a realistic scenario, traditional usability testing can be limited. Furthermore, the main takeaways from the user interface improvement process is that designing for empty states and not hiding important elements even though they are not active is as important as designing for the optimal case where data is available.
I och med att tekniken förbättras utvecklas allt mer komplexa produkter såsom realtidswebbapplikationer. Dessa applikationer inför nya utmaningar och möjligheter inom användbarhet och interaktionsdesign. Syftet med detta arbete var att utvärdera och förbättra användbarheten av ett komplex realtidswebbgränssnitt med hjälp av en användarcentrerad designstrategi. Ett annat syfte var att undersöka hur man kan anpassa existerande metoder, riktlinjer och principer inom användbarhetsforskning och interaktionsdesign för dagens moderna teknik, såsom realtidswebbapplikationer. Arbetet genomfördes för det Stockholm baserade start-up företaget Challengermode AB som för närvarande utvecklar en tävlingsplattform för eSport med fokus på automatiska turneringar. Forskningsmetoden bestod av en användar- och systemanalys, användbarhetstester och en kreativ designworkshop. Forskningsresultaten användes sedan i kombination med riktlinjer och principer inom interaktionsdesign för att förbättra och utveckla nya funktioner för det aktuella användargränssnittet. Resultaten visar att en användarcentrerad designstrategi i kombination med kooperativ design var ett framgångsrikt sätt att utvärdera och förbättra användbarheten av Challengermodes realtidswebbgränssnitt. Dagens forskning inom användbarhet och designriktlinjer är applicerbara på modern teknik, men för att utvärdera Challengermodes realtidswebbgränssnitt, och andra liknande applikationer i ett realistiskt scenario, kan traditionella användbarhetstester vara begränsade. De viktigaste slutsatserna från designprocessen är att design för element i tomma tillstånd är lika viktigt som design för element i det optimala tillståndet där data är tillgänglig.
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38

Manberger, Johan, and Alexander Mogren. "Utveckling och utvärdering av ett användargränssnitt för geovisualisering av avvikelsedata." Thesis, Högskolan i Gävle, Datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-26890.

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Trafikverket har ansvar över den långsiktiga infrastrukturplaneringen samt drift av Sveriges vägar. En viktig faktor för säkerheten på våra vägar är vädret. Genom att kunna förutspå temperaturer och nederbörd längs vägar går det att minska risker i trafiken. Det finns mätstationer som mäter vägväder längs de vägar där det är störst risk för halka och snödrev. En mjukvara används för övervakning av väderstationerna och kvalitetskontroll av avvikelser i vägväderdatat. Trafikverket vill byta ut befintligt system för kvalitetskontroll mot ett mer användarvänligt system. I detta examensarbete skapades en prototyp till ett nytt användargränssnitt för kvalitetskontroll. Gränssnittet utvecklades i enlighet med aspekter för användbar webbdesign samt kriterier som togs fram i förstudien vid utvärdering av den befintliga kvalitetskontrollen. Det nya användargränssnittet visar avvikelser som geovisualiseringar och det utvecklades med mjukvarorna PostgreSQL, PostGIS, Geoserver, OpenLayers samt GeoExt. Användargränssnittets användbarhet utvärderades med en heuristisk utvärdering av målgruppen som det är designat för. Utvärderingen bestod av användartest samt frågeformulär. Resultatet från utvärderingen visade att deltagarnas nöjdhet med gränssnittets design varierade. Slutsatsen var att användargränssnittets användbarhet är godtagbar men att gränssnittet har förbättringspotential.
The Swedish Transport Administration is accountable for the long-term planning and management of the Swedish road infrastructure. An important factor for the safety on our roads is the weather. By predicting the weather it is possible to reduce the risk for accidents. There are stations that measure weather conditions along the roads with the greatest risk of slipperiness and snow drift. Monitoring of these weather station is executed with a  software for quality control of data deviations. The Swedish Transport Administration wants to replace the present interface for quality control with a more user-friendly system. In this thesis, a prototype for a new interface for quality control was created. The interface was developed in accordance with aspects for useful web design and criterias produced in the preliminary study which evaluated the present interface. The new interface displays data deviations as geovisualizations. The interface was developed by using the PostgreSQL, PostGIS, Geoserver, OpenLayers and GeoExt softwares. The usability of the interface was evaluated by the target audience it is designed for. The evaluation consisted of a heuristic evaluation with user tests and questionnaires. The outcome revealed that participants' satisfaction varied. The conclusion was that the usability of the interface is acceptable but that it has potential for improvement.
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39

Johannes, Karlsson. "Resursbesparande mätmetoder inom användbarhet." Thesis, Malmö högskola, Teknik och samhälle, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20130.

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Detta arbete är en jämförande studie mellan mätningar inom användbarhet. Studien jämför en heuristisk utvärdering med ett användartest, med inriktning på ekonomi och resultat. Syftet är att belysa den ekonomiska aspekten mellan de två metoderna. Samtidigt undersöker studien om heuristisk utvärdering är en metod som lämpar sig som beslutsunderlag. Studien är genomförd på ett tryckeri där tryckeriets IT-system har testats och utvärderats utifrån de två metoderna. Studien baseras på kvalitativa och kvantitativa metoder så som strukturerade och ostrukturerade intervjuer, observationer och enkäter.Arbetet behandlar användbarhet som begrepp och metoder för hur användbarhet mäts. Relevant teori presenteras i teoridelen och behandlas i diskussionen. De båda metoderna var relativt lika varandra. Den stora skillnaden ligger i att användartestet gav mätbara resultat medan den heuristiska utvärderingen resulterade i en givande diskussion. Ur ett ekonomiskt perspektiv var den heuristiska utvärderingen betydligt billigare att genomföra. Undersökningen visar att den heuristiska utvärderingen fungerar bra. Dock bör metoden undersökas ytterligare för att styrka påståendet.
Resource-saving methods in usability This essay is a comparative study of measuring usability. The study compares a heuristic evaluation with a usability test, with focus on economy and performance. The aim is to highlight the economic aspect between the two methods, also if the study of heuristic evaluation is a method suitable for decision-making. The study is conducted on a printing company where the company’s IT systems have been tested and evaluated on the basis of the two methods. The study is based on qualitative and quantitative methods such as structured and unstructured interviews, observation and questionnaires.The study deals with usability as a concept and different methods for measuring usability. Relevant theory is presented in the theoretical part and is discussed and addressed in the discussion.Both methods were relatively similar. The major difference is that the user test yielded measurable results, while the heuristic evaluation resulted in a fruitful discussion. From a financial perspective, the heuristic evaluation is significantly cheaper to implement. The study shows that the heuristic evaluation works well. However, the method should be further investigated to prove the claim.
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40

AlShamari, Majed Aadi. "Task formulation in usability testing." Thesis, University of East Anglia, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.533712.

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Usability testing is widely used for measuring a system's usability, particularly in relation to websites. It consists of a number of variables such as tasks, number of users, usability measures and other elements. Each variable can influence the usability testing results either negatively or positively. This research investigates the impact of task design upon usability testing results and further examines the role of the number of users in such testing. In addition, usability measure correlations are also explored. In order to achieve these objectives, three experiments were conducted; the first examines the proposal that task design can seriously influence usability testing results. It explores the way in which three different types of task affect these results, the types being: structured, uncertain and problem-solving. Each type of task seems to reveal different types of associated problems. Subsequently, user numbers and usability measures are also examined. In light of the first experiment's results, the second experiment's objectives investigate how a mixed set of different task types can influence the usability testing results concluding again with an examination of user numbers and usability measures. The third and final experiment validates the results of the previous two experiments by examining the influence of task order on usability testing results. The first experiment designed to investigate the influence of task type on usability testing results, involves 5 tasks all performed by 20 users for each of 3 groups. The usability testing results differ significantly. Each type of task reveals certain types of problems, and each one performs differently. In this experiment, "five users" fail to achieve what was promised i. e. the identification of 85% of usability problems. This experiment raises questions and suggests a number of recommendations, such as that tasks should be mixed in usability testing in order to offer better results: these the objectives for the 2 "d experiment. The second experiment investigates the influence of a mixed set of different task types on usability testing results. The three types of tasks above form a set of tasks to be performed by a single user or by a group of users. The participant number is increased to 30 users, who performed 10 tasks. The results show that performing a mixed set of tasks by a group of users can offer better results. In this experiment, "five users" again fail to achieve satisfactory results. This experiment suggests that task order may influence usability testing results, a question addressed in the final experiment's design. In the third experiment; therefore, the tasks are ordered differently to previous experiment. However, this is shown to have no influence on the usability testing results, although does reveal some interesting effects on users behaviour during the performance of such tasks
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41

Hough, Darren William. "Aesthetics and product usability." Thesis, Georgia Institute of Technology, 2003. http://hdl.handle.net/1853/23107.

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42

Kessner, Martin. "On the reliability of usability testing." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ57704.pdf.

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43

Kessner, Martin Carleton University Dissertation Psychology. "On the reliability of usability testing." Ottawa, 2000.

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44

Hällkvist, Alice. "Usability Testing of Software Products : A case study about usability testing and how to improve the practice." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-72419.

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Usability testing is an important task during development of software products such as web and mobile applications. It is a growing and evolving concept but is often left out during development due to time and costs. Developers are also expected to handle the usability testing but are given minimal training to do so. The aim of this thesis is to examine how Tieto uses and perform usability testing when developing their software products. The study is about identifying any issues in the practice and compare it to presented theory and come up with suggestions of change that Tieto can take into consideration. The method in this thesis is single case study done with qualitative data collection through observation and semi-structured interviews, to be able to answer the purpose and get a deeper knowledge about what some of the employees at Tieto thinks of usability testing. By comparing the result of the study with the presented theory the conclusion can be drawn that the practice of usability testing consists of a few flaws but that the main problem is the organizational culture.
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45

Hyde, Joanne Krysia. "Multi-modal usability evaluation." Thesis, Middlesex University, 2001. http://eprints.mdx.ac.uk/6693/.

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Research into the usability of multi-modal systems has tended to be device-led, with a resulting lack of theory about multi-modal interaction and how it might differ from more conventional interaction. This is compounded by a confusion over the precise definition of modality between the various disciplines within the HCI community, how modalities can be effectively classified, and their usability properties. There is a consequent lack of appropriate methodologies and notations to model such interactions and assess the usability implications of these interfaces. The role of expertise and craft skill in using HCI techniques is also poorly understood. This thesis proposes a new definition of modality, and goes on to identify issues of importance to multi-modal usability, culminating in the development of a new methodology to support the identification of such usability issues. It additionally explores the role of expertise and craft skill in using usability modelling techniques to assess usability issues. By analysing the problems inherent in current definitions and approaches, as well as issues relevant to cognitive science, a clear understanding of both the requirements for a suitable definition of modality and the salient usability issues are obtained. A novel definition of modality, based on the three elements of sense, information form and temporal nature is proposed. Further, an associated taxonomy is produced, which categorises modalities within the sensory dimension as visual, acoustic and haptic. This taxonomy classifies modalities within the information form dimension as lexical, symbolic or concrete, and classifies the temporal form dimension modalities as discrete, continuous, or dynamic. This results in a twenty-seven cell taxonomy, with each cell representing one taxon, indicating one particular type of modality. This is a faceted classification system, with the modality named after the intersection of the categories, building the category names into a compound modality name. The issues surrounding modality are examined and refined into the concepts of modality types, properties and clashes. Modalities are identified as belonging to either the system or the user, and being expressive or receptive in type. Various properties are described based on issues of granularity and redundancy. The five different types of clashes are described. Problems relating to the modelling of multi-modal interaction are examined by means of a motivating case study based on a portion of an interface for a robotic arm. The effectiveness of five modelling techniques, STN, CW, CPM-GOMS, PUM and Z, in representing multi-modal issues are assessed. From this, and using the collated definition, taxonomy and theory, a new methodology, Evaluating Multi-modal Usability (EMU), is developed. This is applied to a previous case study of the robotic arm to assess its application and coverage. Both the definition and EMU are used by students in a case study to test the definition and methodology's effectiveness, and to examine the leverage such an approach may give. The results shows that modalities can be successfully identified within an interactive context, and that usability issues can be described. Empirical video data of the robotic arm in use is used to confirm the issues identified by the previous analyses, and to identify new issues. A rational re-analysis of the six approaches (STN, CW, CPM-GOMS, PUM, Z and EMU) is conducted in order to distinguish between issues identified through craft skill, based on general HCI expertise and familiarity with the problem, and issues identified due to the core of the method for each approach. This is to gain a realistic understanding of the validity of claims made by each method, and to identify how else issues might be identified, and the consequent implications. Craft skill is found to have a wider role than anticipated, and the importance of expertise in using such approaches emphasised. From the case study and the re-analyses the implications for EMU are examined, and suggestions made for future refinement. The main contributions of this thesis are the new definition, taxonomy and theory, which significantly contribute to the theoretical understanding of multi-modal usability, helping to resolve existing confusion in this area. The new methodology, EMU, is a useful technique for examining interfaces for multi-modal usability issues, although some refinement is required. The importance of craft skill in the identification of usability issues has been explicitly explored, with implications for future work on usability modelling and the training of practitioners in such techniques.
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46

Kodiyalam, Narayanan Gopalakrishnan. "Remote Usability Evaluation Tool." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/33324.

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Interactive system developers spend most of their time and resources on user interface evaluation in traditional usability laboratories. Since the network itself and the remote work setting have become parts of usage patterns, evaluators do not have unlimited access to representative users for user interface evaluation. Reproducing the userâ s work context in a laboratory setting is also difficult. These problems have led to the concept of Remote usability evaluation that takes interface evaluation of any application beyond the laboratory setting. The main aim of this thesis work is to develop a tool that can record problems faced by remote users in the form of text and video. The text report and video, which is a sequence of the userâ s actions while encountering the problem, would help evaluators in preparing usability problem descriptions. This thesis reports the development of the remote usability evaluation method and the process of usability evaluation performed in enhancing features offered by the tool.
Master of Science
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47

Beinhoff, Andreas. "Developer usability testing : A real world example." Thesis, Uppsala universitet, Institutionen för informatik och media, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-132227.

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The iPhone has thanks to its multitouch interface, size and connectivity change the way we communicate. To fully utilize this technology we can involve users in the development process to help make highly usable software applications. One way to do this we somehow need to get the users to use our systems. What techniques are there to do this? And will they fit our product? Are there any way we can involve the users in the development process of an iPhone application, in this thesis I investigate if this can be accomplished by conducting usability tests with users on an iPhone application. The usability testing gives an insight into how the users work with and adapts to the users interface. The questionnaires given to the participants gave insight into how the users considered the usability and usefulness of the application. This data gave the development much needed data on the application to make it better and more usable. Since earlier research into user involvement have shown a strong connection to usable software and usability testing could be integrated successfully into the development by the single programmer, the conclusion can be drawn that single developer that incorporates usability testing into the development process as a form of user involvement makes more usable software. The usability was tested on an iPhone application built for an American online classified ads website.
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48

Gellner, Michael. "Usability evaluation patterns best practices zur Durchführung von Usability-Evaluationen." Saarbrücken VDM Verlag Dr. Müller, 2004. http://d-nb.info/988799375/04.

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49

Dillon, Andrew. "The Evaluation of software usability." London: Taylor and Francis, 2001. http://hdl.handle.net/10150/105344.

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This item is not the definitive copy. Please use the following citation when referencing this material: Dillon, A. (2001) Usability evaluation. In W. Karwowski (ed.) Encyclopedia of Human Factors and Ergonomics, London: Taylor and Francis. Introduction: Usability is a measure of interface quality that refers to the effectiveness, efficiency and satisfaction with which users can perform tasks with a tool. Evaluating usability is now considered an essential part of the system development process and a variety of methods and have been developed to support the human factors professional in this work.
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Guldager, Nikolai. "Usability evaluation of Beebyte’s website." Thesis, Karlstads universitet, Handelshögskolan (from 2013), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-74203.

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For companies operating on the web, a high usability on their website are of outmost importance for customers to keep using their services. Over the years many usability principles and methods have been developed to help companies to achieve a high usability on their systems. This thesis aims to help Beebyte identify usability problems on their website, find out how users perceive its usability, and then come up with recommendations on how to improve it. To do this a heuristic evaluation and a user test were conducted. Each user test session was accompanied by a questionnaire and a post-test interview. The result presents several of usability problems found by the heuristic evaluation and the user tests, and a summary of the post-test interviews and questionnaires. The sources of the problems are then analysed, and recommendations are presented based on established usability principles, my own experience in the area and the test participants opinions from the post-test interviews. The questionnaire answers are discussed and analysed to get a better idea on how they rank the website from a usability perspective.
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