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Dissertations / Theses on the topic 'Usability testing'

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1

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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2

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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3

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

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4

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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5

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

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6

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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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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8

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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9

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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10

Ahlberg, Jesper, and Andreas Andrén. "Usability Optimization and Testing Of Social Music Service." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-50063.

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Music playback in venues is very often controlled by the small group of people administrating the business or locale, and not by the audience of listeners themselves. The people listening rarely have any ability to affect the choice of music within the public place or business they are currently situated in. This master thesis is built around a developed social music service, that lets the listeners control the playback of music together. The project is called: Blicko, and it enables its users to collaboratively build up a playlist of music, and then vote on the order of the upcoming tracks to be played. It can be thought of as a tool which has similar functions to a jukebox. The service enables the visitors or attendees at any type of public place or venue (i.e. cafes, bars, lobby, restaurants etc.) to be a part of deciding and controlling which music is being played. The thesis is dedicated to examine the best way of refining the service, in terms of optimizing the User Experience (UX), by application of different practices and methods within the field of Human-Computer Interaction (HCI). This also involves managing the complications that rises when developing a multi-platform service for a wide range of devices.
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11

Madireddy, Avinash. "Usability Testing : The Relation between Tasks and Issues." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78652.

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The Usability of a website can be evaluated using various methods. One of the methods is usability testing, which is widely used and employed by the usability tester due to its low cost and user friendliness. The results of usability testing can be affected positively or negatively by several factors such as evaluator’s role, number of users, test environment, tasks, usability problem report, usability measures, and other factors. For more than a decade, the number of users plays a key role in usability testing. Previously done study [12], has shown that correlation exists between the number of user tasks and the number of issues found. As an extension and follow-up of the recent studies, the current work was carried out on task design, task number, and task coverage. Two types of task designs were proposed namely, guided tasks and unguided tasks. Considering the task as a key factor, the remaining factors were also considered while employing the usability test.
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12

Barth, M. (Matthew). "Successful usability testing in open source software projects." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201405241500.

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Open source software has long been the domain of in-house production and personal use software programs. As the Internet becomes less and less of a specialist tool, this particular paradigm shifts. Now, many commercially available pieces of software are being created, as a whole or in part, with open source projects. As this happens, open source coders, who are used to creating software for themselves are facing the need to create a product that other people can use, some of whom are not technology aficionados. This thesis examines the process of implementing usability activities in open source software and looks at what does or does not work in the context of the open source community. This process begins with the creation of a usability case study, guided by Design Science Research method. Once that has been completed, a Comparative Analysis is conducted of that case study as compares to eight other cases from the same research series. As a result of this work, a methodology is proposed to outline the process of introducing usability testing into an open source project.
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13

Seger, Jonatan. "How In-House Usability Testing Increases Product Development." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263314.

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Can the Product Development Process at Tcom be improved by moving usability testing in-house? The interest in this question lies in the agile transformation Tcom initiated in early 2018. Once agile, the company’s interests are efficiency and increasing quality. One way of increasing the quality of their digital products is to improve the process behind it, where involving users in usability testing should be central in an iterative development process. A qualitatively driven mixed methods research approach facilitated the acquisition of the empirical data necessary to successfully answer the research question. The culture of Tcom’s usability testing was collected via a survey. The survey was complemented with the current testing process through four interviews and two observations of usability tests, one internal and one external. Parameters between the two tests were compared and weighted against each other. The main findings reveal that the internal process shows promising characteristics. It is, up to, 1/10 as expensive per participant, has a quicker call-to-test-time, facilitates transparency, and allows refinement of the process. With the main findings in hand, the conclusion points to the fact that usability testing should be composed and conducted by Tcom itself. The greatest challenge to such a change is how a usability perspective can be integrated into the Scrum methodology.
Kan produktutvecklingsprocessen på Tcom förbättras genom att flytta användbarhetstester internt? Intresset i denna fråga ligger i den agila transformation som företaget påbörjade tidigt 2018. Effektivitet och kvalitet är centrala förbättringspunkter med det agila arbetssättet. Ett sätt att öka kvaliteten på deras digitala produkter är att förbättra processen bakom, där involveringen av användare i användbarhetstester bör vara centralt i ett iterativt arbetsförlopp. En kvalitativt driven mixed methods research metod tillämpades för att förvärva den empiriska data som krävdes för att framgångsrikt besvara frågeställningen. Tcoms användbarhetstestkultur undersöktes via en enkät. Denna metod kompletterades med 4 intervjuer och 2 observationer av användbarhetstest, ett externt och ett internt. Parametrar från de två observationerna ställdes mot varandra. De centrala upptäckterna avslöjar att den interna processen uppvisar lovande egenskaper. Den är upp till en tiondel så kostsam per deltagare, har snabbare beställning-till-test-tid, tillåter transparens, och möjliggör förbättring av själva testprocessen. Med hänsyn till huvudfynden kan vi konkludera att användbarhetstest bör utformas och utföras av Tcom själva. Den största utmaningen till en sådan förändring ligger i hur ett sådant användbarhetsperspektiv ska implementeras i det agila ramverket Scrum.
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14

Russell, Mark C. Chaparro Barbara. "Investigating contributions of eye-tracking to website usability testing." Diss., Access through your commercial service, 2005. http://il.proquest.com/products_umi/dissertations/.

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Thesis (Ph.D.)--Wichita State University, College of Liberal Arts and Sciences.
"May 2005." Title from PDF title page (viewed on August 30, 2006). UMI number: AAT3189243 Thesis adviser: Barbara Chaparro. Includes bibliographic references (leaves 91-96).
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15

Mittal, Sanchit. "Exploring benefits of using augmented reality for usability testing." Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/53431.

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This study explores if augmented reality can be used to get a better feedback for usability testing. Augmented reality is being used in various fields like entertainment, medicine, etc., but this technology’s use for product development has been very limited. This study specifically explores if it could be used for product usability testing. For this study, a product that is already in the market will be used. First, the usability of the product was tested using traditional method, i.e., asking user to accomplish a specific task using that product and then gaining feedback using a questionnaire asking them about their opinions. Then the same product was modeled for augmented reality environment and then a different set of users were asked to accomplish the same task in AR environment. Same questionnaire was provided to these users for feedback. After that, the feedback received using the two methods was compared. The hypothesis presented in this thesis says that using augmented reality can help get a better or similar usability feedback as compared to traditional usability testing. This method might help reduce the cost of usability testing conducted on a large scale by reducing the need to have a fully developed product for testing. It will help in identifying usability issues before a product has been fully developed and thus, reducing the development cost.
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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.

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17

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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18

TALIPU, ABUDUKAIYOUMU. "Research and development of a remote usability testing platform for better user experience." Doctoral thesis, Università Politecnica delle Marche, 2021. http://hdl.handle.net/11566/290189.

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Oggigiorno smartphone e laptop equipaggiati con telecamere sono diventati una parte integrante della nostra vita quotidiana. L'uso diffuso di telecamere permette di raccogliere un grande quantitativo di dati, che può essere facilmente ricavato da operazioni di image processing. Questo porta alla possibilità di usare tecnologie che fino ad ora erano rimaste confinate nei laboratori; tecniche come il tracciamento dello sguardo (gaze tracking) o sistemi automatici di riconoscimento delle emozioni (emotion recognition) possono essere usati per analizzare il comportamento degli utenti durante le loro interazioni con i siti web. Implementando tecniche di deep learning si possono allenare reti neurali convoluzionali per rilevare volti, analizzare espressioni facciali e direzione dello sguardo in modo da ottenere modelli impiegabili per testare l'usabilità di determinati servizi remoti (remote usability testing). La presente tesi studia i metodi tradizionali e moderni per lo studio dell'usabilità, e propone una piattaforma per lo studio della Usability test a distanza basata sui più moderni metodi di deep learning. Il processo di sviluppo di una piattaforma a basso costo, l'allenamento dei modelli di deep learning, la costruzione di un dataset per il tracciamento dello sguardo, sono tutti aspetti analizzati in dettaglio insieme alla valutazione della piattaforma stessa in base alla realizzazione di un caso di studio. Vengono esplorati, inoltre, alcuni aspetti dell'esperienza utente che potrebbero aiutare nel valutarne l'esperienza, viene analizzato il coivolgimento degli utenti stessi, ed infine, viene descritto lo sviluppo di una dashboard per la visione dei dati raccolti, aggregati ed analizzati. I dati ottenuti usando la piattaforma per il testing dell'usabilità risultano particolarmente importanti sia per ottenere dettagli rilevanti sugli utenti che usano il sistema ed il loro livello di coinvolgimento, sia per valutare l'usabilità del sistema stesso in termini di efficacia, efficienza e soddisfazione.
Nowadays smartphones and laptops equipped with cameras have become an integral part of our daily lives. The pervasive use of cameras enables the collection of an enormous amount of data, which can be easily extracted through video images processing. This opens up the possibility of using technologies that until now had been restricted to laboratories, such as gaze tracking and emotion analysis systems, to analyze users’ behavior during the interaction with websites. By implementing deep learning algorithms, face detection, facial expressions recognition and gaze tracking convolutional neural network models can be trained and implemented in remote usability testing. The thesis studies the traditional usability testing, modern day usability testing methods and proposes a more advanced deep learning based remote usability testing platform. The development process of the low-cost platform, training of the deep learning models, gaze tracking dataset building, finally the evaluation of the platform by conducting a case study are explained in detail. Some aspects of UX assessment that could help in addressing the usability such as user insights, engagement is explored and the development of a dashboard for the usability testing platform to present the automatically analyzed results is described. The data obtained using the usability testing platform is particularity important in revealing more user insights and engagements as well as addressing effectiveness, efficiency and satisfaction aspects of usability testing.
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Collins, Meghan. "IMPLEMENTING USABILITY TESTING OF TECHNICAL DOCUMENTS AT ANY COMPANY AND ON ANY BUDGET." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3260.

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In my thesis I discuss the cost effectiveness of usability testing of technical documents and how any size company with any size budget can implement usability testing. Usability is achieved when the people who use products or technical documents can do so quickly and easily to accomplish their own tasks. Usability testing is best defined as the process of studying users to determine a documentation project s effectiveness for its intended audience. Users are tired of dealing with confusing and unintuitive technical documentation that forces them to either call customer service for help on simple issues or throw out the product in favor of one that is more usable or provides better technical documentation. That is why all technical communicators should include usability testing as part of the technical documentation production cycle. To help technical communicators understand the importance of usability testing, I discuss the cost effectiveness of usability testing and share ways that companies with large budgets and companies with small budgets can begin incorporating usability testing. Then I provide information on all the steps that are necessary for technical communicators to implement usability testing of technical documentation at their company. Options are presented for everything from bare minimum usability testing with a shoe-string budget with pencils, note pads, and only a handful of users to full scale usability testing in large laboratories with the latest equipment and a wide variety of users. The research provides examples from real companies, advice from experienced technical communicators and usability experts, and research demonstrating how many resources are truly required to benefit from usability testing. By showing technical communicators that usability testing is cost effective and that there are many options for implementing usability testing no matter how large or small their budget is, I hope to empower technical communicators to start including usability testing as part of the documentation production cycle at their companies.
M.A.
Department of English
Arts and Humanities
English MA
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Pasanen, P. (Panu). "Applying usability testing methods into game development:case Casters of Kalderon." Master's thesis, University of Oulu, 2016. http://urn.fi/URN:NBN:fi:oulu-201606032208.

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Small game development companies don’t nessecarily have strict prodecures or methods when it comes to testing their product. This was the case with the Oulu based game company Meizi Games, who felt the need to conduct a testing activity for their still developed game, Casters of Kalderon. Casters of Kalderon was tested through conducting usability testing in order to find out the issues it currently has. These issues would be communicated to the developers by conducting the testing with potential customers eg. People who play mobile games. The testing activities were observed and feedback was gathered, and the results were delivered to and discussed with the developers of the game. As Casters of Kalderon is a relatively complex strategy game, the biggest usability issue it has is the lacking in introducing the game’s many mechanics to new players. The game currently has a tutorial mechanism that aims to help the player get familiar with the game, but it is currently poorly implemented, as the test results show. This would often cause confusion and frustration in the testers, who had no previous experience with the game. There were also some usability related issues that came in the way of the players being able to enjoy the game. Game developers need to pay close attention to the designing of tutorials for complex games, like this case. Meizi Games found the usability testing activities to be a feasible way to find out the flaws and issues in their game, and promised to work on the found issues to improve the game in the future.
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Bursum, Kim. "Initial Comparative Empirical Usability Testing for the Collaborative Authentication System." Scholar Commons, 2017. http://scholarcommons.usf.edu/etd/6614.

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The Collaborative Authentication (co-authentication) system is an authentication system that relies on some or all members of a pre-registered set of secure hardware tokens being concurrently present to an authentication server at the moment of authentication. Previous researchers have compared various embodiments of the co-authentication system to each other including using Quick Response (QR) codes/cellphone cameras and Near Field Communication (NFC) between tokens. This thesis concerns the initial design and implementation of empirical comparative testing mechanisms between one embodiment of the co-authentication system and other commonly used authentication systems. One contribution is the simulated standard user ID and password login in a computer browser and a simulated RSA SecureID ® one time password (OTP) and login with embedded usability testing mechanisms. Another contribution is the development and implementation of a new Bluetooth communication functionality between tokens. A third contribution is the addition of usability testing mechanisms to two versions of this new functionality.
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22

Donkers, Adriane Martina Carleton University Dissertation Psychology. "Observer accuracy in usability testing; the effects of obviousness of usability problems, prior knowledge of problems, and training." Ottawa, 1992.

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23

Kjellberg, Thomas, and Mikael Lavrell. "Användbarhet för barn : En kvalitativ studie av SVT Play med fokus på användbarhet för barn i åldern 10-12 år." Thesis, Södertörns högskola, Institutionen för kommunikation, medier och it, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-5962.

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This thesis investigates in which way principles and theories of usability is revelant when evaluating interactive systems for children aged 10-12. It also investigates whether there are specific factors that you should keep in mind while developing interactive products for the targeted group.The results of the qualitative study shows that priciples and theories of usability is relevant when evaluating interactive systems for the targeted group. However there is one concept that is more significant than the others. Our study shows that our targeted group is sensitive to time-consuming activities such as loading times etc. which has to do with the efficiency of the system. In the analysis of our empirical data we distinguished four factors of importance when developing interactive products. The system should help the user in terms of navigation and information retrieval. The system should consider the users exploratory behaviour by avoiding too many focal points in informative systems. The system should, in a distictive manner, visualize loading times etc. as the targeted group may accuse the system for being disfuntional. The system should only let the user make sensible decisions. Otherwise annoyance and confusion may occur.
Denna C-uppsats undersöker på vilket sätt användbarhetsprinciper och teorier är relevanta vid utvärdering av interaktiva system med målgruppen barn 10-12 år. Den undersöker även om det finnsf aktorer som är viktiga att tänka på när man ska utveckla en interaktiv produkt för vår målgrupp. För att besvara dessa frågeställningar har vi genomfört en kvalitativ studie med hjälp av observation och användartest. Studien visar på att användbarhetsprinciper och teorier som finns idag även kan användas för utvärdering av system för vår målgrupp men det finns begrepp och attribut som har mer relevans än andra. Effektivitet som är ett begrepp taget ur ursprungsdefinitionen av användbarhet är enligt vår studie det viktigaste begreppet, detta för att vår målgrupp är uppenbart känsliga för tidskrävande aktiviteter som t.ex. laddningstider. I analysen av vår studie uppmärksammade vi fyra faktorer som är viktiga att tänka på vid utveckling av interaktiva system för vår målgrupp. Dessa fyra är att: Systemet bör hjälpa användaren i navigation och informationssökning för att på så sätt minimera antalet fel. Systemet bör ta hänsyn till användarnas explorativa beteende genom att undvika för mångafokuspunkter i informativa system. Systemet bör vara visuellt tydligt med att visa laddningstider och dylikt då målgruppen annars kan beskylla systemet för att ej fungera. Systemet bör överlåta alla val till användaren. Så fort användaren upplever att ett val inte är medvetet så skapas irritation och förvirring.
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Näsén, Matilda. "How to design remote usability testing tools to enhance and support moderators skills." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-188468.

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This thesis aimed to investigate how moderated remote usability testing (RUT) tools can support the moderator's role and skills to create design principles for RUT tools. The study gathered knowledge of how to perform a RUT and the skills of a good moderator. This study resulted in a contextual inquiry with findings of what could support or obstruct the moderator according to the moderator's role and skills, opportunities and difficulties with RUT tools. The findings led to design principles of designing RUT tools to support the moderator's role and skills. The study resulted in usability, user and functional requirements with a prototype of a RUT tool to visualize how to use the design principles.
Denna studie syftade till att undersöka hur verktyg för modererade användbarhetstests på distans kan designas för att stödja moderatorns roll och färdigheter. Studien innefattar kunskap om hur man utför ett modererat användbarhetstest på distans och vilka färdigheter som krävs för att vara en bra moderator i sådana test. Studien innefattade en fältstudie som resulterade i funktioner i ett verktyg för användbarhetstester på distans som kan stödja eller hindra en moderators utförande med avseende på dess roll och färdigheter samt möjligheter och svårigheter i sådana verktyg. Designprinciper skapades i syfte att vägleda designen av verktyg för användbarhetstest på distans som stödjer moderatorns roll och färdigheter. Studien resulterade i användbarhets, användar- och funktionskrav som med designprinciperna visualiserades i en prototyp av ett verktyg för modererad användbarhetstest på distans.
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25

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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Cutler, Darren W., and Tyler J. Rasmussen. "Usability Testing and Workflow Analysis of the TRADOC Data Visualization Tool." Thesis, Monterey, California. Naval Postgraduate School, 2012. http://hdl.handle.net/10945/17350.

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Approved for public release; distribution is unlimited
The volume of data available to military decision makers is vast. Leaders need tools to sort, analyze, and present information in an effective manner. Software complexity is also increasing, with user interfaces becoming more intricate and interactive. The Data Visualization Tool (DaViTo) is an effort by TRAC Monterey to produce a tool for use by personnel with little statistical background to process and display this data. To meet the program goals and make analytical capabilities more widely available, the user interface and data representation techniques need refinement. This usability test is a task-oriented study using eye-tracking, data representation techniques, and surveys to generate recommendations for software improvement. Twenty-four subjects participated in three sessions using DaViTo over a three-week period. The first two sessions consisted of training followed by basic reinforcement tasks, evaluation of graphical methods, and a brief survey. The final session was a task-oriented session followed by graphical representations evaluation and an extensive survey. Results from the three sessions were analyzed and 37 recommendations generated for the improvement of DaViTo. Improving software latency, providing more graphing options and tools, and inclusion of an effective training product are examples of important recommendations that would greatly improve usability.
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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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Sjöberg, Hanna, and Demet Ukus. "A GUI Standard's Impact on Usability." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2001. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1377.

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Designing usable Graphical User Interfaces (GUIs) is a complex process and requires at least two things: knowledge of known GUI design principles and guidelines, and knowledge of structured methods for achieving usability. The purpose of writing this thesis was to investigate whether a GUI standard increases a program's usability or not. In many cases, people who take part in GUI decisions do not consider following a standard and the decisions are often based on what is best for them. Consequently, in most of the cases, programs turn out to be inconsistent and less usable. But following a GUI standard does not necessarily guarantee usability. To carry out the investigation, the GUI of a program was deliberately manipulated. Apart from the original one, two more versions were created; one strictly according to the Microsoft Standard, and one that among other things violated the standard. To be able to compare the three GUI versions, usability testing with four test users was conducted. The result of the entire investigation showed that a GUI standard increased the usability considerably. But the result also showed that the test users found the GUI, that in some aspects violated the standard, more pleasant to use, that is to say, users' satisfaction was higher. This indicates that standards ensure consistency, which provides a sense of stability and makes the GUI familiar and predictable. But GUIs should also be tailored for and validated against the users' requirements, and this is done with structured methods for achieving usability. As a GUI designer, your knowledge of the standards is the absolute minimum requirement for developing GUIs. By knowing and understanding the standards, you will also have the knowledge of how to violate the standards in order to achieve a higher degree of usability.
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29

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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Berkman, Ali Emre. "A Sampling Methodology For Usability Testing Of Consumer Products Considering Individual Differences." Phd thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612188/index.pdf.

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Aim of the study was to discuss and identify individual differences that influence the user performance during usability tests of consumer products that are known to prevent researchers to conduct systematic studies. The rationale behind the study was developing a tool for sampling in order to handle experiential factors as a variable rather than a source of error. The study made it possible to define and elaborate on constructs general interaction expertise (GIE) and general interaction self efficacy (GISE), and to devise a measurement scheme based on performance observation and attitude measurement. Both perspectives were evaluated with preliminary validity studies and it was possible to provide evidence on predictive validity of the tool developed. Furthermore, opportunities of utilizing the results in design and qualitative research settings were also explored.
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Elfving, Ludvig. "QUALITATIVE ANALYSIS OF TESTING TOOLS FOR DATABASE PROCEDURES With focus on usability." Thesis, Umeå universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175886.

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Testing is a crucial part of soft‰ware development, which is oft‰en seen as the gatekeeper of quality assurance. Testing can be divided into several di‚fferent stages of so‰ftware development. What knowledge testing requires and what tools are used in various phases is diff‚erent from each business and type of application that is under test. Th‘e functionality, tested close to the source of implementation, is almost always cheaper, easier to maintain, and less fragile both in hours and monetary costs. Code in a database is no di‚fferent from code elsewhere in the system, writing database unit tests are equally important to writing unit tests for other code. Database testing is a complicated process but many tools support developers in their work. In this report four diff‚erent tools will be compared on their usability to €find out if there is any tool that is signi€ficantly be‹tter than the others. Th‘e tools chosen are Ready API, JMeter, DBUnit, and Oracle SQL Developer, representing both open-source and commercial tools. Ready API and Oracle SQL Developer are selected by the client, Skatt‹everket. Let us look at database testing as unit tests for the code (stored procedure, views, or other complex operation) in the database. Th‘is thesis is investigating the usability of database testing tools. Considering what kind of knowledge is required from the user (e.g. tester or developer) and if the tests can be integrated with a build, test, and deploy pipeline. To understand di‚fferences in usability of tools interviews were performed among soft‰ware testers at the client, which gives a more detailed understanding of the tools. To get a broader perspective a survey within the global testing community was also performed. Based on the feedback from both the survey and the interviews there is no signi€ficant diff‚erence regarding usability for the chosen tools.
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Nilsson, Madeleine. "UX method development from Usability testing with Eye tracking for E-commerce." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21842.

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This thesis investigates the knowledge around the field of eye tracking within e-commerce, and specifically CDON. Eyetracking is a powerful tool within usability testing and it makes us as designers see what the user is actually looking at on the screen. This paper will present the design process and through usability testing result in how to gather and later on analyse data to benefit e-commerce. The study contains research around the methods of eyetracking and usability testing for e-commerce within the field of interaction design that results in a developed user experience method, specialized for e-commerce. The final outcome is a method called the 2-competitor method that interaction designers can use to compete the website that they work on to other websites and find valuable information such as design issues or improvements. The method informs competing sites to be used as a tool to improve design.
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Scheuring, Toni. "Implementing Usability Engineering into Development of an Innovative Antibiotic Susceptibility Testing Device." Thesis, Uppsala universitet, Industriell teknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-396589.

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During the last decades, newly developed medical devices often came along with unappropriate designs, increasing the likelihood of misuse through the operator. Part of the root cause was that no sufficient measures were applied to assimilate user needs. Consequently, usability engineering approaches are now stronger emphasized to ensure that new devices are not only safe to use but are also designed for users’ needs. Besides, testing processes in clinical microbiology laboratories are currently reshaped due to new generations of rapid testing methods. Hence, it is particularly important to apply usability engineering frameworks during the development phase to make sure devices address users’ needs and also fit into the new work- and communication flows. Based on that, this research project applies a usability engineering approach to the design process of a new rapid antibiotic susceptibility testing system of Astrego Diagnostic AB that is supposed to be used in clinical microbiology laboratories in the near future. The research questions focus on how this device can be designed to enable integration into clinical laboratories. -       How can a rapid AST testing system be integrated into the workflow of clinical microbiology laboratories? -       What are the remaining uncertainties for integrating a rapid AST system into the workflow of a clinical microbiology laboratory on the example of Astrego’s AST system? Several methods were used to address these questions, which include literature research, a competitive audit, subject matter interviews and semi-structured interviews, and observations of targeted users. The findings show that a rapid antibiotic susceptibility testing system may be used in several different ways, which also impacts its design. Process-wise, it could be used after Gram staining and bacterial identification has been conducted and, more realistically, simultaneously bacterial identification to pave the way for additional time savings further. However, uncertainties remain regarding the design of the new testing system. Depending on the number of devices that targeted laboratories need to implement to accommodate their testing volume, it makes sense to design a built-in user interface or an external one that can be accessed through a tablet or desktop. Thus, it is uncertain to what extent manual input of bacteria ID is relevant as the dRAST system fully enables manual input of Gram type and bacteria IDs while it might also be possible to avoid manual interaction by receiving this information through software interfaces.
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Boddu, Srinivas Reddy. "What is the relationship between task-based and open-ended usability testing, in terms of measuring satisfaction?" Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-103677.

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Usability is one of the most important aspects of Information Technology. Usability plays a vital role in this industry, where organizations thrive to ensure utmost satisfaction of their end-users in regard to the experience of using their product. The systems may be a website or a software application. To measure user satisfaction, the method of usability testing can be performed. Performing usability testing gives a clear picture of difficulties that would be faced by potential target users. There are different types of usability testing such as Task-based usability testing, open ended usability testing, remote usability testing etc. The important point here is about deciding upon the most appropriate type of testing technique to get the accurate user satisfaction level. This study is mainly focused to answer the following research question: What is the relationship between the task-based and open ended usability testing, in terms of measuring satisfaction? System Usability Scale (SUS) has been used to measure the satisfaction of the users in this study. For this we used two websites performing task-based usability testing and open ended usability testing respectively. This study had involved twenty eight different participants. Participants are divided into two groups, one group to perform open ended usability testing and another for task-based usability testing for both the websites. This study has produced following results; Open-ended testing tended to produce higher SUS-ratings for the tested system. The results in this study showed that users performing open-ended usability testing gave positive responses for both the websites in terms of user satisfaction. Open-ended usability testing is an exploratory testing, where the testing is based on different aspects such as user interface of the system, design etc. Task-based usability testing is goal based where users have to complete the given task without fail. This method drew lower scores when compared to open-ended usability testing for the tested systems from the attained results. Nevertheless that task-based testing attained lower SUS scores, it is fairly straight forward than open-ended testing to measure efficiency and effectiveness. The above results have been discussed in detail. This study has finally concluded that to measure the usability of a system it is recommended to practice both the open-ended and task-based usability testing techniques.
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Narayan, Sajitha. "Comparison of Various Display Representation Formats for Older Adults Using Inlab and Remote Usability Testing." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/33356.

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The population of seniors is growing and will continue to increase in the next decade. Computer technology holds the promise of enhancing the quality of life and independence of older people as it may increase their ability to perform a variety of tasks. This is true for elderly. By the year 2030, people age 65 or older will comprise 22% of the population in the United States. As the population shifts so that a greater percentage are middle-aged and older adults, and as dependence on computer technology increases, it becomes more crucial to understand how to design computer displays for these older age groups. The research has compared various display representation formats to try to find out which is the best way to represent information to seniors in any form of display and the reason for the preferences. The formats compared include high and low density screens for abstract icon representation, concrete icon representation, tabular representation and graphical representation.This research also endeavored to study the effectiveness of remote usability testing as compared to inlab testing for seniors. Results indicated that density of screen is a very important factor affecting the performance of older adults. Density effect showed statistical significance F (1,112)=8.934, p< .05 from further post-hoc analysis that was conducted. Although significant results were not obtained, different formats of display representations may still be an area worth pursuing. Also it was noted that remote usability testing is not as effective as inlab testing for seniors in terms of time taken to conduct the study and the number of user comments collected. Implications, as well as recommendations and conclusions, of the study are presented.
Master of Science
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36

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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Luňáčková, Lenka. "Testování použitelnosti transakčního webu." Master's thesis, Vysoká škola ekonomická v Praze, 2009. http://www.nusl.cz/ntk/nusl-124662.

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In the last few years there has been a great development of e-shops and their usage. More and more customers are searching for the opportunity to buy products and services through the internet shops. This is related to the fact that more and more emphasis is placed on their applicability. This thesis deals with the quality of the site and the needs of the application and descibes the use of interactive elements. All the mentioned options are applied in this thesis and compared to the specific e-shop. As a part of the user usability testing there is also a suggestion for corrective actions of discovered deficiencies.
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Veselka, Václav. "Vytvoření metodiky pro testování použitelnosti." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-201712.

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This Master's Thesis addresses the topic of usability testing of web-based systems. It reviews existing testing methodologies and recommends a collection of test tools and approaches suitable for usability testing. This thesis introduces a new methodology called Tabie for scoring web system under test. The methodology combines both the ease of use of the user interface (syntactic testing) as as well as its content (semantical testing). This approach is well suited for workflows in marketing agencies where content tweaks and its evaluation is done on an ongoing basis in order to attract more viewers and potential customers. The Tabie methodology provides a quantitative and repeatable process, automating the tweak-evaluate iteration.
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Arslan, Bercis, and Blenda Fröjdh. "E-wallet - designed for usability." Thesis, KTH, Kommunikationssystem, CoS, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-252790.

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As the use of mobile payment applications (apps) and electronic wallets (e-wallets)increases, so does the demand for a improved user experience when interactingwith these apps. The field of Human-Computer interaction (HCI) focuses onthe design, evaluation, and implementation of interactive computing systems forhuman use. One aspect of HCI is usability, i.e., the quality of the interactions witha product or system. This thesis investigates how an e-wallet can be designed to provide a high level ofusability by conforming to best HCI practices and by formative evaluation using aset of usability evaluation methods.The research process consisted of an initial literature study and developmentof a prototype, which was evaluated iteratively through Thinking-aloud-protocol(TAP) and a combination of performance measurements and questionnaire by achosen test group. By each iteration, the results of the performance measurements, as well as theverbal data improved. The most complex or difficult task, for the test subjectsto perform, was, according to the results, Pay via manual input. All goals wereachieved for all tasks except for the performance goal of a percentage of errorsbelow 5%. To conclude, it was clear that the test subjects had more trouble understandingthe concept of the e-wallet rather than navigating and completing tasks. Thedifficulties lay in understanding how currencies were stored and how transactionshappened. When developing this e-wallet we noticed that the most importantissue was to make new functions and concepts familiar to the user through relatingit to recognizable ideas.
I och med att användning av mobila betalningslösningar (appar) och elektroniskaplånböcker (e-plånböcker) ökar, ökar även efterfrågan på en förbättradanvändarupplevelse vid interaktion med dessa appar. Området människadatorinteraktion(MDI) fokuserar på design, utvärdering och implementeringav interaktiva datorsystem för mänsklig användning. En aspekt av MDI äranvändbarhet, dvs kvaliteten på interaktionerna med en produkt eller ett system.Detta kandidatexamensarbete undersöker hur en e-plånbok kan utformas föratt ge en hög användbarhet genom att anpassas till MDI praxis och formativutvärdering av designen med hjälp av en uppsättning utvärderingsmetoder föranvändbarhet. Forskningsprocessen bestod av en litteraturstudie och utveckling av en prototoyp,som utvärderades iterativt genom Thinking-aloud Protocol (TAP) samt enkombination av prestationsmätningar och frågeformulär av en vald testgrupp.Efter varje iteration förbättrades resultaten av prestationsmätningarna, såvälsom för den verbala datan. Den mest komplexa eller svåra uppgiften,för testpersonerna att utföra, var, enligt resultaten, Betalning via manuelinmatning. Alla mål uppnåddes för alla uppgifter förutom prestationsmålet fören procentandel av fel under 5%. Avslutningsvis var det tydligt att testpersonerna fann det svårare att förståkonceptet av e-plånboken än att navigera och slutföra uppgifterna. Svårigheternalåg i att förstå hur valutor lagrades och hur transaktioner gick till. När viutvecklade den här e-plånboken märkte vi att den viktigaste uppgiften var att göranya funktioner och koncept förståerliga för användaren genom att koppla dem tilligenkännliga idéer.
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Alhadreti, Obead. "Thinking about thinking aloud : an investigation of think-aloud methods in usability testing." Thesis, University of East Anglia, 2016. https://ueaeprints.uea.ac.uk/61487/.

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In website design and engineering, the term “usability” describes how easy a website or interface is to use. As the Internet continues to grow exponentially, with millions of websites vying for users’ attention, usability has become a critical factor determining whether a website will survive or fail. If websites are not sufficiently usable, users will simply abandon them in favour of alternatives that better cater to their needs. It is therefore crucial that designers employ effective evaluation methods in order to assess usability and improve user interface design. One of the most widely used methods of evaluating the usability of websites is the Thinking Aloud protocol, wherein users are encouraged to verbalise their experiences, thoughts, actions, and feelings whilst interacting with the design. This provides direct insight into the cognitive processes employed by users—knowledge which can then inform strategies to improve usability. However, despite the common usage of Thinking Aloud protocol in the field, the specific think-aloud procedures employed vary widely among usability professionals. The aim of this thesis is to investigate the utility and validity of the different variations of think-aloud usability testing methods. To this end, three empirical studies were conducted, using library websites, to compare the practical benefits of the various methods. The studies measured five points of comparison: overall task performance, the experiences of the test participants, the quantity and quality of usability problems discovered, the costs of employing the method in question, and the relationship between sample size and the number of problems detected. Study One examined three classic think-aloud methods: concurrent think-aloud, retrospective think-aloud, and a hybrid method. The results revealed that the concurrent method outperformed both the retrospective method and the hybrid method in facilitating successful usability testing. It detected higher numbers of usability problems than the retrospective method, and produced output comparable to that of the hybrid method. The method received average to positive ratings from its users, and no reactivity (a potential issue wherein the act of verbalising the cognitive process alters that process) was observed. In addition, this method required much less time on the evaluator’s part than did the other two methods, which involved double the testing and analysis time. Lastly, in terms of the relationship between the sample size and the number of problems discovered, the concurrent and the hybrid methods showed similar patterns, and both outperformed the retrospective method in this regard. Study Two compared the performance of the classic concurrent think-aloud method with two variations on this method in which the evaluator plays a more active role—namely, the active intervention method and the speech-communication method. The results showed that these three methods enabled the identification of a similar number of usability problems and types, and showed similar patterns with regard to the relationship between the sample size and the number of problems discovered. However, the active intervention method was found to cause some reactivity, modifying participants’ interactions with the interface, and negatively affecting their feelings towards the evaluator. The active intervention method also required much greater investment than did the other two methods, both in terms of evaluators' time, and, it was estimated, in financial terms. Study Three compared the classic concurrent think-aloud method with the co-participation method, wherein a pair of participants work together to perform their tasks, and verbalise their processes as they interact with the interface and with one another. This study found no difference between the methods in terms of task performance. However, the co-participation method was evaluated more positively by users in comparison with the classic method. It led to the detection of more minor usability problems, and performed better in terms of the relationship between the sample size and the number of problems detected. The co-participation method was, however, found to require a greater investment of time on the part of the evaluator.
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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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Henstam, Pontus. "How many participants are needed when usability testing physical products? : An analysis of data collected from usability tests conducted on physical products." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-147504.

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Testing a product on users before releasing it on the market can be very rewarding but also costly for companies. Therefore testing products on just the right number of users, that will be enough to include the benefits of the tests while keeping down the costs, would be most beneficial. A common advice means that five participants are enough to include in such tests. This advice is based on research mainly from testing computer-based interfaces on users. Though, how well this advice can be applied when testing physical products on users is less investigated. This thesis has investigated how many participants that are needed when testing physical products on users. A literature study and an analysis of data collected from physical products tested on users were conducted. The results show that using five participants when testing physical products on users cannot be counted on to be enough. The results also show that the number of participants to use, when testing physical products on users, vary.
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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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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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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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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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Andersen, Jeffrey Thomas. "The Quest to Secure Email: A Usability Analysis of Key Management Alternatives." BYU ScholarsArchive, 2016. https://scholarsarchive.byu.edu/etd/6461.

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The current state of email security is lacking, and the need for end-to-end encryption of email is clear. Recent research has begun to make progress towards usable, secure email for the masses (i.e., novice users without IT support). In this paper, we evaluate the usability implications of three different key management approaches: PGP, IBE, and passwords. Our work is the first formal A/B evaluation of the usability of different key management schemes, and the largest formal evaluation of secure email ever performed. Our results reveal interesting inherent usability trade-offs for each approach to secure email. Furthermore, our research results in the first fully-implemented PGP-based secure email system that has been shown to be usable for novice users. We share qualitative feedback from participants that provides valuable insights into user attitudes regarding each key management approach and secure email generally. Finally, our work provides an important validation of methodology and design principles described in prior work.
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Zhao, Tingting. "'Please keep talking': an investigation of the concurrent think-aloud method in usability testing." Thesis, University of Sunderland, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.574446.

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This thesis explores the reported disparity between the concurrent think-aloud theory (Ericsson and Simon, 1984; 1993) and its application in usability practice. A tension exists between the classic approach and usability practitioners' desire to gather relevant data. This research is the first to specifically examine the impact of a number of methodological changes in the concurrent think-aloud method, on both the utility and validity of usability test data. Three empirical studies were conducted. Study One examined the impact of adding evaluator interventions to the classic think-aloud to make it an interactive think-aloud. The results showed that there were no differences between the types of utterances produced in the classic and interactive think- aloud styles, although the latter produced more utterances relevant to usability analysis, and more verbalised usability problems. However, the interactive think-aloud also produced a large number of low impact problems. The usefulness of interventions was low, and the types of interventions issued could affect the nature of the verbalisations elicited, their relevance and the quality of problems. Study Two examined the impact of using an explicit instruction that requests specific contents in the think-aloud. The results showed that the explicit instruction neither improved the utility of data nor facilitated the usability analysis process, compared to the classic instruction. However, it served to increase participants' mental workload and led users to be more critical about the system. The third study considered the use of dual elicitation by gathering both concurrent and retrospective think-aloud data. The results showed that by adding a minimal amount of time, this approach increased the explanatory power of the data, and facilitated problem discovery and understanding. These improvements were achieved without compromising the test's validity. The empirical work reveals that methodological changes that are divergent from their theoretical motivations may not work as effectively as practitioners anticipated. The risks of introducing invalid data are not worth the limited benefits obtained. The research suggests that researchers and practitioners should adhere to the classic think-aloud, but reinforce it by collecting additional retrospective data. This dual elicitation technique appears to be a more rigorous and useful usability evaluation tool.
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Vatrapu, Ravikiran. "Culture and International Usability Testing:The Effects of Culture in Interviews." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/35039.

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Designing global interfaces for users has always been a challenge. This challenge is even greater today with the current trend of globalization, which leads to highly diverse users of the same product. The global audiences for the software and information technology products belong to different countries, different religions, speak different languages, have different life styles, belong to different cultures and have different perceptions and expectations of the same product. A truly global product must inherently accommodate this diversity in order to be effective and successful. A major impediment is that there is very inadequate understanding of the role of culture in user interfaces and how they are built. This lack of understanding is further compounded by the fact that very little empirical work exists regarding the role of culture in usability testing. The objectives of this research are to study and empirically establish the effects of culture on the usability assessment technique of structured interviews. A study was conducted to determine the effects of culture on Indian participants when structured interviews are used in usability testing. The experiment consisted of usability testing of two independent groups of Indian participants by two interviewers; one belonging to the Indian culture and the other to the Anglo-American culture. The findings from the study clearly demonstrate the effects of culture on structured interviews during international user testing. Participants found more usability problems and made more suggestions to the interviewer from their own culture than to the interviewer from a foreign culture. The results of the study prove that culture affects the efficacy of structured interviews during international user testing.
Master of Science
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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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