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Journal articles on the topic 'Usability testing'

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1

Waters, Susan, Melody Carswell, Eric Stephens, and Ada Sue Selwit. "Usability Testing." Ergonomics in Design: The Quarterly of Human Factors Applications 9, no. 2 (April 2001): 15–20. http://dx.doi.org/10.1177/106480460100900206.

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Kluge, Gregor, and Michael Mlynarski. "Mobile Testing und Usability Testing?" Softwaretechnik-Trends 33, no. 2 (May 2013): 77–78. http://dx.doi.org/10.1007/s40568-013-0055-8.

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Swanson, Art, and Scott Lind. "Usability testing EHRs." Interactions 18, no. 6 (November 2011): 54–58. http://dx.doi.org/10.1145/2029976.2029991.

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Carter, Phil. "Liberating usability testing." Interactions 14, no. 2 (March 2007): 18–22. http://dx.doi.org/10.1145/1229863.1229864.

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Del Ra, William. "Usability testing essentials." ACM SIGSOFT Software Engineering Notes 36, no. 5 (September 30, 2011): 49–50. http://dx.doi.org/10.1145/2020976.2021001.

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TAHIRA, Hirotsugu. "Usability Testing Service." Journal of the Japan Society for Precision Engineering 74, no. 2 (2008): 121–24. http://dx.doi.org/10.2493/jjspe.74.121.

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Hammontree, Monty, Paul Weiler, and Nandini Nayak. "Remote usability testing." Interactions 1, no. 3 (July 1994): 21–25. http://dx.doi.org/10.1145/182966.182969.

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KRAVCHENKO, Svitlana, Galina MARCHUK, Tamara LOKTIKOVA, and Yevgenii GRISHKUN. "USABILITY TESTING METHODS FOR ASSESSING A MOBILE APPLICATION." Herald of Khmelnytskyi National University. Technical sciences 317, no. 1 (February 23, 2023): 111–18. http://dx.doi.org/10.31891/2307-5732-2023-317-1-111-117.

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When conducting research to study the usability of a web page, user interface or device for its further mass use, usability testing is used. The usability test helps to find the best solution of the interface from all efforts, as well as to check the suitability of the resource for users from different countries, when, for example, language switching is provided. The work analyzes various methods of usability testing for the ease of use of websites, applications and other interfaces. The main stages of UX testing and the scenario for interviewing respondents are defined. This article presents methods and evaluations of software product quality indicators testing. The object of the study is usability testing, as interaction with the software product, its perception by the target audience and quality assessment and determination of criteria for evaluating the usability of the mobile application for iOS for purchasing an electronic ticket for tourist trips. As a result of UX-testing, the weak points of the interface are revealed, which cause difficulties for users and the inconsistency of the interface with their expectations. Based on the results of testing, the developers refine the product and bring it to the optimal user requirements. Usability testing was conducted using a survey of respondents without the participation of a moderator. A scheme for step-by-step implementation of testing has been developed. Using a Likert scale, the application was evaluated using a questionnaire that includes five factors: learnability, efficiency, recall, errors, and satisfaction. The result for each criterion and the overall usability indicator of the model application were presented.
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Setemen, K., L. J. Erawati Dewi, and I. K. Purnamawan. "PAON usability testing using system usability scale." Journal of Physics: Conference Series 1165 (February 2019): 012009. http://dx.doi.org/10.1088/1742-6596/1165/1/012009.

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Yul, Faradila Ananda, and Miftahul Jannah. "ANALISIS USABILITAS WEBSITE SIAM UMRI MENGGUNAKAN METODE USABILITY TESTING." Jurnal Surya Teknika 7, no. 1 (December 13, 2020): 86–95. http://dx.doi.org/10.37859/jst.v7i1.2355.

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The thing that underlies the existence of a website is the development of information and communication technology. This study aims to measure the Usability level of the Student Academic Information System (SIAM) Website at Universitas Muhammadiyah Riau. Some problems encountered were that there was no reusability evaluation of the UMRI SIAM website, as well as complaints from UMRI students when accessing the website. The reusability problem in this study was resolved by conducting usability testing with five dimensions proposed by Nielsen (1993), namely learnability, efficiency, memorability, error & user satisfaction when accessing the SIAM UMRI website and using the thinking aloud method which required 3-5 respondents. The subjects studied were expert users (UMRI students) and novice users (non-UMRI students). Based on the results of the analysis on the learnability dimension, it is found that the respondents have the ability to learn a good website. In the efficiency dimension, the results of the increase in the speed of completing tasks by the respondents are obtained. Furthermore, in the memorability dimension, the results show that the respondents have good memory ability. In the error dimension, there are 38 problems when accessing the SIAM UMRI website, and in the satisfaction dimension, the results of respondents' satisfaction when accessing the SIAM UMRI website are obtained with a score of 70. In addition, in this study there are recommendations for improving the SIAM UMRI website.
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Baravalle, Andres, and Vitaveska Lanfranchi. "Remote Web usability testing." Behavior Research Methods, Instruments, & Computers 35, no. 3 (August 2003): 364–68. http://dx.doi.org/10.3758/bf03195512.

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Burger, Sandra, Michael Burmester, and Andreas Selter. "Formatives Remote Usability Testing." i-com 7, no. 1/2008 (April 2008): 47–50. http://dx.doi.org/10.1524/icom.2008.0011.

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13

Brinkman, W. P., R. Haakma, and D. G. Bouwhuis. "Component-Specific Usability Testing." IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans 38, no. 5 (September 2008): 1143–55. http://dx.doi.org/10.1109/tsmca.2008.2001056.

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Karn, Keith S., Thomas J. Perry, and Marc J. Krolczyk. "Testing for power usability." ACM SIGCHI Bulletin 29, no. 4 (October 1997): 63–67. http://dx.doi.org/10.1145/270950.270986.

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15

Blanchard, Harry E. "Standards for usability testing." ACM SIGCHI Bulletin 30, no. 3 (July 1998): 16–17. http://dx.doi.org/10.1145/565711.565720.

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Upitis, Rena, Philip Abrami, Julia Brook, David Pickup, and Laura Johnson. "Usability Testing for DREAM." Procedia - Social and Behavioral Sciences 171 (January 2015): 543–52. http://dx.doi.org/10.1016/j.sbspro.2015.01.159.

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Buscher, Georg, and Ralf Biedert. "Usability testing: affective interfaces." Informatik-Spektrum 33, no. 5 (August 25, 2010): 499–503. http://dx.doi.org/10.1007/s00287-010-0467-x.

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Bartolotta, Joseph. "Usability testing for oppression." Communication Design Quarterly 7, no. 3 (November 15, 2019): 16–29. http://dx.doi.org/10.1145/3321388.3321390.

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Evans, R. T. "Usability testing and research." IEEE Transactions on Professional Communication 45, no. 2 (June 2002): 151–52. http://dx.doi.org/10.1109/tpc.2002.1003706.

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Liu, Di, Randolph G. Bias, Matthew Lease, and Rebecca Kuipers. "Crowdsourcing for usability testing." Proceedings of the American Society for Information Science and Technology 49, no. 1 (2012): 1–10. http://dx.doi.org/10.1002/meet.14504901100.

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21

Rosenbaum, S. "Usability evaluations versus usability testing: when and why?" IEEE Transactions on Professional Communication 32, no. 4 (1989): 210–16. http://dx.doi.org/10.1109/47.44533.

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Darmawansyah, Fiqhy, Santi Adilah, Sindi Atikah, Lia Mazia, and Siti Fauziah. "EVALUASI USABILITY APLIKASI PEDULILINDUNGI MENGGUNAKAN METODE USABILITY TESTING DAN SYSTEM USABILITY SCALE." IJIS - Indonesian Journal On Information System 8, no. 1 (April 15, 2023): 1. http://dx.doi.org/10.36549/ijis.v8i1.228.

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Aplikasi PeduliLindungi merupakan terobosan pemerintah berbentuk aplikasi untuk dapat melacak guna menghentikan penularan Corona Virus Disease (COVID-19). Aplikasi ini memiliki ulasan negatif seperti loading yang terlalu lama saat membuka aplikasi, aplikasi yang terkesan memaksa untuk selalu diperbaharui, dan seringnya terjadi kegagalan saat melakukan check-in. Oleh karena itu diperlukan penggalian masalah dan pengukuran tingkat usability. Pada penelitian ini digunakan usability testing dan system usability scale dengan menggunakan task scenario dan kuesioner. Masalah yang didapatkan dari pengujian pada aplikasi PeduliLindungi ialah mahasiswa merasa kesulitan karena tidak adanya lokasi yang akurat dan lengkap, mahasiswa mengalami kesulitan untuk menentukan lokasi terdekat karena tidak ada radius jarak, dan mahasiswa mengalami kesulitan menemukan rute untuk menuju ke lokasi. Hasil tingkat usability diantaranya adalah tingkat kemudahan mahasiswa sebesar 100%, tingkat kecepatan mahasiswa 0,02 goals/sec, tingkat kesalahan mahasiswa 0,075 dan tingkat kepuasan mahasiswa sebesar 0%-51% pada aplikasi PeduliLindungiKata Kunci: Usability, Usability Testing, Aplikasi PeduliLindungi
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Zakiyamani, Mochammad, and Lindung Parlingotan Manik. "Usability Aplikasi Kebencanaan di Indonesia Dengan Usability Testing dan Sistem Usability Scale." INTECOMS: Journal of Information Technology and Computer Science 5, no. 2 (January 17, 2023): 272–81. http://dx.doi.org/10.31539/intecoms.v5i2.5335.

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Indonesia sebagai negara kepulauan berada pada posisi geografis, geologis, hidrologis, dan demografi yang rawan bencana. Secara geografis, 83% wilayah Indonesia (383 kab/kota) berpotensi risiko bencana tinggi. Apalagi hingga saat ini belum ada peneliti, sistem maupun alat yang mampu memprediksi kapan gempa akan terjadi. Walaupun demikian ada beberapa aplikasi kebencanaan yang ada di Indonesia yang dapat membantu memberikan informasi bencana. Namun aplikasi yang ada banyak terdapat keluhan pengguna khususnya masalah usability. Penelitian ini dilakukan untuk menganalisis keluhan pengguna dengan melakukan usability testing untuk mengetahui kelemahan serta menguji tingkat usability pada aplikasi kebencanaan di dalam mengukur variabel efektifitas, efisiensi, dan kepuasan dalam menggunakan aplikasi kebencanaan di Indonesia. Metode yang digunakan dalam penelitian ini adalah usability testing dengan teknik performance measurement dan restrsopective think aloud. Sedangkan responden yang digunakan dalam penelitian ini sebanyak 30 orang sebagai peserta uji dan 400 responden melakukan pengisian kuesioner. Hasil dari pengujian usability menunjukan bahwa nilai komponen efektivitas sebesar 89%, nilai komponen efisiensi sebesar 0,13 goals/second dan nilai kepuasan sebesar 63,22%.
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Purnomo, T. A., R. A. Widyanto, A. Setiawan, P. Hendradi, and P. Suksmasetya. "Usability analysis of disaster information systems using usability testing." Journal of Physics: Conference Series 1517 (April 2020): 012089. http://dx.doi.org/10.1088/1742-6596/1517/1/012089.

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25

Vi Yanti Siahaan, Octa, Fadia C. Damanik, Christofer Jaya Zebua, Florida N.S. Damanik, and Sio Jurnalis Pipin. "Evaluasi Usability pada Aplikasi PeduliLindungi Menggunakan Metode Usability Testing." Jurnal SIFO Mikroskil 23, no. 2 (October 27, 2022): 209–24. http://dx.doi.org/10.55601/jsm.v23i2.901.

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PeduliLindungi adalah aplikasi oleh Kementerian Komunikasi dan Informatika (Kominfo) yang digunakan untuk melakukan pelacakan dan menghambat penyebaran Coronavirus Disease (Covid-19) yang terjadi di Indonesia. Berdasarkan beberapa penelitian yang dilakukan oleh penelitian sebelumnya, kepercayaan masyarakat masih minim menerima dan menggunakan PeduliLindungi. Dapat dilihat dari persentase rating buruk sebesar 23% dari total ulasan yang ada pada Google Play dan aplikasi ini masih memiliki beberapa kekurangan yang mempengaruhi tingkat kepuasan penggunanya.Perlu dilakukan evaluasi tingkat usability dengan metode usability testing untuk mengukur aspek Effectiveness, Efficiency, Memorability, Error, dan Satisfaction. Kegiatan pengumpulan data dilakukan dengan menyebarkan kuesioner System Usability Scale kepada 97 responden dan task menggunakan Microsoft Form kepada 20 responden dari mahasiswa/i pada lingkungan Universitas Mikroskil. Pengujian task dilakukan selama 2 sesi.Berdasarkan pengukuran aspek usability didapatkan hasil Effectiveness baik dengan persentase 91,2% dan 93,4% pada sesi I dan sesi II, Efficiency didapatkan peningkatan waktu efisien pada sesi I 0,09 goals/sec dan pada sesi II sebesar 0,11 goals/sec, Memorability menunjukan hasil yang baik dimana setiap pengerjaan task mengalami penurunan waktu, Error rate tergolong rendah dengan persentase sebesar 8% pada sesi I dan 5% pada sesi II, dan Satisfaction dengan skor 57 mendapat peringkat D yaitu acceptable dan diterima secara marginal. Kemudian terdapat rekomendasi tampilan pada fitur berdasarkan feedback responden yaitu pada fitur pengecekan sertifikat, check-in, dan dark mode.
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Alfarisi, Muhammad Hafid, and Usman Ependi. "Evaluasi Usability pada Aplikasi Pospay Menggunakan Metode Usability Testing." Jurnal Teknologi Informatika dan Komputer 8, no. 2 (September 30, 2022): 367–74. http://dx.doi.org/10.37012/jtik.v8i2.1151.

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Penelitian ini merupakan evaluasi untuk mengetahui apakah terdapat masalah terhadap penggunaan aplikasi Pospay dan mengetahui faktor-faktor yang berpengaruh terhadap aplikasi tersebut. Pengembangan sebuah sistem diperlukan suatu dasar, salah satu dasar dari pengembangan tersebut bisa berupa hasil dari evaluasi produk. Metode yang digunakan adalah usability testing. Usability Testing adalah teknik yang digunakan untuk mengevaluasi produk dengan mengujinya langsung pada pengguna, Usability testing merupakan suatu atribut untuk menilai seberapa mudah interface digunakan. Usability Testing memiliki 5 (lima) komponen yang sangat penting yaitu learnability, Efficiency, Memorability, Error dan Satisfaction. Metode pengumpulan data ini dilakukan dengan menggunakan sumber data primer dan sekunder. Partisipan penelitian ini diisi oleh 3 level pengguna yaitu pengguna aktif, pengguna terampil dan pengguna awam. Kesimpulan yang dapat diambil adalah sebagai berikut: Learnability dengan nilai 79.98 %, Efficiency dengan 70.66 %, Memoriability dengan nilai 69.34 %, Error dengan nilai 79.96%. Satisfaction dengan nilai 76 %. Hasil akhir pencapaian evaluasi aplikasi pospay dengan total 75,18 % yang berarti aplikasi pospay baik dalam artian mudah dalam hal menggunakannya sebagai alat pembayaran berbagai keperluan. Hasil dari penelitian ini diharapkan dapat mengetahui faktor yang mendorong kepuasan pengguna terhadap aplikasi Pospay dan diharapkan nantinya dapat berguna dan bermanfaat bagi PT. Pos Indonesia (Persero) 30000.
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Lupita Dyayu, Arine, Beny Beny, and Herti Yani. "Evaluasi Usability Aplikasi PeduliLindungi Menggunakan Metode Usability Testing dan System Usability Scale (SUS)." Jurnal Manajemen Teknologi Dan Sistem Informasi (JMS) 3, no. 1 (March 31, 2023): 395–404. http://dx.doi.org/10.33998/jms.2023.3.1.720.

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PeduliLindungi adalah aplikasi hasil kolaborasi oleh Kementrian Komunikasi dan Informatika (KOMINFO), Kementrian Kesehatan (Kemenkes), Kementrian BUMN, Badan Nasional Penanggulangan Bencana (BNPB), dan Komite Penanganan Covid-19 dan Pemulihan Ekonomi Nasional (KPCPEN) untuk membantu instansi pemerintah terkait dalam melakukan pelacakan untuk menghentikan penyebaran Coronavirus Diseases (COVID-19). Metode yang digunakan dalam penelitian ini adalah Usability Testing dan System Usability Scale (SUS). Usability Testing merupakan pengukuran tentang seberapa mudah sistem saat digunakan dan kendala yang ditemukan saat penggunaannya untuk dapat dievaluasi dan menghasilkan data yang relevan terkait pengujian yang dilaksanakan. Sedangkan System Usability Scale (SUS) merupakan alat pengujian yang dikembangkan oleh John Brooke dengan menerapkan sepuluh pertanyaan yang memberikan pandangan global secara subjektif mengenai ketergunaan. Terdapat 4 metrik yang diukur dalam usability testing yaitu learnability, time based efficiency, error rate dan satisfaction atau hasil kuesioner system usability scale. Usability testing memiliki 6 task scenario yang diujikan kepada 5 partisipan. Hasil dari pengujian akan dianalisis secara kualitatif dan kuantitatif, pada metrik learnability didapatkan persentase sebesar 68% yang menyatakan bahwa aplikasi PeduliLindungi masih berada dibawah rata-rata dalam segi keberhasilan pengguna. Lalu, pada metrik efficiency didapatkan nilai sebesar 0,03 goals/sec dimana hanya 3% dari tugas yang dapat dilakukan dalam waktu 1 detik. Metrik error didapatkan hasil sebesar 29% atau 0,29 dimana persentase tersebut menyatakan bahwa tingkat error aplikasi PeduliLindungi berada dibawah rata-rata. Dan pada metrik satisfaction hasil rata-rata skor yang didapatkan adalah 56, dimana hasil pengujian kuesioner SUS masih berada dibawah rata-rata. Dari permasalahan yang ditemukan, terdapat 3 rekomendasi perbaikan yang disarankan.
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Chisman, Janet, Karen Diller, and Sharon Walbridge. "Usability Testing: A Case Study." College & Research Libraries 60, no. 6 (November 1, 1999): 552–69. http://dx.doi.org/10.5860/crl.60.6.552.

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Usability testing is a technique for identifying difficulty that individuals may have using a product. Usability tests of the Washington State University (WSU) Libraries’ online public access catalog (OPAC), Article Indexes, Full Text, More, and Other Library Catalogs sections revealed problem areas. A task force used test findings to recommend solutions that led to the participation of the working group involved in designing search screens, the libraries’ User Education Department, and Innovative Interfaces Inc., the OPAC vendor. Solutions are currently being implemented.
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Møller, Margrethe H. "Usability Testing of User Manuals." Communication & Language at Work 2, no. 2 (January 26, 2013): 51. http://dx.doi.org/10.7146/claw.v1i2.7892.

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Many guidelines and several standards exist for the development of good user manuals. But even though technical writers comply with all guidelines, problems will typically arise when users apply the manual in practice. Therefore, it is useful to have real users test the manual before it is published. This article discusses user tests in the form of think-aloud tests, with examples from the research project ”User Manuals for older adults”.
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Basok, Boris M., Alena N. Rozhanskaya, and Sergey L. Frenkel. "On web-applications usability testing." Russian Technological Journal 7, no. 6 (January 10, 2020): 9–24. http://dx.doi.org/10.32362/2500-316x-2019-7-6-9-24.

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The paper discusses the task of organizing the usability testing of web applications that are in pilot or industrial operation. A usability testing technique is described that combines the development, debugging and execution of test scenarios, and analysis of the received test data. The development of test scenarios is based: on the use of the accumulated experience of users who have already worked with this application or with another, similar in functionality; on the use of web analytics, which can provide scenarios of the behavior of user data on the site; and on the use of statistical data on visits to specific pages. Simultaneously with this approach, a different approach is used in the construction of tests. It is based on the development of tests aimed at identifying defects in the program. Debugging and execution of test tasks is carried out in the same way as it is realized when performing functional testing of web applications using testing automation tools. In addition, the analysis of the data obtained during the operation using web analytics makes it possible to form a group of respondent testers, whose capabilities reflect the capabilities of the entire set of probable users of this web application. The approaches outlined in the work were put into practice. As an example, the article provides test data for the page of the admissions committee of MIREA – Russian Technological University – priem.mirea.ru. The obtained experimental data showed that, despite testing the usability of software at the development stages, some errors in the operation of web applications remain undetected. The cost of detecting and eliminating these errors increases significantly. Therefore, it is recommended in the work to increase the level of usability already in the early stages of development. In particular, for the operational prediction of the level of usability, it is desirable to have mathematical tools for modeling the behavior of the designed system and the user.
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Yuliyana, Tifani, I. Ketut Resika Arthana, and Ketut Agustini. "Usability Testing pada Aplikasi POTWIS." JST (Jurnal Sains dan Teknologi) 8, no. 1 (July 21, 2019): 12–22. http://dx.doi.org/10.23887/jstundiksha.v8i1.12081.

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This research was conducted to evaluate POTWIS application by highlighting three usability concepts that effectiveness, efficiency, and the satisfaction of the user in using POTWIS application measured by usability testing methode, Performance Measurement, RTA, UEQ, and SUS technique. The purpose is to know the result of usability testing and improvement recommendation on POTWIS application based of the result of usability testing.The result of this research is based on analysis of statical calculation Mann Whitney U Test, UEQ dan SUS which showed (1) POTWIS application is not effective seen from the existance of the mistake made by respondent during the task, (2) POTWIS application is efficient seen from the time of task execution because the execution time between proficient group and beginner group was not significantly different, (3) POTWIS application has not met the scale of efficiency measured by UEQ with score 0.625 which showed below the average and (4) POTWIS application has not fulfilled user satisfaction measured by SUS with score 53.00 which is stated still below the average score is > 68.
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Yuliyana, Tifani, I. Ketut Resika Arthana, and Ketut Agustini. "Usability Testing pada Aplikasi POTWIS." JST (Jurnal Sains dan Teknologi) 8, no. 1 (July 21, 2019): 12. http://dx.doi.org/10.23887/jst-undiksha.v8i1.12081.

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This research was conducted to evaluate POTWIS application by highlighting three usability concepts that effectiveness, efficiency, and the satisfaction of the user in using POTWIS application measured by usability testing methode, Performance Measurement, RTA, UEQ, and SUS technique. The purpose is to know the result of usability testing and improvement recommendation on POTWIS application based of the result of usability testing.The result of this research is based on analysis of statical calculation Mann Whitney U Test, UEQ dan SUS which showed (1) POTWIS application is not effective seen from the existance of the mistake made by respondent during the task, (2) POTWIS application is efficient seen from the time of task execution because the execution time between proficient group and beginner group was not significantly different, (3) POTWIS application has not met the scale of efficiency measured by UEQ with score 0.625 which showed below the average and (4) POTWIS application has not fulfilled user satisfaction measured by SUS with score 53.00 which is stated still below the average score is > 68.
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33

Patel, Mona, and Beth Loring. "Handling Awkward Usability Testing Situations." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 45, no. 25 (October 2001): 1772–76. http://dx.doi.org/10.1177/154193120104502503.

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Natesan, Divya, Morgan Walker, and Shannon Clark. "Cognitive Bias in Usability Testing." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 5, no. 1 (June 2016): 86–88. http://dx.doi.org/10.1177/2327857916051015.

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Cognitive bias is the tendency to subconsciously change ones actions or thought process based on someone else’s comments or behavior. It is important to consider cognitive bias when performing a usability study because it can significantly alter or impair the validity of the results. While cognitive bias cannot always be entirely eliminated, identifying key cognitive biases to which usability study results are particularly susceptible is the first step to mitigating them. Once experimenters are alert to these subtle traps, they can consider approaches that sidestep the biases and greatly improve the accuracy and overall effectiveness of a usability study.
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Jeffries, Robin, and Heather Desurvire. "Usability testing vs. heuristic evaluation." ACM SIGCHI Bulletin 24, no. 4 (October 1992): 39–41. http://dx.doi.org/10.1145/142167.142179.

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36

Barnum, Carol M. "Usability testing of e-learning." eLearn 2008, no. 4 (April 2008): 1. http://dx.doi.org/10.1145/1373281.1373284.

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Graves, Stephanie, and Margie Ruppel. "Usability Testing and Instruction Librarians." Internet Reference Services Quarterly 11, no. 4 (March 7, 2007): 99–116. http://dx.doi.org/10.1300/j136v11n04_07.

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Pernice, Kara, and Mary Beth Butler. "Database support for usability testing." Interactions 2, no. 1 (January 2, 1995): 27–31. http://dx.doi.org/10.1145/208143.208156.

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Dumas, J. S. "Stimulating change through usability testing." ACM SIGCHI Bulletin 21, no. 1 (August 1989): 37–44. http://dx.doi.org/10.1145/67880.67884.

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Anderson, Judith, Julia Wagner, Mary Bessesen, and Linda C. Williams. "Usability testing in the hospital." Human Factors and Ergonomics in Manufacturing & Service Industries 22, no. 1 (April 19, 2011): 52–63. http://dx.doi.org/10.1002/hfm.20277.

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Brown, Catherine. "Usability testing in internet time." Performance Improvement 41, no. 10 (November 2002): 40–46. http://dx.doi.org/10.1002/pfi.4140411009.

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Wang, Enlie, and Barrett Caldwell. "An Empirical Study of Usability Testing: Heuristic Evaluation Vs. User Testing." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 8 (September 2002): 774–78. http://dx.doi.org/10.1177/154193120204600802.

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In this study, two different usability-testing methods (Heuristic Evaluation and User Testing) were selected to test the usability of a pre-release version of software searching for Science, Mathematics and Engineering education materials. Our major goal is to compare Heuristic Evaluation and User Testing in terms of efficiency, effectiveness and cost/benefit analysis. We found that Heuristic Evaluation was more efficient than User Testing in finding usability problems (41 vs. 10), while User Testing was more effective than Heuristic Evaluation in finding major problems (70% vs.12%). in general, Heuristic Evaluation appears to be more economic in finding a wide range of usability problems by incurring a low cost in comparison to User Testing. However, User Testing can provide more insightful data from real users such as user's performance and satisfaction.
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Zamroni, Guntur Maulana, Dinan Yulianto, Bella Saphira, Fadel N. Akhmad, and Fakhira A. Zahrah. "Electroencephalogram as a Validation Method in Usability Testing." JUITA : Jurnal Informatika 11, no. 1 (May 6, 2023): 97. http://dx.doi.org/10.30595/juita.v11i1.16000.

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Usability testing is a recommended main testing method to evaluate the usability or ease of use of a software. However, this approach can induce bias. Usability testing with survey method using questionnaire instruments and interview has a risk of generating lack of objectivity from the participants because the facilitator can influence the evaluation results. The evaluation process is not optimal and the biases that arise from usability testing can affect the success or failure of a software in the market. A method for validating usability testing results needs to be studied to ensure whether the test results obtained are valid and unbiased. Electroencephalogram (EEG) is one of the tool that can be used to validate usability testing. This study aims to conduct usability testing of the three most popular e-marketplace applications in Indonesia. From the results it can be seen that usability testing using user-based testing gives a fairly good result in term of accuracy. Usability testing using EEG gives lower results than user-based testing. Nevertheless, we cannot rule out EEG as a usability testing method in the future.
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Mirza, Ahmad Haidar, and Dedi Irawan. "Usability Testing of Senjang Muba Application Using System Usability Scale." Journal of Information Systems and Informatics 2, no. 2 (September 3, 2020): 231–45. http://dx.doi.org/10.33557/journalisi.v2i2.73.

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Aspek penting pengukuran kualitas aplikasi adalah usability. Tingkat usability dapat menentukan sejauh mana sebuah produk atau layanan dapat digunakan pengguna untuk mencapai tujuannya dan seberapa mudah dalam menggunakan antarmuka aplikasi tersebut. Aplikasi dengan tingkat usability yang tinggi biasanya akan memiliki pengguna yang banyak dan setia. Begitu juga sebaliknya, jika tingkat usability suatu aplikasi rendah pada akhirnya akan ditinggalkan oleh pengguna dan beralih ke aplikasi lain. Pada penelitian ini, aplikasi yang akan di analisa adalah aplikasi layanan pengaduan masyarakat di Kabupaten Musi Banyuasin yang bernama Aplikasi Saluran Elektronik Layanan Jaring Aspirasi dan Aduan Warga Musi Banyuasin atau Senjang Muba. Aplikasi ini menyediakan form untuk diisi oleh masyarakat yang ingin membuat pengaduan. Pengukuran usability melibatkan pengujian langsung pada sampel pengguna. Penelitian ini juga menggunakan kuesioner yang mengacu pada Standard Usability Questionnaires, yaitu System Usability Scale (SUS)
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Tang, Chao Lan, and Xian Yang. "Research of Usability Testing Method of Mobile Phone." Advanced Materials Research 308-310 (August 2011): 299–302. http://dx.doi.org/10.4028/www.scientific.net/amr.308-310.299.

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Usability testing is an important usability practice to evaluate a product by testing it on users. In this paper, the essentiality and particularity of mobile phone usability testing are analyzed, and the limitation of applying the traditional usability testing method to the mobile phone usability testing is explained. On this basis, an effective usability testing method specialized for mobile phone is pointed out, it gives solutions to two problems in mobile phone testing, i.e. testing in the real environment and real-time monitoring users’ all reaction such as operation, expression and etc.
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Wijaya, Oki, Sievin Nathanael, and Soetam Wicaksono. "Usability Testing Pada Software Line Messenger." Jurnal Ilmiah Sistem Informasi 1, no. 2 (May 8, 2022): 19–29. http://dx.doi.org/10.51903/juisi.v1i2.298.

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This study aims to perform Usability Testing on software or freeware applications, namely LINE Messenger. Usability Testing itself is a method of evaluating the usability of software (Software) which aims to increase the usability of an application / product by analyzing, identifying problems, measure efficiency, measure convenience and determine user satisfaction. Usability testing for the LINE Messenger application is carried out to determine the level of ease of use of the Line application, such as ease of understanding features, memory location of features, and also assessing the User Interface (UI). to the application, preparing test scenarios, looking for respondents or testing subjects, making questionnaires with the System Usability Scale (SUS) standard, and conducting usability analysis on the results of respondents and questionnaires. Then the final output is in the form of reports and conclusions regarding the results of the analysis. LINE Messenger itself is a popular social media application, an application that has many features such as LINE Today, Share screen and also has a LINE Shop. LINE itself is an easy-to-use application, with the results of the questionnaire showing positive Usability Testing results for LINE Messenger.
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Abdillah, Muhammad Taufik, Ima Kurniastuti, Fajar Annas Susanto, and Firman Yudianto. "Implementasi Black Box Testing dan Usability Testing pada Website Sekolah MI Miftahul Ulum Warugunung Surabaya." Journal of Computer Science and Visual Communication Design 8, no. 1 (July 30, 2023): 234–42. http://dx.doi.org/10.55732/jikdiskomvis.v8i1.897.

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Pada penelitian ini dilakukan pengujian sistem berupa website sekolah pada MI Miaftahul Ulum Warugunung Surabaya dengan menggunakan metode black box testing dan usability testing. Metode black box testing berfokus pada pengujian fungsional sistem. Metode usability testing berfokus pada kepuasan pengguna dalam pengalaman menggunakan sistem. Pada metode usability testing menggunakan USE Quesionnaire yang terdiri dari empat dimensi diantaranya usefulness (kegunaan), ease of use (kemudahan untuk digunakan), ease of learning (kemudahan untuk dipelajari) dan satisfaction (kepuasan). Hasil black box testing menunjukkan dari 30 fitur sistem yang diuji, semua fitur berhasil berjalan sukses sesuai dengan hasil yang diharapkan. Pengujian usability testing menghasilkan nilai usability sebesar 0,90 dengan mendekati nilai 1 sehingga website termasuk sistem informasi yang baik.
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., Riftika Rizawanti, I. Ketut Resika Arthana, S. T. ,M Kom ., and UNDIKSHA . "USABILITY TESTING PADA APLIKASI HOOKI ARISAN DENGAN MODEL PACMAD MENGGUNAKAN PENDEKATAN GQM." Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI) 8, no. 1 (February 27, 2019): 33. http://dx.doi.org/10.23887/karmapati.v8i1.16983.

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Hooki Arisan merupakan aplikasi mobile gratis yang menggabungkan fungsi arisan dan pesan instan dalam satu platform. Permasalahannya periode retensi pengguna untuk aplikasi mobile sangat rendah, hanya sekitar 10% pengguna yang ditemukan masih menggunakan aplikasi mobile yang sama setelah enam bulan pengunduhan. Untuk memenuhi tantangan tersebut, usability testing perlu dilakukan untuk verifikasi apakah aplikasi tersebut sudah mencapai tujuannya dan mendapat respon yang baik dari pengguna. Penelitian ini dilakukan untuk menguji aplikasi Hooki Arisan dengan model PACMAD (People At The Center of Mobile Application Development) dengan pendekatan GQM (Goal Question Metrics) pada tujuh atribut usabiliy yaitu efficiency, effectiveness, learnability, memorability, errors, satisfaction, dan cognitive load. Tujuan penelitian ini yaitu untuk mengetahui hasil usability testing dan rekomendasi perbaikan pada aplikasi Hooki Arisan. Setelah melakukan usability testing pada aplikasi Hooki Arisan dengan metode Performance Measurement, Retrospective Think Aloud (RTA), dan Kuesioner CSUQ dapat disimpulkan bahwa aplikasi Hooki Arisan mencakupi aspek Efficiency dengan tingkat kecepatan 0,001432422 tiap detiknya; Effectiveness 83%; Learnability 72,91667%. ; Memorability 82,932%.; Errors 22%; Satisfaction 73.15% dan juga memenuhi aspek Cognitive Load. Aplikasi Hooki Arisan mampu memenuhi kriteria usability sebuah aplikasi mobile karena dinilai telah mencakupi ke-tujuh variabel usability model PACMAD. Untuk menginkatkan tingkat usability aplikasi Hooki Arisan dalam penelitian ini dirancang rekomendasi halaman aplikasi Hooki Arisan dengan membuat wireframe, dimana dasar yang digunakan untuk mengembangkan rekomendasi hasil data usability testing yaitu performance measurement dan RTA.Kata Kunci : CSUQ, Hooki Arisan , PACMAD, Performance Measurement, RTA, Usability. Hooki Arisan is a free mobile application that combines social gathering and instant messaging functions on one platform. The problem is that the user retention period for mobile applications is very low, only about 10% of users found still use the same mobile application after six months of downloading. To meet these challenges, usability testing needs to be done to verify whether the application has reached its purpose and gets a good response from the user. This study was conducted to examine the application of Hooki Arisan with the PACMAD model (People At The Center of Mobile Application Development) with the GQM (Goal Question Metrics) approach on seven usability attributes, such as efficiency, effectiveness, learnability, memorability, errors, satisfaction, and cognitive load. The purpose of this study is to determine the results of usability testing and recommendations for improvements of Hooki Arisan application. After conducting usability testing on the Hooki Arisan application using the Performance Measurement, Retrospective Think Aloud (RTA) method, and the CSUQ Questionnaire it can be concluded that the Hooki Arisan application covers the Efficiency aspect with a speed level of 0.001432422 every second; Effectiveness 83%; Learnability 72,91667%. ; Memorability 82.932% .; Errors 22%; satisfaction 73.15% and also fulfill the Cognitive Load aspect. The Hooki Arisan application is able to meet the usability criteria of a mobile application because it is considered to have covered the seven usability variables of the PACMAD model. To improve the level of usability of the Hooki Arisan application in this study, we designed the recommendations of the Hooki Arisan application page by creating wireframe, where the basis used to develop the recommendations of the results of usability testing data was performance measurement and RTA.keyword : CSUQ, Hooki Arisan, PACMAD, Performance Measurement, RTA, Usability.
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Georgievski, M., and N. Sharda. "Re‐engineering the usability‐testing process for live multimedia systems." Journal of Enterprise Information Management 19, no. 2 (March 1, 2006): 223–33. http://dx.doi.org/10.1108/17410390610645094.

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PurposeThis paper seeks to present a comparative study of the traditional usability‐testing process and the re‐engineered usability‐testing process for live multimedia systems.Design/methodology/approachProvides an overview of current usability‐testing techniques and usability laboratory configurations, and identifies some gaps in the traditional usability‐testing approach.FindingsTraditional usability‐testing procedures are suitable for testing systems in the static environment but prove to be sub‐optimal in testing systems for dynamic (real‐time) environments.Originality/valueThe traditional set‐up is compared with innovative laboratory configuration, which consists of three computer systems: the test system in the middle augmented by two systems on either side that function as the scenario presenter and the data collection system. The re‐engineered usability‐testing process streamlined usability experiments and reduced the task completion times.
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Veni Manik, Clara Hetty Primasari, Yohanes Priadi Wibisono, and Aloysius Bagas Pradipta Irianto. "Evaluasi Usability pada Aplikasi Mobile ACC.ONE menggunakan System Usability Scale (SUS) dan Usability Testing." Jurnal Sains dan Informatika 7, no. 1 (March 21, 2021): 1–10. http://dx.doi.org/10.34128/jsi.v7i1.286.

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Perusahaan pembiayaan kendaraan mobil saat ini semakin banyak dan berkembang begitu pesat. Setiap perusahaan berusaha untuk menarik perhatian pelanggan dengan berbagai cara, terutama peningkatan teknologi untuk mendukung dan memudahkan proses kegiatan pembiayaan mobil. Perusahaan Astra Credit Company memanfaatkan teknologi dengan menyediakan aplikasi mobile acc.one yang dapat digunakan oleh pelanggan untuk membantu segala kegiatan proses pembiayaan mobil di Perusahaan ACC. Namun aplikasi ini terdapat beberapa masalah yang dapat diketahui dari ulasan pengguna di play store seperti aplikasi tiba-tiba error, aplikasi tidak dapat dibuka, fitur tidak berfungsi dengan semestinya, dll. Sehingga dilakukan pengujian aplikasi untuk mengetahui tingkat usability aplikasi dengan menggunakan metode system usability scale dan usability testing untuk mengetahui pengalaman pengguna. Hasil yang diperoleh tingkat usability aplikasi dengan tingkat kemudahan sebesar 73,33% yang masuk dalam kategori buruk, tingkat kecepatan pengguna sebesar 0,0467 goals/sec yang termasuk kategori normal, tingkat kesalahan pengguna sebesar 0,1230 total defect yang masuk dalam kategori kecil, dan tingkat kepuasan pengguna menggunakan kuesioner SUS memperoleh rerata SUS sebesar 54,45945946 yang artinya tingkat kepuasan pengguna rendah terhadap aplikasi berdasarkan penentuan nilai SUS yaitu Acceptability atau tingkat penerimaan penggunaan masuk dalam kategori marginal low, Grade Scale atau tingkat grade skala masuk dalam kategori F dan Adjective Rating masuk dalam kategori OK. Selain itu, pada SUS skor percentile rank masuk kedalam grade D.
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