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1

Sucholutsky, Ilia, and Matthias Schonlau. "Optimal 1-NN prototypes for pathological geometries." PeerJ Computer Science 7 (April 9, 2021): e464. http://dx.doi.org/10.7717/peerj-cs.464.

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Using prototype methods to reduce the size of training datasets can drastically reduce the computational cost of classification with instance-based learning algorithms like the k-Nearest Neighbour classifier. The number and distribution of prototypes required for the classifier to match its original performance is intimately related to the geometry of the training data. As a result, it is often difficult to find the optimal prototypes for a given dataset, and heuristic algorithms are used instead. However, we consider a particularly challenging setting where commonly used heuristic algorithms fail to find suitable prototypes and show that the optimal number of prototypes can instead be found analytically. We also propose an algorithm for finding nearly-optimal prototypes in this setting, and use it to empirically validate the theoretical results. Finally, we show that a parametric prototype generation method that normally cannot solve this pathological setting can actually find optimal prototypes when combined with the results of our theoretical analysis.
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Yáñez Gómez, Rosa, Daniel Cascado Caballero, and José-Luis Sevillano. "Heuristic Evaluation on Mobile Interfaces: A New Checklist." Scientific World Journal 2014 (2014): 1–19. http://dx.doi.org/10.1155/2014/434326.

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The rapid evolution and adoption of mobile devices raise new usability challenges, given their limitations (in screen size, battery life, etc.) as well as the specific requirements of this new interaction. Traditional evaluation techniques need to be adapted in order for these requirements to be met. Heuristic evaluation (HE), an Inspection Method based on evaluation conducted by experts over a real system or prototype, is based on checklists which are desktop-centred and do not adequately detect mobile-specific usability issues. In this paper, we propose a compilation of heuristic evaluation checklists taken from the existing bibliography but readapted to new mobile interfaces. Selecting and rearranging these heuristic guidelines offer a tool which works well not just for evaluation but also as a best-practices checklist. The result is a comprehensive checklist which is experimentally evaluated as a design tool. This experimental evaluation involved two software engineers without any specific knowledge about usability, a group of ten users who compared the usability of a first prototype designed without our heuristics, and a second one after applying the proposed checklist. The results of this experiment show the usefulness of the proposed checklist for avoiding usability gaps even with nontrained developers.
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Munggana, Wira. "Menakar Resiko Pembangunan Prototipe User Experience Dengan Weighted Risk Check List." Jurnal ULTIMA InfoSys 6, no. 1 (June 1, 2015): 71–75. http://dx.doi.org/10.31937/si.v6i1.282.

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Development of User Experience (UX) artifacts such as annotated wireframes, immersive prototypes, and detailed documentation should be done by a UX designer specialist, however most of them are not programmers. It can be done by using UX designer tools widely available today. Aside from what tools they used, this paper higlights forecasting the risk of an UX prototype project using weighted risk check list. Index Terms - Heuristic, User Interface Design, User Experience Prototype, Weighted Risk Check List, Wireframe.
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A.Viattchenin, Dmitri, and Stanislau Shyrai. "Intuitionistic Heuristic Prototype-based Algorithm of Possibilistic Clustering." Communications on Applied Electronics 1, no. 8 (May 26, 2015): 30–40. http://dx.doi.org/10.5120/cae-1629.

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CHANG, KAI H., JAMES H. CROSS II, W. HOMER CARLISLE, and SHIH-SUNG LIAO. "A PERFORMANCE EVALUATION OF HEURISTICS-BASED TEST CASE GENERATION METHODS FOR SOFTWARE BRANCH COVERAGE." International Journal of Software Engineering and Knowledge Engineering 06, no. 04 (December 1996): 585–608. http://dx.doi.org/10.1142/s0218194096000247.

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Software testing is an important step in the development of complex systems. The construction of test cases using traditional methods usually requires considerable manual effort. QUEST/Ada—Query Utility Environment for Software Testing of Ada, is a prototype test case generation system that uses various heuristics-based approaches to generate test cases. The system, which is designed for unit testing, generates test cases by monitoring the branch coverage progress and intelligently modifying existing test cases to achieve additional coverage. Three heuristics-based approaches along with a random test case generation method were studied to compare their branch coverage performance. Although some constraints are imposed by the prototype, the framework provides a useful foundation for further heuristics-based test case generation research. The design of the system, the heuristic rules used in the system, and an evaluation of each rule’s performance are presented.
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RODRÍGUEZ, INÉS GONZÁLEZ, JONATHAN LAWRY, and JIM F. BALDWIN. "INDUCTION AND FUSION OF FUZZY PROTOTYPES." International Journal of Uncertainty, Fuzziness and Knowledge-Based Systems 12, no. 04 (August 2004): 409–46. http://dx.doi.org/10.1142/s0218488504002916.

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In the sequel, we shall be concerned with the automated induction of prototypes to represent a database in a way that combines transparency and accuracy. More precisely, our aim is to automatically summarize the information from a set of data using prototypes and simultaneously decide on the number of prototypes needed to the represent the data adequately. We propose to use fuzzy prototypes, which correspond to groupings of similar objects represented by tuples of fuzzy sets over attribute universes. In the case of numerical attributes, the universes will be discretized using linguistic variables and the attribute values will be described by fuzzy sets on words. To learn the prototypes, we shall present an algorithm inspired by hierarchical clustering techniques, which makes use of new measures of prototype similarity and of prototype addition. Also, a pruning algorithm will be incorporated which uses a new heuristic measure of prototype quality to fuse overly specific prototypes. The potential of the resulting method will be illustrated by its application to a number of classification problems and comparing its performance with that of previous approaches in the literature.
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7

Gulay, A. V., and V. M. Zaitsev. "Intelligent system construction as consequent transformation of the model range of its functional prototypes." Doklady BGUIR 19, no. 1 (February 23, 2021): 37–45. http://dx.doi.org/10.35596/1729-7648-2021-19-1-37-45.

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Application of the technology of consecutive construction of the functionally expanding model range of structural system prototypes is an advanced conceptual development direction of intellectual systems construction methods. The guiding principle of intellectual system construction under the suggested technology is that a highly sophisticated system is worked out and adjusted by stages with the use of the structural increment and functional complexity parallel-sequential scheme. At every construction step it is implemented in the form of a hardware and software complex – the structural prototype with a certain set of allocated components and performed functions. The structural prototype is understood as a certain version of its construction in the form of a logical or physical model, which includes a predetermined set of information, technical and software tools, performs system functions, makes it possible to evaluate the achieved parameter levels, as well as ensures further system build-up and development. Verbal-heuristic and graphic-heuristic models, which reflect the set of original requirements and the intelligent system structure, are used as mandatory prototypes of primary levels. The mandatory prototype of subsequent levels of the system technology includes a material model of the system nucleus, which combines hardware and software components, where joint functioning delivers the required set of integrative systematic properties. Sequential step-by-step choice of all the more complex prototypes with simultaneous enrichment of the composition of applied tools and performed system functions forms the expanded model range of the system. In the practice of systems development it is limited with a certain upper level prototype, which meets preset technical requirements to the system. Step-by- step development and adjustment of models, which are highly complicated prototypes, with the use of the parallel-sequential scheme of their structural enrichment and functional complication, is the effective technological trend of co-engineering.
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Luo, Junlong, Wenfu Li, Jiang Qiu, Dongtao Wei, Yijun Liu, and Qinlin Zhang. "Neural Basis of Scientific Innovation Induced by Heuristic Prototype." PLoS ONE 8, no. 1 (January 25, 2013): e49231. http://dx.doi.org/10.1371/journal.pone.0049231.

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Levi, Michael D., and Frederick G. Conrad. "A heuristic evaluation of a World Wide Web prototype." Interactions 3, no. 4 (July 1996): 50–61. http://dx.doi.org/10.1145/234813.234819.

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Abdul Wahab, Nadia, and Syafiqa Amira Zulkifli. "A Heuristic Evaluation of a Shariah-Compliant Fashion E-Commerce Prototype." Journal of Computing Research and Innovation 3, no. 4 (November 18, 2018): 45–53. http://dx.doi.org/10.24191/jcrinn.v3i4.99.

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Every Muslim should wear shariah-compliant clothes as admonished in the Holy Quran and Hadith. Covering awrah is a command from Allah for all Muslims and they should obey this Islamic Shariah Law. This paper discusses the heuristic evaluation of a shariah-compliant fashion e-commerce prototype for Muslim women. The prototype aims to help Muslim women to find and purchase shariah-compliant clothes easily and furthermore allows more Muslim women to cover their awrah. Besides, the fashion e-commerce also has the capability in giving suggestion to the users based on their body shapes and size.The prototype was evaluated using heuristic evaluation technique with three software ergonomic experts. Although the evaluation indicates that the information provided is useful and the prototype is well-designed, it also revealed few design issues that should be refined in order to improve its usability before testing it on the real user.
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Dandan, Tong, Zhu Haixue, Li Wenfu, Yang Wenjing, Qiu Jiang, and Zhang Qinglin. "Brain activity in using heuristic prototype to solve insightful problems." Behavioural Brain Research 253 (September 2013): 139–44. http://dx.doi.org/10.1016/j.bbr.2013.07.017.

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Mudgal, Apurva, Craig Tovey, Sam Greenberg, and Sven Koenig. "Bounds on the Travel Cost of a Mars Rover Prototype Search Heuristic." SIAM Journal on Discrete Mathematics 19, no. 2 (January 2005): 431–47. http://dx.doi.org/10.1137/s089548010444256x.

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Miller, Eric J., and Matthew J. Roorda. "Prototype Model of Household Activity-Travel Scheduling." Transportation Research Record: Journal of the Transportation Research Board 1831, no. 1 (January 2003): 114–21. http://dx.doi.org/10.3141/1831-13.

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The Toronto Area Scheduling Model for Household Agents (TASHA), a new prototype activity scheduling microsimulation model, generates activity schedules and travel patterns for a 24-h typical weekday for all persons in a household. The prototype model is based solely on conventional trip diary data and therefore is applicable in many urban areas where activity data may not be available. The model makes use of the concept of the project, a "container" of activities with a common goal, to organize activity episodes into the schedules of persons in a household. A heuristic, or rule-based, method is used to organize activities into projects and then to form schedules for interacting household members. The TASHA model is considered to be a successful first attempt to operationalize a generalized conceptual model of household decision making, with reasonable correspondence between model and observed trip rates and chain characteristics.
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Batmend, Mišel, Daniela Perdukova, and Pavol Fedor. "A Prototype of a Bitmap CNC Engraver." Applied Mechanics and Materials 613 (August 2014): 408–17. http://dx.doi.org/10.4028/www.scientific.net/amm.613.408.

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The proposed paper deals with two main ideas. The first is focused on design and realization of CNC engraving machine prototype where are described the principles of its mechanical construction focused on measurements of an electromagnetic diamond percussion tool prototype used for stone engraving describing its basic features and potential applications. The paper includes also chapters about electrical connections design and software/firmware implementation. The second part presents design and implementation of new algorithm for searching the shortest path connecting all bitmap pixels that need to be engraved with respect to specific constraints given by hardware of bitmap CNC engraver. New algorithm considered as a heuristic approximation of Hamiltonian shortest path was implemented and tested on a real prototype of a bitmap CNC engraver. Results of experiments are listed. Concerning a set of 17 real-life bitmaps, the new algorithm saves from 7% up to 17% of overall engraving time compared to original line-by-line tool path.
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Ming, Dan, Dandan Tong, Wenjing Yang, Jiang Qiu, and Qinglin Zhang. "How can we gain insight in scientific innovation? Prototype heuristic is one key." Thinking Skills and Creativity 14 (December 2014): 98–106. http://dx.doi.org/10.1016/j.tsc.2014.09.006.

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Saga, Norihiko, Yasuto Tanaka, Atsushi Doi, Teruo Oda, Suguru N. Kudoh, and Hiroyuki Fujie. "Prototype of an Ankle Neurorehabilitation System with Heuristic BCI Using Simplified Fuzzy Reasoning." Applied Sciences 9, no. 12 (June 14, 2019): 2429. http://dx.doi.org/10.3390/app9122429.

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Neurorehabilitation using a brain–computer interface (BCI) requires machine learning, for which calculations take a long time, even days. However, the demands of actual rehabilitation are becoming increasingly rigorous, requiring that processes be completed within tens of minutes. Therefore, we developed a new effective rehabilitation system for treating patients such as those with stroke hemiplegia. The system can smoothly perform rehabilitation training on the day of admission to the hospital. We designed a heuristic BCI with simplified fuzzy reasoning, which can detect motor intention signals from an electroencephalogram (EEG) within several tens of minutes. The detected signal is sent to the newly developed ankle rehabilitation device (ARD), and the patient repeats the dorsiflexion motion by the ARD.
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Kovačević, Marko, Miloš Madić, and Miroslav Radovanović. "Software prototype for validation of machining optimization solutions obtained with meta-heuristic algorithms." Expert Systems with Applications 40, no. 17 (December 2013): 6985–96. http://dx.doi.org/10.1016/j.eswa.2013.06.050.

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18

Prajarini, Dian. "Perancangan Prototype Web Profile Desa Wisata Dan Kerajinan Gamplong Sleman Dengan Metode Desain User Experience." AKSA: JURNAL DESAIN KOMUNIKASI VISUAL 2, no. 1 (April 20, 2020): 249–59. http://dx.doi.org/10.37505/aksa.v2i1.19.

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Gamplong Tourism Village and Craft at Sleman Regency are one of the alternative tourist destinations of Yogyakarta Special Region. This tourist village presents weaving craft tours. There are approximately 18 weaving craftsmen in this tourist village. The promotions that have been carried out so far are still using leaflet and social media usage methods. It is an obstacle when social media does not provide clear information for tour packages in Gamplong tourism and craft villages. The absence of a website as a showroom and provider of information about the details of Gamplong tourism villages and handicrafts. This research develops a Gamplong village tourism and craft web profile prototype uses user experience design method. The design method uses five planes user experience elements. The design result evaluation method uses a heuristic evaluation method. The results of the study succeeded in creating a prototype web profile of Gamplong Tourism Village and Craft with user experience design method. The heuristic evaluation results on the interface of the Gamplong Tourism Village's prototype web profile and Handicraft as a reference for usability evaluation, suggesting that aesthetics, design, and match with the real, but need better handling for error prevention, adding help menus, and bilingual features.
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Patterson, Emily S., Giavanna N. DiLoreto, Rohith Vanam, Erinn Hade, and Courtney Hebert. "Enhancing Usefulness and Usability of a Clinical Decision Support Prototype for Antibiotic Stewardship." Proceedings of the International Symposium on Human Factors and Ergonomics in Health Care 9, no. 1 (September 2020): 61–65. http://dx.doi.org/10.1177/2327857920091034.

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Human factors engineering can enhance software usefulness and usability. We describe a multi-method approach to improve clinical decision support (CDS) for antibiotic stewardship. We employed a heuristic review to generate recommendations to improve the usability of a prototype CDS to support empiric antibiotic prescribing in the hospital setting. We then engaged in a design improvement cycle in collaboration with software programmers, which resulted in additional enhancements to our prototype. Finally, we used the revised prototype during three walkthrough demonstration interviews with physician and pharmacist subject matter experts. These walkthrough interviews generated recommendations to improve the interface, functionality, and tailoring for groups of users. We discuss common elements of the recommendations for models for using clinical decision support in general.
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Cheung, Kei Long, Mickaël Hiligsmann, Maximilian Präger, Teresa Jones, Judit Józwiak-Hagymásy, Celia Muñoz, Adam Lester-George, et al. "OPTIMIZING USABILITY OF AN ECONOMIC DECISION SUPPORT TOOL: PROTOTYPE OF THE EQUIPT TOOL." International Journal of Technology Assessment in Health Care 34, no. 1 (2018): 68–77. http://dx.doi.org/10.1017/s0266462317004470.

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Objectives:Economic decision-support tools can provide valuable information for tobacco control stakeholders, but their usability may impact the adoption of such tools. This study aims to illustrate a mixed-method usability evaluation of an economic decision-support tool for tobacco control, using the EQUIPT ROI tool prototype as a case study.Methods:A cross-sectional mixed methods design was used, including a heuristic evaluation, a thinking aloud approach, and a questionnaire testing and exploring the usability of the Return of Investment tool.Results:A total of sixty-six users evaluated the tool (thinking aloud) and completed the questionnaire. For the heuristic evaluation, four experts evaluated the interface. In total twenty-one percent of the respondents perceived good usability. A total of 118 usability problems were identified, from which twenty-six problems were categorized as most severe, indicating high priority to fix them before implementation.Conclusions:Combining user-based and expert-based evaluation methods is recommended as these were shown to identify unique usability problems. The evaluation provides input to optimize usability of a decision-support tool, and may serve as a vantage point for other developers to conduct usability evaluations to refine similar tools before wide-scale implementation. Such studies could reduce implementation gaps by optimizing usability, enhancing in turn the research impact of such interventions.
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Akhras, George, and John A. Fedoruk. "A prototype knowledge-based expert system for the design and detailing of reinforced concrete beams." Canadian Journal of Civil Engineering 18, no. 6 (December 1, 1991): 1005–12. http://dx.doi.org/10.1139/l91-123.

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Most computer programs developed for reinforced concrete beam design either analyze a given cross section for load capacity or offer a limited solution from which the engineer must continue toward the final design. These programs are very useful in performing many tedious calculations. However, they generally do not offer assistance in areas of design that require intuitive reasoning, experiential knowledge, rules of thumb, and sound engineering judgement. This type of heuristic knowledge has been incorporated into a prototype knowledge-based expert system for reinforced concrete beam design and detailing called BeamEx. BeamEx interacts with the user to advise and establish suitable parameters required for the comprehensive design of rectangular simply supported and continuous beams. It incorporates heuristic rules drawn from the governing Canadian codes and textbooks to design alternative suitable beams which are presented in graphical form. It is shown that a knowledge-based system approach can be used effectively in engineering design by encapsulating domain expertise in a program to complement and check the experience of the users in design. Key words: knowledge-based expert system, reinforced concrete, beams, design, detailing.
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Kia, Chua, and Mohd Rizal Arshad. "Robotics Vision-based Heuristic Reasoning for Underwater Target Tracking and Navigation." International Journal of Advanced Robotic Systems 2, no. 3 (September 1, 2005): 25. http://dx.doi.org/10.5772/5782.

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This paper presents a robotics vision-based heuristic reasoning system for underwater target tracking and navigation. This system is introduced to improve the level of automation of underwater Remote Operated Vehicles (ROVs) operations. A prototype which combines computer vision with an underwater robotics system is successfully designed and developed to perform target tracking and intelligent navigation. This study focuses on developing image processing algorithms and fuzzy inference system for the analysis of the terrain. The vision system developed is capable of interpreting underwater scene by extracting subjective uncertainties of the object of interest. Subjective uncertainties are further processed as multiple inputs of a fuzzy inference system that is capable of making crisp decisions concerning where to navigate. The important part of the image analysis is morphological filtering. The applications focus on binary images with the extension of gray-level concepts. An open-loop fuzzy control system is developed for classifying the traverse of terrain. The great achievement is the system's capability to recognize and perform target tracking of the object of interest (pipeline) in perspective view based on perceived condition. The effectiveness of this approach is demonstrated by computer and prototype simulations. This work is originated from the desire to develop robotics vision system with the ability to mimic the human expert's judgement and reasoning when maneuvering ROV in the traverse of the underwater terrain.
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Ridwan, Mujib. "Prototype Sistem Pendukung Keputusan Untuk Penetapan Jadwal Kuliah Menggunakan Algoritma Genetika." Systemic: Information System and Informatics Journal 2, no. 2 (December 1, 2016): 9–18. http://dx.doi.org/10.29080/systemic.v2i2.109.

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Penjadwalan diperlukan untuk mengatur waktu kerja, sehingga didapatkan jadwal yang seefisien mungkin. Sebuah penjadwalan akan tampak mudah jika komponen yang dijadwalkan dalam jumlah relatif sedikit, namun akan menjadi rumit jika komponen penyusunnya dalam jumlah yang besar. Saat ini telah banyak metode yang digunakan untuk menyelesaikan masalah penjadwalan matakuliah. Metode yang digunakan seperti, teknik intelligent search, metode graph, dan algoritma genetika. Pada teknik intelligent search digunakan pendekatan heuristic untuk memecahkan masalah, yaitu dilakukan pencarian dengan urutan dosen – waktu – ruang. Algoritma genetika dapat digunakan sebagai alternatif solusi untuk menyelesaikan masalah penjadwalan mata kuliah. Jadwal mata kuliah diperoleh dari kromosom yang memiliki nilai fitness terbaik.
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Virzi, Robert A. "What can you Learn from a Low-Fidelity Prototype?" Proceedings of the Human Factors Society Annual Meeting 33, no. 4 (October 1989): 224–28. http://dx.doi.org/10.1177/154193128903300405.

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A case is made for using low-fidelity prototypes early in the design phase of new services. The rationale for this is based upon (1) a model of how user interface designs progress and (2) a call to expediency. The design process is viewed as the successive application of constraints that serve to prune the space of all user interfaces. Some constraints are external (i.e., placed on the service by limits of technology or cost). Other constraints are derived by application of heuristic design principles. Even after these constraints have been applied, the design is still not fully constrained and the designer must make high-level design decisions. At these choice points, I propose that low-fidelity prototyping is an appropriate means of gathering design information as it is an expedient solution and may serve as a method of testing the central tendency of entire classes of user interfaces.
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Escobar, José-Pablo, Camila Castro, Marion Garolera, Angélica Sepúlveda, Martín Santa Cruz, and Ricardo Rosas. "Testing of a Drawing Toy for Children with Blindness: The Kuwu Experience." International Journal of Early Childhood Special Education 13, no. 1 (May 5, 2021): 71–79. http://dx.doi.org/10.9756/int-jecse/v13i1.211009.

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Play is a fundamental activity in early childhood and a source of cognitive development. One ludic activity in early childhood is drawing, a semiotic activity in which children can build and transform symbols and meanings in a way to reflect their thoughts and emotions. However, drawing has a visual component that is a challenge for some children with blindness or visual impairment. This research aims to evaluate a prototype of a haptic pencil called Kuwu. Through user’s usability tests and expert heuristic inspection, we evaluated 10 children with blindness or visual impairments between 5 and 8 years old, from 2 schools of Santiago, Chile. Heuristics evaluation shows the minimalist design, ease, and flexibility of use of the pencil that allows children to draw independently. Usability testing is a foundational phase in any technological development, especially when creating from a universal design perspective.
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Rolliawati, Dwi, Laily Nur Qomary, and Aslichatul Millah. "Desain Prototype Sistem Informasi Hafalan Al Quran Berbasis Perspektif HCI." Systemic: Information System and Informatics Journal 3, no. 1 (August 7, 2017): 9–14. http://dx.doi.org/10.29080/systemic.v3i1.189.

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Penelitian ini bertujuan untuk mengembangkan produk prototipe berbasis IT yang bisa mempermudah dan meningkatkan produktivitas proses bisnis yang ada di UPTQ (Unit Pengembangan Tahfidzul Quran) berupa sistem informasi hafalan Al-Quran dengan perspektif HCI (Human Computer Interaction). Metode penelitian menggunakan Research and Developmen (R&D) level 1 dengan metode pengembangan perangkat lunak berbasis prototipe. Pengembangan prototipe Sistem Informasi Hafalan Al-Quran diuji melalui 2 (dua) metode, metode Heuristic Evaluation untuk pengujian desain interface dan ISO 9241-1 untuk pengujian aspek usability. Hasil pengujian tingkat efektifitas dari sistem “Baik“ yaitu sebesar 82,1%. Hasil pengujian tingkat efisiensi tergolong “Baik“ yaitu sebesar 81,87% dan tingkat kepuasan terhadap sistem “Cukup Baik“ yaitu sebesar 78,9%. Diperoleh hasil uji kelayakan aspek usability dari sistem sebesar 80,22% dan dinyatakan layak untuk digunakan/diimplementasikan di UPTQ UIN Sunan Ampel Surabaya.
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Liu, Yang, Yan Ma, Yongsheng Yang, and Tingting Zheng. "Counterexample Generation for Probabilistic Model Checking Micro-Scale Cyber-Physical Systems." Micromachines 12, no. 9 (August 31, 2021): 1059. http://dx.doi.org/10.3390/mi12091059.

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Micro-scale Cyber-Physical Systems (MCPSs) can be automatically and formally estimated by probabilistic model checking, on the level of system model MDPs (Markov Decision Processes) against desired requirements in PCTL (Probabilistic Computation Tree Logic). The counterexamples in probabilistic model checking are witnesses of requirements violation, which can provide the meaningful information for debugging, control, and synthesis of MCPSs. Solving the smallest counterexample for probabilistic model checking MDP has been proven to be an NPC (Non-deterministic Polynomial complete) problem. Although some heuristic methods are designed for this, it is usually difficult to fix the heuristic functions. In this paper, the Genetic algorithm optimized with heuristic, i.e., the heuristic Genetic algorithm, is firstly proposed to generate a counterexample for the probabilistic model checking MDP model of MCPSs. The diagnostic subgraph serves as a compact counterexample, and diagnostic paths of MDP constitute an AND/OR tree for constructing a diagnostic subgraph. Indirect path coding of the Genetic algorithm is used to extend the search range of the state space, and a heuristic crossover operator is used to generate more effective diagnostic paths. A prototype tool based on the probabilistic model checker PAT is developed, and some cases (dynamic power management and some communication protocols) are used to illustrate its feasibility and efficiency.
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Li, Xiang, Zhi-Nan Zhang, Ze-Lin Liu, and You-Bai Xie. "A novel semi-heuristic planning approach for automated conceptual design synthesis." Proceedings of the Institution of Mechanical Engineers, Part C: Journal of Mechanical Engineering Science 227, no. 10 (January 9, 2013): 2291–305. http://dx.doi.org/10.1177/0954406212473037.

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Automated conceptual design often shows significant promise for generating conceptual solutions automatically through searching and synthesizing known principle solutions for a desired function. However, existing automated conceptual design systems lack an efficient heuristic search strategy and a knowledge-based planning mechanism, which lead to less chance of finding promising principle solutions within a limited time. This article proposes a novel semi-heuristic planning approach for automated conceptual design which comprises two successive steps, i.e. DESIGN PLAN and DESIGN COMBINATION. During the stage of DESIGN PLAN, the planning-graph technique is employed to extract a design plan from a planning graph, which is composed of various principle solution clusters. Under the guidance of the design plan, in the second stage, DESIGN COMBINATION combines compatible principle solutions from the principle solution clusters in the design plan until finding promising conceptual solutions. A prototype system and design case illustrate that the proposed semi-heuristic planning approach can successfully achieve an automated conceptual design synthesis.
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Ma, Yan, Zining Cao, and Yang Liu. "Counterexample Generation in Stochastic Model Checking Based on PSO Algorithm with Heuristic." International Journal of Software Engineering and Knowledge Engineering 26, no. 07 (September 2016): 1117–43. http://dx.doi.org/10.1142/s021819401650039x.

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Providing counterexample for the refutation of a property is an essential feature of model checking, if it is not the most important. However, generating counterexample in stochastic model checking needs a dedicated algorithm. It usually costs too much time and memory, and sometimes it cannot find the counterexample. What is worse, generating smallest counterexample in stochastic model checking has been proved to be NP-complete, and it is unlikely to be efficiently approximable. Although there are a few heuristic methods that are applied to the construction of the counterexample, it is usually difficult to determine the heuristic function which is critical for counterexample generating. In this paper, we present a particle swarm optimization (PSO)-based approach to generating counterexample for stochastic model checking. We define the diagnostic sub-graph as counterexample, and extend PSO algorithm with heuristic (HPSO) to generate counterexample. It adopts indirect path coding scheme to expand the scope of the search space, and employs heuristic operator to generate more effective path. The validity of our approach is illustrated by some case studies in a prototype tool. The experiments show that HPSO algorithm can significantly outperform the present algorithm for counterexample generation in stochastic model checking.
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Barai, Sudhikumar, and Padmesh Charan Pandey. "KNOWLEDGE BASED EXPERT SYSTEM APPROACH TO INSTRUMENTATION SELECTION (INSEL)." TRANSPORT 19, no. 4 (August 31, 2004): 171–76. http://dx.doi.org/10.3846/16484142.2004.9637971.

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The selection of appropriate instrumentation for any structural measurement of civil engineering structure is a complex task. Recent developments in Artificial Intelligence (AI) can help in an organized use of experiential knowledge available on instrumentation for laboratory and in‐situ measurement. Usually, the instrumentation decision is based on the experience and judgment of experimentalists. The heuristic knowledge available for different types of measurement is domain dependent and the information is scattered in varied knowledge sources. The knowledge engineering techniques can help in capturing the experiential knowledge. This paper demonstrates a prototype knowledge based system for INstrument SELection (INSEL) assistant where the experiential knowledge for various structural domains can be captured and utilized for making instrumentation decision. In particular, this Knowledge Based Expert System (KBES) encodes the heuristics on measurement and demonstrates the instrument selection process with reference to steel bridges. INSEL runs on a microcomputer and uses an INSIGHT 2+ environment.
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Laskowski, Marek. "A Prototype Agent Based Model and Machine Learning Hybrid System for Healthcare Decision Support." International Journal of E-Health and Medical Communications 2, no. 4 (October 2011): 67–90. http://dx.doi.org/10.4018/jehmc.2011100105.

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Science is on the verge of practical agent based modeling decision support systems capable of machine learning for healthcare policy decision support. The details of integrating an agent based model of a hospital emergency department with a genetic programming machine learning system are presented in this paper. A novel GP heuristic or extension is introduced to better represent the Markov Decision Process that underlies agent decision making in an unknown environment. The capabilities of the resulting prototype for automated hypothesis generation within the context of healthcare policy decision support are demonstrated by automatically generating patient flow and infection spread prevention policies. Finally, some observations are made regarding moving forward from the prototype stage.
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Wang, Zong Hui, Shu Su Shi, Li Cheng Yu, and Wen Zhi Chen. "An Efficient Constrained Shortest Path Algorithm for Traffic Navigation." Advanced Materials Research 356-360 (October 2011): 2880–85. http://dx.doi.org/10.4028/www.scientific.net/amr.356-360.2880.

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FCD-based traffic navigation system is getting more and more attention from countries all over the world. Shortest path algorithm is one of the key techniques of a traffic navigation system. Since classical Dijkstra algorithm and heuristic A* algorithm cannot support some constrained conditions in practice, and existing algorithms supporting constraints require the road network to be modified ahead and have low efficiency. The paper studies the model of road network, and analyzes two types of constraints, one-way street and intersection turning prohibitions, then proposes the constrained A* algorithm and gives the Heuristic function. Finally, the paper tests and analyzes the algorithm, and evaluation performance of the prototype system which employs it. The result shows that the algorithm’s efficiency is fairly good.
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Huan, Tran Thien, and Ho Pham Huy Anh. "Comparative stable walking gait optimization for small-sized biped robot using meta-heuristic optimization algorithms." Vietnam Journal of Mechanics 40, no. 4 (December 27, 2018): 407–24. http://dx.doi.org/10.15625/0866-7136/12294.

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This paper proposes a new way to optimize the biped walking gait design for biped robots that permits stable and robust stepping with pre-set foot lifting magnitude. The new meta-heuristic CFO-Central Force Optimization algorithm is initiatively applied to optimize the biped gait parameters as to ensure to keep biped robot walking robustly and steadily. The efficiency of the proposed method is compared with the GA-Genetic Algorithm, PSO-Particle Swarm Optimization and Modified Differential Evolution algorithm (MDE). The simulated and experimental results carried on the prototype small-sized humanoid robot demonstrate that the novel meta-heuristic CFO algorithm offers an efficient and stable walking gait for biped robots with respect to a pre-set of foot-lift height value.
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Li, Yi-shui, Xin-hai Chen, Jie Liu, Bo Yang, Chun-ye Gong, Xin-biao Gan, Sheng-guo Li, and Han Xu. "OHTMA: an optimized heuristic topology-aware mapping algorithm on the Tianhe-3 exascale supercomputer prototype." Frontiers of Information Technology & Electronic Engineering 21, no. 6 (June 2020): 939–49. http://dx.doi.org/10.1631/fitee.1900075.

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Tong, Dandan, Wenfu Li, Chaoying Tang, Wenjing Yang, Yan Tian, Lei Zhang, Meng Zhang, Jiang Qiu, Yijun Liu, and Qinglin Zhang. "An illustrated heuristic prototype facilitates scientific inventive problem solving: A functional magnetic resonance imaging study." Consciousness and Cognition 34 (July 2015): 43–51. http://dx.doi.org/10.1016/j.concog.2015.02.009.

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Rodríguez Colmeiro, Ramiro G., and Claudio A. Verrastro. "Heuristic Method for Photo-detectors Localization over Continuous Crystal Scintillation Cameras." Journal of Computer Science and Technology 18, no. 01 (April 25, 2018): e02. http://dx.doi.org/10.24215/16666038.18.e02.

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The construction process of large scintillation cameras with continuous crystals is a complex problem affected by multiple variables, from the physical construction of the scintillation crystal to the dispersion in the sensibility of photomultiplier tubes. The selection of these variables have a strong impact on the final performance of the scintillation camera. A new method to select photomultiplier is presented in this paper, regarding its gain, making use of k-means clustering and genetic algorithms. The proposed algorithm was tested and applied in the construction of six scintillation cameras for the Argentinean positron emission tomogaph prototype (AR-PET), a problem with more than 10+600 possible configurations. The resulting configuration of the scintillation cameras reduced the software-freecalibration FWHM of the camera from 20% to 15% average.
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Rahman, Yola Agustia, Evi Dwi Wahyuni, and Dharma Surya Pradana. "Rancang Bangun Prototype Sistem Informasi Manajemen Program Studi Informatika Menggunakan Pendekatan User Centered Design." Jurnal Repositor 2, no. 4 (March 5, 2020): 503. http://dx.doi.org/10.22219/repositor.v2i4.433.

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AbstrakSistem informasi Teknik Informatika UMM memuat kegiatan berhubungan dengan akademik. Berdasarkan hasil observasi menggunakan kuesioner yang disebarkan ke 30 responden kepada mahasiswa aktif Teknik Informatika UMM, dari pernyataan ke empat bahwa 23 orang menyatakan meragukan data yang terdapat dalam sistem bukan informasi terkini dan jarang diperbarui. Kemudian interaksi yang dilakukan seperti penyampaian informasi mengenai jadwal kuliah, jadwal sidang, event dan informasi lainnya disampaikan melalui grup Facebook. Dengan adanya permasalahan tersebut maka peneliti menggunakan .metode User Centered Design (UCD) dalam perancangan prototype akademik dengan. memanfaatkan pendapat pengguna, serta pola. dan tingkah laku pengguna dapat .menghasilkan user interface dan fungsionalitas. yang maksimal serta memiliki nilai usabili.ty. Selain itu digunakan metode Heuristic Evaluation untuk melakukan evaluasi desain dan menilai sistem. Untuk menemukan kekurangan lebih awal sebelum di implementasikan, mengurangi kesalahan kegunaan berikutnya yang memungkinkan adanya pengeluaran biaya lebih untuk perbaikan. Abstract . Information System of Informatic engineegring UMM contains activities related to academics. Based on the results of observations using a questionnaire distributed to 30 respondents to UMM Informatics Engineering active students, from the fourth statement that 23 people expressed doubts the data contained in the system is not up-to-date information and rarely updated. Then interactions are carried out such as submitting information about class schedules, session schedules, events and other information delivered through the Facebook group. With these problems, the researcher uses the User Centered Design (UCD) method in designing academic prototypes by utilizing the opinions of users, as well as the patterns and behavior of users can produce maximum user interface and functionality and have usability value. In addition, the Heuristic Evaluation method is used to evaluate the design and assess the system. To find deficiencies early before they are implemented, reduce subsequent usability errors that allow for more expenses for repairs.
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VAN DER MEIDEN, HILDERICK A., and WILLEM F. BRONSVOORT. "AN EFFICIENT METHOD TO DETERMINE THE INTENDED SOLUTION FOR A SYSTEM OF GEOMETRIC CONSTRAINTS." International Journal of Computational Geometry & Applications 15, no. 03 (June 2005): 279–98. http://dx.doi.org/10.1142/s0218195905001701.

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The number of solutions of a geometric constraint problem is generally exponential to the number of geometric elements in the problem. Finding a single intended solution, satisfying additional criteria, typically results in an NP-complete problem. A prototype-based selection scheme is presented here that avoids this problem. First, a resemblance relation between configurations is formally defined. This relation should be satisfied between the intended solution and a prototype configuration. The resemblance relation is in our approach satisfied by applying selection rules to subproblems in a bottom-up solving approach. The resulting solving algorithm is polynomial, because the selection rules are not used as search heuristic, but to unambiguously select a single solution such that no backtracking search is needed. For many applications, in particular CAD, this solution is both meaningful and intuitive.
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Bereš, Paun J., and Kristian P. Bereš. "Heuristic model of education and a prototype of a system for remote siren activation in emergency." Vojnotehnicki glasnik 61, no. 1 (2013): 46–57. http://dx.doi.org/10.5937/vojtehg61-2400.

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Müssener, Ulrika, Kristin Thomas, Catharina Linderoth, Marie Löf, Katarina Åsberg, Pontus Henriksson, and Marcus Bendtsen. "Development of an Intervention Targeting Multiple Health Behaviors Among High School Students: Participatory Design Study Using Heuristic Evaluation and Usability Testing." JMIR mHealth and uHealth 8, no. 10 (October 29, 2020): e17999. http://dx.doi.org/10.2196/17999.

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Background Mobile electronic platforms provide exciting possibilities for health behavior promotion. For instance, they can promote smoking cessation, moderate alcohol consumption, healthy eating, and physical activity. Young adults in Sweden are proficient in the use of technology, having been exposed to computers, smartphones, and the internet from an early age. However, with the high availability of mobile health (mHealth) interventions of varying quality, it is critical to optimize the usability of mHealth interventions to ensure long-term use of these health promotion interventions. Objective This study aims to investigate the usability of an mHealth intervention (LIFE4YOUth) targeting health behaviors among high school students through heuristic evaluation and usability testing. Methods A preliminary version of the LIFE4YOUth mHealth intervention, which was aimed at promoting healthy eating, physical activity, smoking cessation, and nonrisky drinking among high school students, was developed in early 2019. We completed a total of 15 heuristic evaluations and 5 usability tests to evaluate the usability of the mHealth intervention prototype to improve its functioning, content, and design. Results Heuristic evaluation from a total of 15 experts (10 employees and 5 university students, both women and men, aged 18-25 years) revealed that the major usability problems and the worst ratings, a total of 17 problems termed usability catastrophes, concerned shortcomings in displaying easy-to-understand information to the users or technical errors. The results of the usability testing including 5 high school students (both girls and boys, aged 15-18 years) showed that the design, quality, and quantity of content in the intervention may impact the users’ level of engagement. Poor functionality was considered a major barrier to usability. Of the 5 participants, one rated the LIFE4YOUth intervention as poor, 2 rated as average, and 2 assessed it as good, according to the System Usability Scale. Conclusions High school students have high expectations of digital products. If an mHealth intervention does not offer optimal functions, they may cease to use it. Optimizing the usability of mHealth interventions is a critical step in the development process. Heuristic evaluation and usability testing in this study provided valuable knowledge about the prototype from a user’s perspective. The findings may lead to the development of similar interventions targeting the high school population.
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Rosmani, Arifah Fasha, Ariffin Abdul Mutalib, and Siti Mahfuzah Sarif. "Asmaul Husna Mobile Application (AHMA): Foundation of the Prototype Design and Development." Journal of Computing Research and Innovation 6, no. 2 (September 1, 2021): 142–53. http://dx.doi.org/10.24191/jcrinn.v6i2.229.

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Asmaul Husna Mobile Application (AHMA) is a prototype mobile application based on an interaction model intended for use in heutagogy with undergraduates. This app was created and designed to increase students’ knowledge, perceived awareness, and perceived motivation for the learning material. When learners are assisted with signalling or cueing to focus their attention on the most appropriate resources, they demonstrate improved learning performance and significantly reduced cognitive load. The signalling principle’s effectiveness in enhancing learning outcomes by emphasising correspondences between text and images has been increasingly confirmed by empirical research. AHMA’s heutagogic design encourages students to explore, connect, and reflect through their self-learning process. By promoting aspects of the learning experience that are conducive to lecture or self-paced learning. This project involved a four-phase methodology which includes planning, design, development, and evaluation. According to the pre-and post-testing and heuristic evaluation results, AHMA significantly improved the learning experience and user interaction in a mobile learning environment.
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Lambright, J. P., and C. Ume. "A Flat Composite Panel Design Advisory System Using Knowledge Based and Case Based Reasoning." Journal of Mechanical Design 118, no. 4 (December 1, 1996): 461–69. http://dx.doi.org/10.1115/1.2826913.

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A method of cooperatively using Knowledge Based and Case Based Reasoning is proposed to assist designers in the design of flat composite panel structures. A Prototype Design Advisory system is constructed of heuristic and experiential rules which are acquired from composites design experts, and published text which is implemented in the CLIPS Knowledge Based System shell. The system includes design cases of previous composites design scenarios implemented in a Case Based Reasoning System using DesignMUSE. The cases all depict design of composites applied to commercial and military aircraft. The application of heuristic rules and prior similar design cases is focused upon the early stages of the design process. It is believed that such a design advisory system can aid in preventing unforeseen mistakes during the design and manufacture of composite structures, can assist in predicting the results of candidate designs, and can ultimately reduce the design cycle time.
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Tremblay, Melanie, Karine Latulippe, Manon Guay, Véronique Provencher, Anick Giguère, Valérie Poulin, Véronique Dubé, and Dominique Giroux. "Usability of a Co-designed eHealth Prototype for Caregivers: Combination Study of Three Frameworks." JMIR Human Factors 8, no. 3 (August 18, 2021): e26532. http://dx.doi.org/10.2196/26532.

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Background Co-design (or the participation of users) has shown great potential in the eHealth domain, demonstrating positive results. Nevertheless, the co-design approach cannot guarantee the usability of the system designed, and usability assessment is a complex analysis to perform, as evaluation criteria will differ depending on the usability framework (or set of criteria) used. ISO (International Organization for Standardization) on usability (ISO 9241-210), Nielsen heuristic, and Garrett element of user experience inform different yet complementary aspects of usability. Objective This study aims to assess the usability and user experience of a co-design prototype by combining 3 complementary frameworks. Methods To help caregivers provide care for functionally impaired older people, an eHealth tool was co-designed with caregivers, health and social service professionals, and community workers assisting caregivers. The prototype was a website that aims to support the help-seeking process for caregivers (finding resources) and allow service providers to advertise their services (offering resources). We chose an exploratory study method to assess usability in terms of each objective. The first step was to assess users’ first impressions of the website. The second was a task scenario with a think-aloud protocol. The final step was a semistructured interview. All steps were performed individually (with a moderator) in a single session. The data were analyzed using 3 frameworks. Results A total of 10 participants were recruited, 5 for each objective of the website. We were able to identify several usability problems, most of which were located in the information design and interface design dimensions (Garrett framework). Problems in both dimensions were mainly coded as effectiveness and efficiency (ISO framework) and error prevention and match between the systemand the real world (Nielsen heuristic). Conclusions Our study provided a novel contribution about usability analysis by combining the 3 different models to classify the problems found. This combination provided a holistic understanding of the usability improvements needed. It can also be used to analyze other eHealth products. International Registered Report Identifier (IRRID) RR2-10.2196/11634
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Huang, Bo, Changhong Xu, Rui Huang, and Shusheng Zhang. "An automatic 3D CAD model errors detection method of aircraft structural part for NC machining." Journal of Computational Design and Engineering 2, no. 4 (June 23, 2015): 253–60. http://dx.doi.org/10.1016/j.jcde.2015.06.008.

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Abstract Feature-based NC machining, which requires high quality of 3D CAD model, is widely used in machining aircraft structural part. However, there has been little research on how to automatically detect the CAD model errors. As a result, the user has to manually check the errors with great effort before NC programming. This paper proposes an automatic CAD model errors detection approach for aircraft structural part. First, the base faces are identified based on the reference directions corresponding to machining coordinate systems. Then, the CAD models are partitioned into multiple local regions based on the base faces. Finally, the CAD model error types are evaluated based on the heuristic rules. A prototype system based on CATIA has been developed to verify the effectiveness of the proposed approach. Highlights The 3D CAD model of an aircraft structural part is partitioned into multiple local regions in terms of the base faces. The fillet association level graph is proposed to represent the local region for exploring the CAD model errors. An automatic CAD model error detection method based on heuristics rule is proposed.
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Li, Qiang, Xiao Long Fang, and Dao Fang Chang. "The Research of Optimal Allocation of Port Berth and Quay Crane Based on Heuristic Algorithm." Advanced Materials Research 671-674 (March 2013): 2956–60. http://dx.doi.org/10.4028/www.scientific.net/amr.671-674.2956.

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To meet the goal of resource allocation optimization and port working efficiency, this thesis has proposed a kind of heuristic algorithm,Based on port optimal resource allocation theory and multi-objective dynamic characteristic analysis research, taking minimum anchorage Period as objective,separating from the individual berth and quay crane allocation method, this thesis analyzes berth-quay crane as one unit, building up the optimal resource allocation mathematic prototype of berth-quay crane with its working constraint conditions,which objectively reflects the actual port system status with full consideration on port flexibility and quay crane continuity characteristics.
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Virzi, Robert A., James F. Sorce, and Leslie Beth Herbert. "A Comparison of Three Usability Evaluation Methods: Heuristic, Think-Aloud, and Performance Testing." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 4 (October 1993): 309–13. http://dx.doi.org/10.1177/154193129303700412.

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A high-fidelity prototype of an extended voice mail application was created. We tested it using three distinct usability testing paradigms so that we could compare the quantity and quality of the information obtained using each. The three methods employed were (1) heuristic evaluation, in which usability experts critique the user interface, (2) think-aloud testing, in which naive subjects comment on the system as they use it, and (3) performance testing, in which task completion times and error rates are collected as naive subjects interact with the system. The three testing methodologies were roughly equivalent in their ability to detect a core set of usability problems on a per evaluator basis. However, the heuristic and think-aloud evaluations were generally more sensitive, uncovering a broader array of problems in the user interface. Implications of these findings are discussed in terms of the costs of doing the evaluations and in light of other work on this topic.
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Naik, Aanand D., Molly J. Horstman, Linda T. Li, Michael K. Paasche-Orlow, Bryan Campbell, Whitney L. Mills, Levi I. Herman, Daniel A. Anaya, Barbara W. Trautner, and David H. Berger. "User-centered design of discharge warnings tool for colorectal surgery patients." Journal of the American Medical Informatics Association 24, no. 5 (March 16, 2017): 975–80. http://dx.doi.org/10.1093/jamia/ocx018.

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Abstract Objectives: Readmission following colorectal surgery, typically due to surgery-related complications, is common. Patient-centered discharge warnings may guide recognition of early complication signs after colorectal surgery. Materials and Methods: User-centered design of a discharge warnings tool consisted of iterative health literacy review and a heuristic evaluation with human factors and clinical experts as well as patient end users to establish content validity and usability. Results: Literacy evaluation of the prototype suggested >12th-grade reading level. Subsequent revisions reduced reading level to 8th grade or below. Contents were formatted during heuristic evaluation into 3 action-oriented zones (green, yellow, and red) with relevant warning lexicons. Usability testing demonstrated comprehension of this 3-level lexicon and recognition of appropriate patient actions to take for each level. Discussion: We developed a discharge warnings tool for colorectal surgery using staged user-centered design. The lexicon of surgical discharge warnings could structure communication among patients, caregivers, and clinicians to improve post-discharge care.
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Pryor, Makenzie, Garrett C. Millar, Andrew McNamara, Leah Kaufman, and Anne Collins McLaughlin. "Creating Content Guidelines for Consistent Display of Information on an Ecommerce Website." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (September 2017): 1834–38. http://dx.doi.org/10.1177/1541931213601939.

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As part of a project in collaboration with Lenovo’s Global UX team, we analyzed a website using heuristic analysis, a cognitive walkthrough, and feedback from users through verbal protocols. With this information, we created a prototype version of proposed content guidelines. These guidelines aim to improve consistency on the website, which allowed users to quickly compare multiple laptops as well as make connections between the laptop hardware and typical uses. In this paper, we describe our process behind developing these guidelines and the resulting guidelines themselves to show how researchers may develop their own guidelines.
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Sin, Jacqueline, Luke A. Woodham, ,. Claire Henderson, Elen Williams, Aurora Sesé Hernández, and Steve Gillard. "Usability evaluation of an eHealth intervention for family carers of individuals affected by psychosis: A mixed-method study." DIGITAL HEALTH 5 (January 2019): 205520761987114. http://dx.doi.org/10.1177/2055207619871148.

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Background Existing research suggests that eHealth interventions targeting family carers of individuals with long-term illness offer a promising approach to care delivery. In particular, digital psychoeducational interventions with interactive psychosocial support are well-received with high rates of satisfaction and acceptability. However, development of such interventions for psychosis carers is lacking. We developed a multi-component eHealth intervention specifically for carers of individuals affected by psychosis, called COPe-support (Carers fOr People with Psychosis e-support). Objective Using mixed methods to evaluate usability, system heuristics and perceived acceptability, we conducted a usability study to establish the suitability of the intervention prototype for the target user group. Methods Twenty-three carers were recruited to the study and participated in a think-aloud test or a remote online trial of the intervention. Qualitative feedback, post-use System Usability Scale (SUS) scores, and real-world usage data collected from the tests were analysed. These were also supplemented with heuristic evaluation data provided by an independent eLearning technology expert. Results Participants evaluated the intervention content as useful and helpful, and indicated that the system had satisfactory usability with a mean SUS score of 73%, above the usability quality benchmark threshold. Study results identified some minor usability issues, which were corroborated with the eLearning expert’s heuristic evaluation findings. We used these results to refine the COPe-support intervention. Conclusions The usability study with end-users and service providers identified real-life usage and usability issues. The study results helped us refine COPe-support and its delivery strategy before its launch as part of a large-scale clinical trial.
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Sudin, Ida Syakirah, Suzana Ahmad, Marina Ismail, and Norizan Mat Diah. "Adaptation Meta-Cognitive as an Educational Tool: Animated Puzzle." Indonesian Journal of Electrical Engineering and Computer Science 12, no. 1 (October 1, 2018): 319. http://dx.doi.org/10.11591/ijeecs.v12.i1.pp319-325.

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<p>Students need to be equipped with high order thinking skill in order to prepare them with future world. Eventhough variety of programs on teaching high order thinking skills has been implemented formally in schools in Malaysia and also placed in the school curriculum, the results are not to the satisfactory. This research is proposing a suitable educational tool which can increase higher thinking skills among students. Keeping in mind that learning is a conceptualized multidimensional development involving three components: cognitive learning achievement, meta-cognition and motivation, an educational game with Meta-cognitive activity is proposed. An animated puzzle game that adapts acitivities that enables to nurture meta-cognitive skills has been developed and tested. Heuristic testing and functionality testing has been done towards the project prototype and positive results has been obtained. An enhancement of prototype will embark a new perspective of educational mechanism and could improve students higher order thinking skills capability.</p>
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