Academic literature on the topic 'Readability usability UX design accessibility'

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Journal articles on the topic "Readability usability UX design accessibility"

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Mahmoud, Hammad, Bani Baker Qanita, Al-Smadi Mohammed, and Alrashdan Wesam. "Towards enhancing the user experience of ChIP-Seq data analysis web tools." International Journal of Electrical and Computer Engineering (IJECE) 12, no. 5 (2022): 5236–47. https://doi.org/10.11591/ijece.v12i5.pp5236-5247.

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Deoxyribonucleic acid (DNA) sequencing is the process of locating the sequence of the main chemical bases in the DNA. Next-generation sequencing (NGS) is the state-of-the-art DNA sequencing technique. The NGS technique advanced the biological science in analyzing human DNA due to its scalability, high throughput, and speed. Analyzing human DNA is crucial to determine the ability of a person to develop certain diseases and his ability to respond to certain medications. ChIP-sequencing is a method that combines chromatin immunoprecipitation (ChIP) with NGS sequencing to analyze protein interactions with DNA to identify binding sites. Many online web tools have been developed to conduct ChIP-Seq data analysis to either discover or find motifs, i.e., patterns of binding sites. Since these ChIP-Seq web tools need to be used by clinical practitioners, they must comply to the web-related usability tasks including effectiveness, efficiency and satisfaction to enhance the user experience (UX). To that end, we have conducted an empirical study to understand their UX design. Specifically, we have evaluated the usability of 8 widely used ChIP-Seq web tools against 6 known usability quality metrics. Our study shows that the design of the studied ChIP-Seq web tools does not follow the UX design principles.
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Kim, Young Chan, and Moon Seok Kim. "Research on UI/UX improvement of subtitle service app : Proposal to improve usability of ‘Eeojum’, an automatic subtitle generation app for the hearing impaired." Korea Institute of Design Research Society 9, no. 3 (2024): 486–95. http://dx.doi.org/10.46248/kidrs.2024.3.486.

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This study aims to improve users' video content accessibility, usability, and aesthetic satisfaction by analyzing the UI/UX of <Eeojum>, an app that provides an automatic subtitle creation service for the hearing impaired, in terms of functionality and usability. To this end, we conducted preliminary research on automatic subtitle generation apps, analyzed the environment and actual conditions of mobile use by hearing impaired people, and analyzed domestic and international app accessibility policies and public institution UI design guidelines. Based on this, we looked at the UI/UX characteristics of <Eeojum>, derived UI/UX improvement items to improve app accessibility quality and usability, and proposed improvements to the voice conversion app UI/UX design draft. The biggest goal was to simplify the structure of IA and strengthen the visual formability of the display to improve usability, presenting design guidelines aimed at improving usability for the hearing impaired, the main users.
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Rangeswan, Harshaprathan, Arzath Areeff, Saruniya Manivannan, Benjo Rajkumar, and Jagath Wickramarathne. "A Critical Evaluation of Popular UX Frameworks Relevant to E-Health Apps." International Journal of Computational Science, Information Technology and Control Engineering 10, no. 1/2/3 (2023): 25–34. http://dx.doi.org/10.5121/ijcsitce.2023.10302.

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This research paper aims to evaluate the usability, accessibility, and effectiveness of the current User Experience (UX) frameworks relevant to mobile health apps, with a specific focus on the FitBit app. The selected UX frameworks for evaluation include Nielsen Norman Group's 10 Usability Heuristics, Don Norman's Three Levels of Design, and Human-Centered Design. A mixed-method approach, comprising both qualitative and quantitative analyses, was employed to evaluate these frameworks. The FitBit app was assessed based on the selected frameworks, and the obtained results were compared with existing literature and industry standards. The main subject of this study is the critical evaluation of popular UX frameworks in the context of e-health apps, with a specific emphasis on the FitBit app. The evaluation factors considered include usability, accessibility, and effectiveness. By utilizing the selected UX frameworks, the paper seeks to identify the strengths and limitations of each framework in evaluating e- health apps. The achieved results reveal that Nielsen Norman Group's 10 Usability Heuristics are valuable in identifying usability issues within the FitBit app. Don Norman's Three Levels of Design effectively evaluate the overall user experience, providing insights into the app's design quality. Human- Centered Design, on the other hand, offers a comprehensive and holistic approach to designing for the user, encompassing various aspects of the FitBit app. Through this research, a comprehensive understanding of the strengths and limitations of the evaluated UX frameworks in relation to e-health apps, specifically the FitBit app, is attained. The findings contribute to the existing literature on UX evaluation and provide insights for designers and developers to enhance the user experience of mobile health applications.
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Florence Sophia Ezeh, Oluwasanmi Segun Adanigbo, Unomah Success Ugbaja, Comfort Iyabode Lawal, and Solomon Christopher Friday. "SYSTEMATIC REVIEW OF USER EXPERIENCE OPTIMIZATION IN MULTI-CHANNEL DIGITAL PAYMENT PLATFORM DESIGN." Gulf Journal of Advance Business Research 1, no. 3 (2023): 271–82. https://doi.org/10.51594/gjabr.v1i3.135.

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This systematic review critically explores user experience (UX) optimization strategies in the design and implementation of multi-channel digital payment platforms within the rapidly evolving financial technology landscape. As digital payment ecosystems expand across web, mobile, and USSD interfaces, ensuring consistent, accessible, and intuitive user experiences has become central to fostering adoption and sustained engagement. The study begins by establishing the theoretical foundations of UX in digital finance, distinguishing key dimensions such as usability, efficiency, accessibility, and satisfaction, and examining prevalent frameworks for evaluation. Through the analysis of peer-reviewed literature and empirical studies, the review identifies emerging design patterns and technologies—including responsive interfaces, AI-driven personalization, and behavioral nudging techniques—that contribute to improved user satisfaction and retention. The review also reveals persistent challenges such as interface fragmentation, poor accessibility in low-resource settings, and inconsistencies across platforms. Additionally, it examines the impact of technological context and demographic diversity on user interactions, with insights from both developed and developing markets. Comparative analyses highlight best practices in platform design, alongside cautionary examples of failed implementations due to inadequate user-centric considerations. The paper concludes with actionable recommendations for designers and developers, emphasizing the importance of inclusive, agile, and analytics-informed UX processes. Finally, it proposes future research directions in emerging technologies, longitudinal UX assessment, and interdisciplinary collaboration to advance the field. This study contributes a comprehensive reference for fintech professionals, UX researchers, and policy stakeholders aiming to improve financial inclusion and service efficiency through optimal digital experience design. Keywords: Multi-Channel Digital Payment, User Experience Optimization, Fintech Design Strategies, Usability and Accessibility, UX Evaluation Frameworks, Digital Financial Inclusion.
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Putra, Anak Agung Adi Wiryya, Kadek Wahyu Santika Putra, and Arefcy Theneven Saban. "Designing a User-Centered Facial Health Application (Glowessence) with Usability Testing." International Journal Software Engineering and Computer Science (IJSECS) 5, no. 1 (2025): 77–87. https://doi.org/10.35870/ijsecs.v5i1.3422.

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The study is carried out for developing the UI (User Interface) and UX(UX) of Glowessence App that enables users to determine their skin type and choose suitable facial care treatment for them. UI/UX Design process involves the User-Centered Design (UCD) principle which is primarily based on customer comfort and finding user requirements. In this study, the method adopted is Design Thinking (5 steps) which started from Empath, Define, Ideate, Prototype and Test. A System Usability Scale (SUS) is used during the testing phase to test the app with 29 participants and an average of 87 was scored — which falls into the "Excellent" category. Research results show the significance that UI/UX design based on direct user feedback could improve the success rate at solving skin care problems, making people more comfortable. The biggest novelty of this study is in a user-centered design solution enhancing application accessibility for a wider audience.
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Vivek, Jain. "The Role of UX/UI in E-Commerce Conversions." International Journal of Leading Research Publication 4, no. 8 (2023): 1–7. https://doi.org/10.5281/zenodo.14866778.

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User Experience (UX) and User Interface (UI) design play a pivotal role in shaping the success of e-commerce platforms. A seamless and intuitive UX/UI can significantly enhance user engagement, reduce bounce rates, and ultimately drive conversions. This paper explores the critical aspects of UX/UI in e-commerce, supported by real-time case studies and industry examples. We discuss design principles, usability heuristics, and emerging trends that influence purchasing behaviors. Furthermore, we analyze how factors such as mobile responsiveness, accessibility, and micro-interactions contribute to overall conversion rates. The study concludes with actionable insights for optimizing e-commerce UX/UI to maximize sales and customer satisfaction.
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Vivek, Jain. "The Role of UX/UI in E-Commerce Conversions." International Journal of Leading Research Publication 4, no. 8 (2023): 1–7. https://doi.org/10.5281/zenodo.14866833.

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User Experience (UX) and User Interface (UI) design play a pivotal role in shaping the success of e-commerce platforms. A seamless and intuitive UX/UI can significantly enhance user engagement, reduce bounce rates, and ultimately drive conversions. This paper explores the critical aspects of UX/UI in e-commerce, supported by real-time case studies and industry examples. We discuss design principles, usability heuristics, and emerging trends that influence purchasing behaviors. Furthermore, we analyze how factors such as mobile responsiveness, accessibility, and micro-interactions contribute to overall conversion rates. The study concludes with actionable insights for optimizing e-commerce UX/UI to maximize sales and customer satisfaction.
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Peddisetty, Namratha. "Enhancing digital products: A deep dive into UI/UX Design." International Journal of Multidisciplinary Research and Growth Evaluation 6, no. 1 (2025): 2067–70. https://doi.org/10.54660/.ijmrge.2025.6.1.2067-2070.

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UI and UX designs are most crucial for the development of any digital product, as they directly impact user satisfaction, engagement, and loyalty. This paper explores the role of UI/UX, focusing on its main components, the design process, and why it is crucial in enhancing usability and accessibility. The discussion encompasses best practices, challenges, and state-of-the-art trends like AI-driven personalization and augmented reality. It highlights practical recommendations through the analysis of case studies and successful implementations that may help designers in creating innovative and user-centered digital solutions.
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Podajow, Devid Riswandy, Dedi I. Inan, Ratna Juita, Marlinda Sanglise, and Natasya Yusinta Subay. "Design and Evaluation of User Interface Usability for Junior High School Websites in West Papua Province Using System Usability Scale." Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi 13, no. 2 (2024): 946. https://doi.org/10.35889/jutisi.v13i2.1870.

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<p class="Abstract"><em>The primary emphasis of this study lies in utilizing the System Usability Scale (SUS) method to assess the User Interface (UI) and User Experience (UX) design. The objective is to enhance the accessibility of information at SMP YPK 01 Manokwari, a school currently facing challenges due to the absence of an official website. By concentrating on designing a user-friendly UI, this research aims to facilitate users' ease in accessing information. Through the SUS method, the UI/UX design is thoroughly evaluated to ensure optimal usability. Findings from the questionnaire, which involved 33 respondents, revealed a commendable SUS score of 83.26, categorizing the tested UI/UX design as "excellent." Consequently, the prototype UI/UX design of the SMP YPK 01 Manokwari website has been effectively developed, showcasing a high level of usability.</em><em></em></p><p class="Abstract"><em>Keywords: </em><em>Design; S</em><em>ystem usability scale; User interface; User experience; Website.</em></p><p align="center"><strong> </strong></p><p align="center"><strong>Abstrak</strong></p><p>Penelitian ini difokuskan pada penggunaan metode <em>System Usability Scale</em> (SUS) untuk menilai desain Antarmuka Pengguna (UI) dan Pengalaman Pengguna (UX). Tujuannya adalah untuk meningkatkan aksesibilitas informasi di SMP YPK 01 Manokwari, sebuah sekolah yang saat ini menghadapi tantangan akibat ketiadaan situs web resmi. Dengan berfokus pada merancang UI yang ramah pengguna, penelitian ini bertujuan untuk memudahkan pengguna dalam mengakses informasi. Melalui metode SUS, desain UI/UX dievaluasi secara menyeluruh untuk memastikan penggunaan yang optimal. Temuan dari kuesioner, yang melibatkan 33 responden, mengungkapkan skor SUS yang memuaskan sebesar 83.26, mengkategorikan desain UI/UX yang diuji sebagai "excellent". Akibatnya, desain <em>prototype</em> UI/UX dari situs web SMP YPK 01 Manokwari telah berhasil dikembangkan, menunjukkan tingkat kegunaan yang tinggi.</p><p> </p>
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Septiani Kurnia and Nur Nawaningtyas. "Analisis Interaksi Pengguna dalam Desain User Interface dan User Experience yang Lebih Baik Menggunakan Metode Heuristik." Jurnal Teknik Mesin, Industri, Elektro dan Informatika 3, no. 4 (2024): 113–19. http://dx.doi.org/10.55606/jtmei.v3i4.4433.

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Effective User Interface (UI) and User experience (UX) design relies heavily on good interactions between users and the system. One approach to improving the quality of these interactions is to use heuristic methods. This method allows designers to spread the usability of an interface based on certain principles, such as readability, consistency, feedback, and efficiency. This study reviews how heuristic methods can be applied to identify potential problems in UI/UX design and provide solutions to create a better user experience. By transmitting designs through heuristic criteria, designers can quickly find errors that may not be visible in conventional trials, thereby accelerating system improvement and refinement. In addition, user interaction analysis through this method also provides a more systematic guide to designing UI/UX that is responsive to user needs, both visually and functionally. This study highlights the importance of using interactive heuristic evaluation in the product development cycle to ensure optimal user experience quality. The results of applying this method show increased navigation efficiency, better user engagement, and decreased user error rates.
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Dissertations / Theses on the topic "Readability usability UX design accessibility"

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Neto, Sydney de Almeida. "UX research: a flow proposal based on the UA web portal development." Master's thesis, 2021. http://hdl.handle.net/10773/31988.

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As a process inherent to the HCI area, UX Research can be seen as a strategy that supports the development of digital products, namely when usability and accessibility guidelines are used to drive the approach adopted. Practices and strategies based on user experience can facilitate understanding the generation of inputs to drive the digital products development as well as support requirements. In this context, this research is focused on the observation of the UX Research process in the development of the new web portal of the University of Aveiro aiming to investigate how UX Research practice can support the methodological approach used, regarding requirements support, identification of typology interface problems, and collection of information towards the continuous improvement of the development of the University of Aveiro (UA) New Portal. For this purpose, a Mixed Methodology was used based on the Grounded Theory framework, by the inductive process of data observation, delimited to the observation of the new News area of the web portal. Data saturation allowed us to know which UX Research sources had more capacity to raise data from the end-users, support requirements, identify types of interface problems, and supply the development of product solutions. As a consequence of the data processing, this research presents a UXR flow proposal to support data collection and engage stakeholders with the end-user needs and interests.<br>Como um processo inerente à área de Interação Humano-Computador (HCI), a Investigação em Experiência do Utilizador (UX Research) pode ser vista como uma estratégia de apoio ao desenvolvimento de produtos digitais quando princípios de usabilidade e acessibilidade são utilizados para impulsionar a abordagem adoptada. Práticas e estratégias baseadas na coleta de dados relativos à experiência do utilizador podem facilitar a geração de inputs para impulsionar desenvolvimento de produtos digitais bem como suportar a defesa de requisitos. Neste contexto, esta investigação está centrada na observação do processo de UX Research no desenvolvimento do novo portal web da Universidade de Aveiro com o objetivo de compreender como a prática da Investigação em UX pode apoiar a abordagem metodológica utilizada, no que diz respeito ao suporte de requisitos, identificação de tipologias de problemas da interface, e recolha de informação para a melhoria contínua do desenvolvimento do Novo Portal da Universidade de Aveiro (UA). Para este fim, foi utilizada uma Metodologia Mista, Qualiquantitativa fundamentada na estrutura de Grounded Theory, em que parte-se do processo indutivo da observação dos dados, delimitado à observação da nova Área de Notícias do portal web. O tratamento estatístico permitiu saber quais as fontes da UX Research com maior capacidade para levantar dados dos utilizadores finais, qual delas mais dá suporte aos requisitos, ajuda na identificação de tipos de problemas da interface, e apoia o desenvolvimento de soluções de produto. Como consequência do processamento de dados, esta investigação apresenta uma proposta de fluxo de Investigação em UX para apoiar a recolha de dados e motivar os envolvidos no processo para atender as necessidades e interesses dos utilizadores finais.<br>Mestrado em Comunicação Multimédia
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(11104764), Allegra W. Smith. "Digital Age: A Study of Older Adults' User Experiences with Technology." Thesis, 2021.

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<div>Older adults aged 60+ represent the fastest growing segment of the US population, yet they are rarely seen as users of technology. Members of this age cohort often struggle with the material and conceptual requirements of computing—such as clicking small targets or remembering usernames and passwords for account logins—leading them to adopt technologies like smartphones and social media at much lower rates than their younger counterparts. Digital devices and interfaces are not typically designed with older adult users in mind, even though all users are always aging, and the “silver economy” represents a powerful, and often untapped, market for technological innovations. The little existing research in this area often conflates age with disability, framing elders according to a deficit model. While it is certainly important to consider the impacts that aging bodies have on technology use, they are not the sole factor shaping usage for older age cohorts. Moreover, if we reduce elder users to their “impairments,” we risk stereotyping them in ways that curtail design possibilities, as well as these users’ possibilities for full participation in digital life. For this reason, studies of technology users aged 60+ and their communities are necessary to shed light on the multifaceted needs of older age cohorts, and the interventions into technology design, documentation, and education that can help them reach their digital goals. </div><div><br></div><div>To build an understanding of the unique technology use of a group of the oldest Americans (aged 75+), as well as to assess their needs and desires for digital engagement, I conducted interviews and observations with computer users in a senior living community. Data collection revealed a great diversity of computing purposes and activities, ranging from social functions such as email and messaging, to managing finance and medicine, to art and design applications, and beyond. Moreover, participants’ accounts of how and where they developed their computing skills shed light on their motivations for engaging with technology, as well as their fears of technology’s intrusiveness. Analysis of participants’ performance on a series of digital tasks yielded insights into physical and cognitive factors, as well as a clear divide in forms of knowledge and mental models that older adults draw upon when attempting to engage with technology. To conclude, I provide recommendations for technology design and education, as well as future research to account for age as a factor mediating user experience.</div>
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Book chapters on the topic "Readability usability UX design accessibility"

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Grandi, Fabio, Margherita Peruzzini, Roberto Raffaeli, and Marcello Pellicciari. "Transdisciplinary Assessment Matrix to Design Human-Machine Interaction." In Advances in Transdisciplinary Engineering. IOS Press, 2020. http://dx.doi.org/10.3233/atde200076.

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Successful interaction with complex systems is based on the system ability to satisfy the user needs during interaction tasks, mainly related to performances, physical comfort, usability, accessibility, visibility, and mental workload. However, the “real” user experience (UX) is hidden and usually difficult to detect. The paper proposes a Transdisciplinary Assessment Matrix (TAS) based on collection of physiological, postural and visibility data during interaction analysis, and calculation of a consolidated User eXperience Index (UXI). Physiological data are based on heart rate parameters and eye pupil dilation parameters; postural data consists of analysis of main anthropometrical parameters; and interaction data from the system CAN-bus. Such a method can be adopted to assess interaction on field, during real task execution, or within simulated environments. It has been applied to a simulated case study focusing on agricultural machinery control systems, involving users with a different level of expertise. Results showed that TAS is able to validly objectify UX and can be used for industrial cases.
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Subbulakshmi, T., and E. G. Satish. "User-Centric Design in Blockchain-Enabled IoT Solutions Prioritizing Usability and Adoption." In Secured Blockchain and IoT Connected Devices through Decentralized Trust and Enhanced Data Integrity. RADemics Research Institute, 2024. https://doi.org/10.71443/9788197933653-14.

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The convergence of blockchain technology and the Internet of Things (IoT) presents significant opportunities for innovation, yet its success depends on prioritizing user experience (UX) through effective user-centric design. This chapter examines the critical role of user-centric design in ensuring the usability, accessibility, and adoption of blockchain-enabled IoT systems. It highlights essential elements such as understanding user needs, optimizing onboarding processes, and creating adaptive, responsive user interfaces for diverse devices. The chapter emphasizes reducing friction points, enhancing interactions across platforms, and leveraging iterative design to address real-world challenges. By focusing on the seamless integration of blockchain and IoT, the chapter offers practical insights into designing systems that engage users and promote long-term retention. This approach aims to foster widespread adoption by addressing usability concerns and ensuring that users can effectively interact with and benefit from these advanced technologies.
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Conference papers on the topic "Readability usability UX design accessibility"

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Gago da Silvan, Jose Miguel, and Fernando Moreira da Silva. "Drawing Accessibilities - Classroom Introductory Module to UX Design." In Applied Human Factors and Ergonomics Conference. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe100766.

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Reflection through drawing is a strategy capable of developing perception, project values. Several studies explain how drawing serves as a reasoning tool when engaging a student to learn a subject of study; the learner tries to represent their comprehension on a specific subject. The act of drawing works as an incentive, students interact with the subject of study through the graphic representation of an idea. There is the need to empower drawing as a reasoning tool in higher education settings, in finding new approaches in classroom in developing user experience (UX) projects focused in accessibility, usability factors. This learning strategy is crucial in the contemporaneous context of user Interface design because it allows new outcomes, allows learners to understand in a systematic approach how to develop, empower accessibility solutions in a UX project.
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Jantan, Azrul Hazri, Noris Mohd Norowi, and Mariam Azwa Yazid. "UI/UX Fundamental Design for Mobile Application Prototype to Support Web Accessibility and Usability Acceptance." In ICSCA 2023: 2023 12th International Conference on Software and Computer Applications. ACM, 2023. http://dx.doi.org/10.1145/3587828.3587845.

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Rosa, João Ricardo dos S., and Natasha Malveira C. Valentim. "Investigating the use of UAUDG-VI in the mobile applications design for visually impaired considering accessibility, usability and UX." In IHC '22: XXI Brazilian Symposium on Human Factors in Computing Systems. ACM, 2022. http://dx.doi.org/10.1145/3554364.3561829.

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Anvari, Sam, and Gabriella Hancock. "Interdisciplinary Design Teaching: A pedagogical approach to train hands-on UX/UI designers." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002536.

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The rapid growth in the prevalence of smart devices has created a significant demand for workforces with knowledge and experience in user-centered design. The new emerging designers are expected to be familiar with practical design research methods while delivering competitive visual results. An interdisciplinary pedagogical approach to design teaching can help students connect the practice of psychology, human factors, and graphic design. In this presentation, we will discuss our practical methods of forming an interdisciplinary design research team to work on a hands-on design challenge involving academia and industry for the usability of specialized medical devices.Our research focuses on enhancing the usability of Environmental Control Units (ECU) in the VA Hospital healthcare system. An ECU is a digital tablet with specific functionality to help patients with spinal cord injury disabilities to overcome their common day-to-day challenges such as: making a phone call or calling the nurse/help, switching on/off the lights, adjusting the bed, etc. This device has four modes of interaction: touch-based, sip-and-puff (pneumatic tube), eye-tracking, and voice-control. Veterans with SCI/D typically find ECUs useful, yet previous research has identified dozens of usability issues ranging from relatively minor or cosmetic to catastrophic (Hancock et al., 2020; Etingen et al., 2017). This multidisciplinary research project is ongoing between California State University Long Beach, the Spinal Cord Injuries and Disorders (SCI/D) Center at the Long Beach VA Hospital, and the device manufacturer, Accessibility Services, Inc.This research started in 2019 with heuristic analyses of the touch-based and eye-tracking modalities of the ECU device (Hancock et al., 2020a; Hancock et al., 2020b). Based on the heuristic evaluation findings, the team made a Beta version with improvements. The team were prepared to conduct A/B usability testing, but due to the COVID-19 Pandemic, accessing the hospital grounds got limited. In the summer of 2020, the design team developed a fully online digital prototype of the ECU interface to conduct remote A/B usability testing with a neurotypical population (i.e., CSULB students). This research has brought together students from graphic design and psychology to engage in a hands-on user-centered design project. Students from both practices received training to conduct remote user-testing sessions and post-processing the resulting data. Currently, the team is collecting data from its ongoing A/B testing between the Alpha and Beta versions of the interface. In the meantime, the team has begun to draft a new design (Omega version) based on the current and emerging findings to make design improvement suggestions to the device manufacturer.This paper will discuss how interdisciplinary design research creates unique opportunities for students in graphic design to learn human-factors psychology and how various design choices for interface features such as color, font, size, etc. will affect its usability and user experience outcomes. In contrast, students in psychology human factors learn about aesthetics and practical design solutions. As the resulting systems are for actual use by veterans with spinal cord injuries and disorders in collaboration with a government partner (the VA), the students also gain valuable service learning experience.
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Polanco Jr, Alexis, and Tsailu Liu. "Uncovering an Inclusion Gap in the Design of Digital Assessments for Middle school-aged Deaf and Hard of Hearing Students in the United States." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003329.

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What does a score on a digital assessment mean? At its core, a score is a measurement of how a student matches up to a predefined construct. For example, a reading assessment may measure the construct of a student’s reading fluency, comprehension, or both. This research seeks to challenge the legitimacy of digital assessment from the lens of Accessibility, User Experience (UX), Inclusive Design, and Marginalized Populations by focusing on the needs of the deaf and hard of hearing (DHH) middle school-aged student in the United States.DHH learners are among the least understood groups. Neither the US Census nor public schools recognize American Sign Language (ASL) as a non-English language used at home. For the sake of discussion, this research references a study by Goman from 2016 which estimates that 14.3% of all Americans aged 12 and older have some form of hearing loss, and a study from the U.S. National Center of Educational Statistics which estimated students with hearing impairment between ages 3-21 at 1% of all students. These statistics are especially concerning when juxtaposed with how assessments are created. Two of the top educational companies in U.S. use a process called “pretesting” to determine the statistical relevance of the questions used in their assessments. This process involves trialing assessment items with a sample group similar to the population to be assessed. As assessments are increasingly delivered digitally, they overlap with other disciplines like UX Design. In UX, it is well documented that testing with five people finds most problems. If we assume that pretesting uses a similar sample size, it is a reasonable assumption that many items would not be trialed with DHH students, i.e. this marginalized group isn’t populous enough to be accounted for in a statistically relevant pretesting sample.To provide legitimacy to this claim, this research used structured interviews with subject-matter experts (SMEs) in usability, accessibility, child-computer interaction, and DHH education. The responses provided by these SMEs lent credence to the idea that DHH learners were often not included in digital assessment design either due to being sampled out, a lack of accessibility awareness, and/or the absence of inclusive design guidelines for DHH students. For example, one interviewed Director at a prominent deaf institution said, “In terms of my field, there isn’t some tangible set of design principles that apply in [my] specific area. These things are developing as we go.”This is especially concerning when scores for deaf learners have wide implications in terms of public funding for school districts at the macro level, and self-worth issues at the individual level; especially when it is oft-cited that 80% of age-14 DHH students on average place below a grade-4 reading level. For these reasons, the goal of this research is to empower designers, developers, managers, and researchers with a repeatable framework for inspiring cross-disciplinary collaboration to create fair and equitable digital assessment designs. It is about meeting the full spectrum of need for every individual student—starting with the DHH student’s needs.
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Polanco Jr, Alexis, and Tsailu Liu. "Multidisciplinary Framework for Creating the Next-generation of Human-centered Design Guidelines." In AHFE 2023 Hawaii Edition. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1004225.

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Human-centered design for students with disabilities is an inherently multidisciplinary endeavor. It requires input from practitioners in the fields of user experience (UX), instructional design, accessibility, software engineering, and more. To that end, this paper seeks to reveal the perspectives of practitioners who have experience across these various disciplines, especially as they pertain to Deaf and hard of hearing (DHH) students.In a previous study, the author asked practitioners to describe the design guidelines they use in their professions. To contextualize the concept of guidelines, the research participants were introduced to North Carolina State University’s Principles of Universal Design and Jakob Nielsen’s 10 Usability Heuristics. The outcome of that study revealed a wide spectrum of guidelines, with little commonality except for the Web Content Accessibility Guidelines and Universal Design.This paper builds off that prior research by interviewing the same practitioners with a renewed focus on the definition of guidelines. In particular: 1) How do these practitioners define “guidelines”, and do these definitions vary between the different disciplines of user experience, accessibility, etc.?2) Do the practitioners’ definitions of “guidelines” change as the end-user becomes more specifically designed? For example, do practitioners expect more, less, or something different when designing for hearing students vs DHH students?3) If these practitioners were empowered to create a theoretical set of design guidelines for DHH middle school-aged students, what process would they follow? The results of this new study demonstrate an awareness in the research participants that experts from different disciplines may need to be engaged in the process of creating design guidelines. More specifically, when asked to create DHH guidelines, the SMEs were often quick to say that they needed to collaborate with individuals who were embedded in the DHH community, i.e., individuals who are Deaf or hard of hearing, or individuals who have acquired second-hand knowledge through being immersed in Deaf culture.Surprisingly, when interviewing these practitioners for a second time, designers were not always explicitly stated as integral to the creation of design guidelines for DHH middle school students. A few reasons emerged for why this is the case: A) On multiple occasions, the research participants lamented that design education today often fails to prepare new designers in the space of accessibility. B) In another instance, a senior software architect felt that engaging designers would be detrimental to the guideline creation process. He would later amend his response to say that he would include a designer only if they had a sufficient background in accessibility. C) In a different instance, a designer took designer participation for granted and assumed that designers would obviously be part of the design guideline process. When asked to clarify why he did not include designers in his process when first asked, he said that his ego led him to assume that he would naturally be part of the process.While both this paper and the previous paper focus on the DHH student experience, the overall goal of this research is to create a reusable framework that will allow subject matter experts (SMEs) to examine the guidelines they use today, and to learn how to create the next generation of design guidelines that will rise to the challenge of human-centered design becoming increasingly multidisciplinary.
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